Fractal Softworks Forum

Starsector => Mods => Topic started by: Knight Chase on January 29, 2018, 08:28:01 PM

Title: [0.97a] Mayasuran Navy 11.0.0 RC1
Post by: Knight Chase on January 29, 2018, 08:28:01 PM
(https://i.imgur.com/Y1llQjw.png) (https://github.com/KnightShii/Starsector/raw/master/Mayasuran%20Navy%2011.0.0.7z)

What if the Mayasurans had won? Could they turn back the tide and push the Hegemony back?
It's no longer 'The Last Hurrah', this sparks a brand new comeback for the Mayasurian fleet.
Rising from the ashes, will you lead them to victory?

(https://i.imgur.com/pbeQNGv.png) (https://imgur.com/a/4j2W6LP)
(https://i.imgur.com/jwD3FQf.png) (https://imgur.com/a/0M78ytz)
(https://i.imgur.com/AxUMmes.png)

Ships
Spoiler
(https://i.imgur.com/zbACQxw.png)
[close]

Weapons
Spoiler
(https://i.imgur.com/dZCHbdm.gif)
Gandiva
A triple barreled Gauss Cannon built into the Arjuna-class Siege Carrier. This superheavy kinetic weapon is extremely powerful, albeit this power comes with high flux cost.
(https://i.imgur.com/Y9HuHCA.gif)
Arbalest Battery
A triple-linked assembly of Arbalest Autocannons, the cheap and simple Arbalest Battery allows a ship to pummel shielded targets with astounding reliability, and at a very low cost.
(https://i.imgur.com/tJczddV.gif)
Triple Beam Cannon
An enormously powerful laser array, the Triple Beam Cannon combines three high-powered burst beams into a single mount. Boasting superior precision from the alternating emitters, it is especially effective at melting... Well, just about anything.

[close]

Credits:
Sylva as a my fellow author and ship spriter.

miragecomedy for designing the shipgirls!
AxleMC131 for ship sprites and helping me make the mod in the first place!
HELMUT and Kemomori for various ship parts!
MShadowy for inspiring me with their awesome ships and weapons!
MesoTroniK for weapon sounds!
Tartiflette for showing me how to paint ships with his tutorial.
Nicke535 for various scripts!
Techpriest for MUSIC and coding.


The Mayasuran faction features a variety of midtech ships, some with elite (M) versions that can be acquired rarely.


OFFICIAL MAYASURA RAP:
Spoiler
Verse 1:
Listen up, we've got a story to tell
'Bout how Mayasura fought and conquered well
Against the Hegemony and Luddic Path
We took 'em down, we don't need no math

We're Mayasura, we don't play
We beat the Hegemony and Luddic Path in a blaze
With our flow so sick, we're the real deal
We're the ones who stand tall, we're the big meal

The Hegemony thought they could defeat us with ease
But we showed them the power of Mayasura, with a squeeze
They tried to cancel us, but we're not done
We rose up and showed 'em, we're number one

We're Mayasura, we don't play
We beat the Hegemony and Luddic Path in a blaze
With our flow so sick, we're the real deal
We're the ones who stand tall, we're the big meal

Luddic Path thought they could drop their colony on us
But we bounced back and showed them who's plus
We're the Mayasura, we don't take no cap
Now they know they can't beat us, not even a snap

We're Mayasura, we don't play
We beat the Hegemony and Luddic Path in a blaze
With our flow so sick, we're the real deal
We're the ones who stand tall, we're the big meal

We're woke, we're lit, and our drip's so boujee
We show the haters, our glow up's complete
They try to ghost us, but we're not salty
We rise above, and show them who's reallyalty

We're Mayasura, we don't play
We beat the Hegemony and Luddic Path in a blaze
With our flow so sick, we're the real deal
We're the ones who stand tall, we're the big meal

So now you know, Mayasura's the G.O.A.T
We took on the Hegemony and Luddic Path, and left them afloat
We're the real deal, we don't play around
We're Mayasura, the biggest baddest sound.
[close]

This mod was made by a variety of help from other people, so please check out their mods too!


Primary download link is on the flag/here.
https://github.com/KnightShii/Starsector/raw/master/Mayasuran%20Navy%2011.0.0.7z


Lazylib required!

http://fractalsoftworks.com/forum/index.php?topic=5444.0

Changelog:
Spoiler
11.0.0 RC1
-Added in the Paladin (M)
This is the Cruiser Champion made by my friend Zyrithithrall!
Adjusted the frontal medium synergy hardpoint on the Aurora (M) to be Built-in
-Changed it to the Avenger
lmao, hahahaha
-Adjusted the Winghead system to be Accelerated Ammo Feeder
-Adjusted Winghead's Speed to 70 from 50
SPEED
-Adjusted the Mokarran system to be Accelerated Ammo Feeder
-Adjusted Mokarran's shields to be 1.0 efficiency and 270 shield arc from 210.
-Adjusted Mokarran's frontal medium energy turrets to Hybrid.
BUFF
-Removed active flare module
-Removed Peltast-Class frigate
-Adjusted Crusader (M)'s armor from 1200 to 1000 base.
-Adjusted Crusader  (M)'s base dissipation from 1000 to 800
-Adjusted Crusader (M)'s DP from 25 to 30
-Removed National-Class Battlecruiser
-Removed Nebulosa-Class Battlecruiser
They'll be back maybe?????
-Removed 6 small frontal mounts from the Excalibur, replaced it with a singular medium ballistic 360 mount at the rear
This should help immensely with the AI
-Changed Excalibur's medium missile mounts to composite
This will also help the Excalibur stay at range like it was meant to.

10.0.2 RC1
-Added Vice Admiral and Vice Admiral's Godsplitter (M) plus unique weapon(s)
-Fixed Iapetus-Class being part of the Mayasuran Navy bluprint package
-Added Vishnu-class to blue print package for Mayasura
-Changed Rhea-class six medium ballistic mounts to three ballistic mounts
-Adjusted Rhea's  dissipation from 600 to 1000.
-Adjusted Rhea's flux/shield from 1.2 to 1.0
-Adjusted Rhea's max speed from  35 to 45
-Changed Crusader (M) to a Rhea-class conversion
-Starliner (M) shield converted to Omni from Front
-Added a couple of other NPCs too
10.0.1 RC1
-No more shadow on Vishnu's Mark VII guns
-Added Victory M and Vishnu M to buildables for Mayasura.
This basically means you should  be able to build the Vishnu and Victory M successfully now
-Added in System swap to Victory (M)
So, I've added plasma jets, high energy focus and mine strike as variants of the Victory (M), each with their own unique paint job. I look forward to seeing your builds!

10.0.0 RC2
-Fixed Didymoi Minelayer
New missile behavior means it activates as soon as it gets in range rather than a timer. While unfortunate, I can't change this I think.
-Added pass through to the Mark VII projectiles, Caliburnus Railgun projectiles, Charged UV Pulse Cannon Projectiles.
These are all big projectiles with a lot of damage. So have fun sniping multiple fighters at once!
-Increased refire time of Mark VII to 12 seconds.
-Increased refire time of Armored Box Launcher to 12 seconds.
Both of these weapons will be keeping their massive alpha damage, however, you will have to be more deliberate with your shots.
-Increased the damage of the Orbital Howitzer from 1200 to 2000.
With how unwieldy this gun is, it deserves MORE damage.
 


10.0.0 RC1
-New Conquest Sprite
-New Heron Sprite
-Fixed Pyotr for 0.96a
-Added Pegasus (M)
-Added Crusader (M)
this is a battlecarrier version of the Champion-class.


9.00 RC5
Moved civilian tag from Skysplitter (M) to Iapetus-Class
extreme woopsie, it's fixed now.

9.0.0 RC4
-Added Rhea for realsies
I forgot to add it in to the blueprint pile for mayasura
-Added Rhea (M)
My first MODULAR armor ship
-Added Gryphon (M)
This Gryphon has +250 dissipation, +2000 flux capacity and +10 OP points in exchange for -0.2 shield efficiency.
Also the frontal missile mounts have been converted to synergy mounts, so have fun with that.
-Added Mule (M)
not in for real yet
-Added Charged UV Pulse Cannon
not in for real yet
-Added PORTRAITS
surprise lmao

9.0.0 RC3
-Fixed Armored Box Launcher being found as a droppable, sorry


9.0.0 RC2
-FIXED SKYSPLITTER (M) BUG FINALLY
Okay so if you get a D-modded Skysplitter, it will lack the swap hullmod for the system. However, if you restore the Skysplitter, you will gain access to the base Skysplitter hull and be able to swap systems again. I hope this fixes it for those that have problems!
-Adjusted volume for Mark VII cannons to 25%
I've noticed it was a bit loud! I have turned it down, haha.


9.0.0
-Added new Sprite for Tiger Grenade Launcher
-Added new weapons for Aznable Mech
These are gonna be the vulcan head and the triple beam cannon condensed into a pistol for the Aznable's arm
-Buffed Manta (M)
I've added a medium hybrid hardpoint to the front center of this thing. I've also changed the small energy hardpoints up front to be missile mounts. All of the small turrets have been turned into hybrid plus I've given this thing more OP, 95 from 75.
-Changed Nailer/Nailer (M)
I've  changed the Nailer to be a medium-light frigate like the Perryi with twin 'Nail' Cannons that are basically miniatuarized triple beam cannons. You'll find its ability to pursue its enemies with built-in firepower and especially if you install high scatter amplifier, it is a force to be reckoned with.
These changes represent myself wanting to see people use some of my under utilized ships.
-Added Vishnu-class Battleship
This is one of the largest capital ships I have ever made. It outscales all of my current ships and can serve as the ULTIMATE fleet anchor. However, it is slow and equipped with capital jets limiting your mobility. One thing to note is that the Vishnu has an Advanced Targeting Core, you'll be able to provide support from quite a distance.
-Changed back flag to old flag
people seem to like the old flag more it seems
-Switched Neutral theme to Friendly theme


8.3.9 RC2
-Renamed Mammoth in files to Onbu Railgun, this makes it so that when you select the Onbu Railgun in the hullmod thing, it shows you bright yellow texture
-Adjusted Onbu Railgun sound lower to half volume
might still be loud, haha
-Changed Spartan filename to MSS_Spartan.png and elite Version to MSS_Spartan_Elite.png
this should fix the linux version, I apologize!


8.3.9
-Added in weapon swapping to Skysplitter (M)
Base Weapon for the Skysplitter is the Avenger
Secondary Weapon is the Mark IX Rotary Autocannon, which is the Avenger but kinetic.
Tertiary Weapon is the Tiger Grenade Launcher which fires high explosive grenades that explode on proximity or max range. Use with ballistic configuration or ITU to maximize range and firepower.
Quaternary Weapon is the Onbu Railgun, which is a massive double barreled fragmentation railgun that shoots really fast and destroys hull on impact.

-Added in system swapping to Skysplitter (M)
Base Version of the Skysplitter is the SPEED CONFIGURATION, with Infernium Burn as its main system.
Version B of the Skysplitter is the ENERGY CONFIGURATION, which swaps out the system to High Energy Focus and swaps the medium mounts out for energy mounts. (Do note you'll have to click on and off of the ship for it to work in the refitting screen.
Version C of the Skysplitter is the OVERDRIVEN CONFIGURATION, which swaps out the system to Safeties Switch and gives it a COOL paintjob.
Version D of the Skysplitter is the BALLISTIC CONFIGURATION, which swaps out the system to Accelerated Ammo Feeder.

-Added in new fighter wing, Aznable.

8.3.8 RC3
-Changed Moa's large energy arcs from 185 to 210.
This should make the Moa more reliable in converging all of its weapons.
-Fixed Heavy Ion Lance builtins on the Scaramouche.
Now they should have the same damage as the modular version.
-Added Rhea-Class Superheavy Cruiser
This is the penultimate Mayasuran cruiser,  capable of huge broadsides typical of your average playstyle along with a sizable missile array.

8.3.8 RC2
-Changed rear large mounts of Victory (M) to composite.
*Someone* wanted semibreves.
-Fixed capitalization problem for the Spartan (M).
This should fix the linux problem.
-Updated dialogue for Pyotr

8.3.8
-Changed Avenger damage type from FRAGMENTATION TO ENERGY.
-Lowered Avenger damage from 250 to 200.
-Added ammo system to the Avenger.
This basically makes the Avenger feel like a bigger auto pulse laser. Use with expanded mags for full effect and 6.5 seconds of nonstop firing.

-Removed two medium missile mounts from Skysplitter (M)
-Added two decks to Skysplitter (M)
So this setup reflects the Mayasuran doctrine better with a focus on battlecarriers. Also, new sprite.

-Added Loyalist (M)
-Added Carnwennan (M)
-Added Spartan (M)
-Added Victory (M)

-Added in new Fleet Commander.

-Added 11 NEW SHIPGIRL portraits
Big thanks to Auxilia Genome for the art!

-Fixed Hammerhead left hardpoint position by 2 pixels.
-Fixed some descriptions
-Removed rare_bp from heavy mauler (fighter)

-Raised DPS of the Triple Beam Cannon to 1000 (From 750)
-Raised damage of the Triple Beam Cannon to 533 (From 400)
-Flux effiency of Triple Beam Cannon to 1.0 (From 1.37)

-Raised damage/sec of Heavy Ion Lance to 1000 (From 450)
This will let the Heavy Ion Lance compete with the Tachyon Lance in terms of soft flux damage for shields.

8.3.7
-Added Iapetus-Class Supertanker
Big thanks to WMGreywind and Yunru for finally giving me a logistics fuel tanker!
-Added Carnwennan-Class Railgun Frigate
-Added Spartan-Class Super Destroyer
-Added Ballistic Rangefinder as a built-in to the Javanicus
-Returned Nebulosa (M) to its Railgun form
Haha, it just feels better to use than the Avenger. Sorry for taking so long!
-Removed Active time on Safeties Switch
So this means you can have it on FOREVER.
-Fixed Zygaena and Nightingale phase cloaks to normal vanilla phase cloak.
Temporary fix until I can figure out the custom visuals.
-Changed Avenger firerate from 0.18 to 0.1 refire time.
-Lowered Avenger range from 900 to 800
-Changed Avenger damage type from ENERGY to FRAGMENTATION.
-Lowered Plasma Bomb Launcher damage from 200 to 100.
This should lower the Mako (M)'s damage significantly; but still give plenty of damage to hurt bigger ships.

8.3.6
-Changed Gyrfalcon from midline BP to Mayasura_W BP
-Finally fixed PL Revanchist claim on Mairaath
-Buffed Mithuna cargo capacity from 550 to 1200
-Lowered Avenger's range to 900 from 1000
-Lowered Avenger's firerate to 0.18 refire from 0.15
-Lowered Caliburnus firerate to 5 seconds from 3.5
-Lowered Caliburnus range to 1300 from 1600
-Lowered Caliburnus damage to 2000 from 2250

8.3.5 RC2
-Changed Skybreak's name to Skysplitter
-Changed Nebulosa (M)'s frontal large railgun to a deck, added Mega Ultraviolet Pulselaser.
This significant change in role will definitely change how you build the Nebulosa (M) along with giving it a very hefty gun and fighters to match.
-Changed Skysplitter's two front large mounts to the Avenger.
So, this change removes the modulars in exchange for the new gun, I hope you have fun with it!
-Added Invasion Mission that can be taken while under commission to take over the Lost Astropolis and Port Tse Station in the Mayasura system.
-Finally fixed relation bug in Nex, so you will be hostile to almost everyone and have allies with the persean league.

8.3.5
-Returned the Mokarran's frontal composite medium hardpoint mounts
This how the Mokarran originally was like, it's fitting to be returned back to normal.
-Added Skybreak (M)
A Nia special, but you'll enjoy my rendition with its Infernium Burn!

8.3.4 RC3
-Updated Zygaena sprite
-Changed Starliner (M)'s ship system from shuttlepod escort to infernium burn
This is a huge buff, this now encourages a short range albeit extremely dangerous playstyle involving the Starliner (M). With assault chainguns blazing, you can now get in range of most ships and alpha strike them with the Orbital Howitzer.
-Removed Starliner (MMA), Nebula (MMA), Mudskipper (MMA)/Shuttlepods
Didn't really use them.

8.3.4 RC2
-Adjusted Gyrfalcon's arcs to be more AI friendly
So, I changed up the medium's arcs to be more restricted along with the frontal energy no longer directly facing forward; which should influence the AI to broadside 100% of the time rather than 50 or even 20% of the time.
8.3.4
-Added OFFICIAL music made by Hanawub
This is HUGE, now when you encounter Mayasura in hostile, neutral or friendly terms, you'll get an absolute banger. I hope you enjoy it!
-Fixed Graphicslib issues that made you CTD
-Fixed Excalibur (M) crashing by firing on unshielded ships.

8.3.3
-Added Iruiru Plasma Grenade Launcher
This is a very new concept for me, this is my answer for a medium energy HE weapon. If you've played a certain spartan game, you will be VERY familiar with how it works.
IT IS ALSO A SYNERGY WEAPON THANKS TO 0.95
-Added Gyrfalcon Medium Cruiser
This is what you've all been waiting for, my refit version of the falcon that does... broadsides.
-Added AI to Phase Gateway
So, this is a big gamechanger for the Arjuna (M), especially if you use it in your fleets. They now have the power to TELEPORT bombers on demand, which they could always do but not without an AI.
-Added National (M)
The National gets a hefty upgrade with its secondary energy turret being able to fire missiles now.
-Added Gyrfalcon (M)
In the SAME update, the Gyrfalcon is also getting an (M) version, with the same upgraded hybrid smalls just like the regular Elite Falcon.
-Added Scaramouche (M)
For those wanting an upgraded Interceptor, the Scaramouche upgrades its medium synergy to a large synergy, amazing for a late game fleet when you need a fast ship!
-Added Tiburo (M)
The Tiburo (M) has gone from a superfighter to a superfrigate, this upgrade gives it two small hybrids in the rear, negating weaknesses to salamanders by giving you more PD options.
-Added Excalibur (M)
You will be very interested in the Excalibur now with its AMMO switching system that can't be beat!
-Added Champion (M)
I'VE BEEN WAITING FOR THIS
-Added Mako (M) Plasma MIRV bombs.
You've all waited for this, it's finally here.
-Buffed Sentinel PD System on Javanicus (M)
So, if you didn't think the Paladin was strong enough, I've added the frag AOE from the Paladin.
-Removed Graphicslib stuff
Very much deprecated.

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!

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)

8.3.1 RC3
-Added Heavy Ultraviolet Pulselaser
This is my FIRST Rotary gun that I've made!
-Added Scaramouche (CJ)
This one honors Cjuicy, for asking me about an HVB! I simply fulfilled his request. It doesn't have a standard portrait for now, that is in the works.

8.3.1 RC2
-Buffed Javanicus armor to 1500 (From 1400)
This is a small incremental buff to the Javanicus' armor.
-Buffed Nebulosa DP to 35 (From 38)
The Nebulosa is meant to be the cheapest capital you can field and doesn't have the full complement of decks + weapons that my other capitals have.
-Buffed Excalibur's Deceleration to 25 (From 10)
This should make the Excalibur better in terms of AI. I would say this improves the efficiency by 1000%!
-Buffed Caliburnus Railgun's range to 1600 (From 1500)
This will also help the Excalibur's AI, since it likes to keep short range despite having a 1500 range gun.
-Changed Excalibur's Price to 90000 (From 100000)
-Changed Moa DP to 25 (From 22)
-Changed Moa Price to 140000 From (120000)
-Changed Sarissa DP to 22 (From 25)
-Changed Sarissa Price to 120000 (From 140000)
This change in price/DP should reflect their roles better. The Moa is quite the strong defensive cruiser in my line up, while the Sarissa should be equal to the Eagle's DP/Price range


8.3.1
-Added Shikra Escort Carrier
-Added Shikra (M)
-Switched out the Drover for the Shikra if you choose Carrier Small (2) in Nexerelin.
The Shikra is Mayasura's new two deck carrier, it will be replacing the Stingray in the two decker role.
-Added Scaramouche Interdictor
The Scaramouche is a very fast destroyer with twin heavy ion lances.
-Added Starliner (M)
-Added Orbital Howitzer
The Starliner (M) is a heavy troop transport with a very dangerous chin cannon.
I've repurposed the Starliner Mk. II, so your saves won't break.

-Added Mokarran (K) High Value Bounty.
This one goes out to you, Kart!

-Changed Abandoned Astropolis description.
-Changed color of Onocrotalus projectiles/trail to green.
I will fluff this ingame as 'uranium' rounds!
-Stingray max flux to 4500 (From 3500)
-Made Shield Bubble Bigger
-Dissipation to 350 (From 240)
-Fighter Bays to 1 (From 2)
-Maintenance/DP to 11 (From 14)
-switched central missile to composite
-Added two smalls to the side.
-OP to 85 (From 90)
-Removed Combat/Carrier tags
The Stingray has now been changed to be more combat focused, with the addition of two smalls, its firepower has been significantly buffed with better flux handling and cheaper maintenance/DP for its new role.

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!

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)

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.

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 RC4
-Arjuna sprite changes
-Added script to let you keep governorship of Mairaath even after losing it.
However, this only works if Mayasura as a faction has another planet/station besides Mairaath, otherwise you lose governorship forever.
-Changed Onocrotalus/Orchard projectile color
-Changed Gorgon SRM to mayasura_wp_bp (from base_bp)
-Changed Arbalest Battery to mayasura_wp_bp (from base_bp)
-Added Mayasuran Weapon Blueprint Package
-Changed Arjuna's universal mounts to ballistics.
-Added new ship system, capital jets
-Adjusted Javanicus' Acceleration stats to be lower, and thus slower.
-Adjusted Javanicus' Dissipation to 1200 (From 1300)
-Adjusted Javanicus' PPT to 600 seconds (From 720)
-Switched Javanicus' ship system from maneuevering jets to capital jets
These changes will bring the Javanicus more in line and less nimble.

8.2.9 RC3
-Viper and Khopesh (M) easier to find in market now. (Previously unimplemented.)
-Adjusted Gorgon SRM damage to 900 (From 600)
This should buff the crossbow bomber to have a potential of 3600 damage now rather than 2400 HE damage.
-Switched Perryi (M)'s role from fighter to bomber on the Javanicus (M)
This will make it act like a bomber now.
-Added Governorship to Mayasura start.
This will allow you to build industries/station on Mairaath.
-Added all blueprint packages to Mayasura start.
-Added all droppable fighters to mayasura_bp.
This will let you build everything in Mayasura's roster now.
-Removed Javanicus (SR) from mayasura_c_package, added warhawk, vayra_warhawk_modular tags.
-Fixed floater on the Moa (SR) sprite.

8.2.9 RC2
-Cropped Excalibur sprite
-Cropped Stingray sprite
-New Javanicus (SR) Sprite, switched from .skin to new hull


8.2.9
-Added Ultraviolet Pulse Laser
-Added Heavy Weapons integration to Sarissa
READ THIS READ THIS READ THIS READ THIS
SAVEBREAKER
-Removed Raseri, Reiter, Gaffel

8.2.8 RC4
-Adjusted Nebulosa DP/maintenance cost to 36 (From 30)
-Adjusted Mithuna's DP/maintenance cost to 35 (From 36)
-Adjusted Gaffel's DP/maintenance cost to 27 (From 30)
-Changed Javanicus Armor to 1400 (From 1600)
-Changed Javanicus Shield Efficiency to 1.0 (From 0.8)
-Changed Mithuna's Flux Capacity to 12000 (From 17000), Dissipation to 850 (From 1050)
-Changed Reiter's OP to 100 (From 80)
-Changed Stingray's frontal medium energy mount to synergy.
-Changed Peltast' converted hangar hullmod to the vanilla version, doubling cost for bombers and increasing cost for regular fighters.
-Added Stormhawk Design Types to (SR) ships.
-Added Mithuna (MM)

8.2.8 RC3
-Arjuna Dissipation to 800 (From 600), DP to 50 (From 45)
-Added Design Tech to the .skin files for the Conquest and other various vanilla ships with (M) skins.
-Added Javanicus (SR)
-Switched Heavy Ion Lance damage to Kinetic
-Added Viper-Class Fighter
-Changed shield flux/dam for Didymoi and Ferox to 1 (From 0)
Please forgive me, I had forgotten setting the shield flux/dam for this, as such they will be more balanced now and not invincible.



8.2.8 RC2
-New Paintjob for Patriot (M)
-Added design type to Mayasuran hullmods
-Fixed Elite Mayasuran Guard from showing in the intel screen.

8.2.8
-New Arjuna Sprite
Changed weapon layout, now has two large universals instead of the two medium universals. And an extra medium hardpoint missile.
OP to 240 (From 230)
-Removed Deck from Excalibur-Class
Raised OP to 105
Added two medium missile mounts.
Caliburnus Range to 1500
Refire time to 3.5 seconds (This means DPS goes up to 643 from 346)
-Added Caliburnus to Nebulosa (M)
This should make the difference between the base, elite and stormhawk version more unique and get people to stop complaining about the prongs being useless.
-Added Elite Mayasuran Guard to Mairaath.
- Changed Mairaath's Planet Description
- Port Tse and Lost Astropoli will now have a different planet description under the ownership of the Mayasurans.

8.2.7 RC3
-Added Deck to Excalibur-Class
Changed frontal most small turret mounts to hybrid, changed rear most small mount to universal.
Raised OP to 100

8.2.7 RC2
-Changed Nebulosa from Cruiser to Capital
-Adjusted Nebulosa OP to 275 (From 215)
-Adjusted Nebulosa DP to 30 (From 26)
-Adjusted Nebulosa Armor to 1300 (From 1500)
-Adjusted Nebulosa Flux Capacity to 12000 (From 15000)
-Adjusted Nebulosa Burn Speed to 8 (From 7)
-Adjusted Nebulosa Fuel/LY to 8
-Adjusted Nebulosa Fuel to 300 (From 200)
-Added Nebulosa (M)
-Added Nebulosa (SR)
-Added Moa (SR)
-Added Battlecarrier Conversion Hullmod


8.2.7
-Removed Old Nebulosa/Javanicus
-Added New Nebulosa sprite/variants
**SAVE BREAKER**
-Changed Mayasuran faction to have more elite ships for its blueprint.

8.2.6
-Changed Moa's rear medium energy mount to hybrid, changed frontal small energys to hybrid for the (M) version.
-Moved Raseri's rear medium ballistics mount a bit further back.
-Changed Javanicus' bridge.
-Halved Caravan's mining strength for Nexerelin.
-Added Tiburo-Class Heavy Frigate
-Added Excalibur-Class Railgun Cruiser
-Added Caliburnus Railgun

8.2.5
-Added Custom phase cloak.
-Changed Engine/phase style for the Zygaena, Nightingale, Owstoni.
-Adjusted Raseri Sprite
-Updated Commissioned Crews for Mayasura.
-Added Moa-Class Cruiser
-Added Moa (M)

8.2.4
-Adjusted Winghead back to 30 DP. (From 25)
-Adjusted Javanicus maintenance/DP to 50. (From 60)
**SAVE BREAKER
-Converted Falcon (M) into skin. **
**SAVE BREAKER
-Changed (M) Bonus from increased maintenance/recovery to slower maneuverability.
-Changed Stormbreaker's Light Mauler into Heavy Mauler (Fighter), now uses no ammo.
-Redesignated Stormbreaker to Fighter (From Bomber)
-Made Single/Twin Sagir Autolasers ammo to 200 (From 300).
This will let the Crossbow/Sipahi loiter less and return to carrier quicker.
-Changed Mairaath's administrators from Persean League to Mayasuran.
-Changed Mayasura to be able to make Mayasura spawn in random sector
-Added Nightingale Phase Frigate


8.2.3 RC2
-Adjusted Javanicus maintenance/DP to 60. (From 48)
-Adjusted Nailer maintenance/DP to 6. (From 7)
-New Heavy Ion Lance sprite courtesy of Nia.
-Adjusted Javanicus medium energy mounts to be able to fire slightly forward.
-Adjusted Nailer's mounts, side small energies swapped out for synergy mounts to be more like the Argentavis, center small and medium mounts swapped to hybrids to give it more variety in weapons.
These will let the Nailer be more versatile.
-Adjusted Nailer's system to be Infernium Injector for Shield wall, this makes the Nailer extremely aggressive.

8.2.2
-Javanicus layout and sprite changed and added vectored thrusters.
-Raseri layout and sprite changed and added vectored thrusters.
-Mokarran sprite changes and added vectored thrusters.
-Nebulosa sprite changes.
-Added Onocrotalus, Arbalest Battery and Triple Beam Cannon to the Joker drone's list of weapons.
-Fixed Onocrotalus Hardpoint's barrels floating.
-Changed UI color from blue to silver for the Mayasura faction.
-Added basic mayasuran blueprint package to Mayasuran start.
-Added Nexerelin profile to Mayasura.

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.
-Added in heavy industry, military base and ground defenses to Mairaath.
-Changed Mayasura to show up on the intel screen, added description.

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.


8.2.1
-Added in the Mayasuran faction, switched Mairaath to Mayasuran control.
-Nex start changed from Persean league to Mayasura.
-Changed Midline BP to Rare BP for the Sipahi, Crow and Tachi
-Updated sprite for Arbalest battery courtesy of Sylva.
-Added Light Mauler, fighter exclusive weapon
-Added Stormbreaker Gunship
-Redone Arjuna-class, changed sprite, weapon mounts, OP lowered to 230 from 260.
-Gaffel sprite changes, new bridge in front.
-Adjusted influence minelayer's visuals, lowering particle count to 25
explosion radius to 50 from 250
-Sunder (M) Cargo capacity to 80 from 50, fuel capacity to 50 from 30, hull integrity to 4000 from 3500, shield upkeep from 250 to 200, shield flux/dam to 1.2 from 1.1, top speed to 90 from 95
-Removal of built-in heavy armor from Hammerhead (U) and Sunder (TLH), reduced OP to base levels. This means the TLH skin versions are equal to the base ships.
-Mokarran and (M) version sprite changes. New stripes for the (M) version.
-Obliterator Rockets damage changed to 300 from 400
-Khopesh (M) burst size changed from 3 to 5. This means 15 300 damage rockets from each bombing run for a total of 4500 damage. This buffs the Khopesh (M) total damage from 3600 to 4500 if all of the shots land along with giving it more saturation akin to the regular Khopesh.

8.2.0 RC5
-Fixed empty arrays in the .faction files

8.2.0 RC4
-Orchard Cannon changes, this should let you burst more often with the first two barrages, however firing for the third burst will have great innaccuruacy.
Removed ammo system completely
Spread shot 5->3
Flux shot 160->140
-Javanicus M sprite change

8.2.0 RC3
-Winghead was maybe a bit overtuned with AAF, this change will tone it down
DP and supplies per month 24->30
Accelerated ammo feeder -> infernium burn

8.2.0 RC2
-Mokarran buffs to speed and manuverability, firepower, defense.
Top speed 40->50
Acceleration 20->25
Max turn rate 6->8
Turn acceleration 4->6
Shield Arc 90->270
Shield efficiency 1.2->1.1
Frontal medium energy turrets -> frontal medium ballistic turrets
frontal energy small turrets -> frontal hybrid small trurets
frontal medium ballistic hardpoints -> frontal medium composite hardpoints
-Winghead mounts change
Frontal synergy hardpoints changed to composite.
Rear large turret changed to 360 arc.
Rear large turret changed to energy from hybrid.
-Orchard Cannon changes
Damage 220->100
Flux Cost 270->160
OP 12->10
Added experimental trails, requires magiclib.

8.2.0
-Removed Spoonbill, save breaker
-Added Heron (M)
-Added Orchard Autocannon, Medium High Explosive Ballistic.
-Added Heavy Ion Lance, Large Energy Beam.
-Adjusted Conquest (M)'s frontal medium energy turrets to hybrids.
-Adjusted Launch Speed of Gorgon SRM to 180 from 100, Hitpoints to 230 from 150. Made overall flight characteristics faster: Turn acceleration to 550 from 210. Turn rate to 140 from 70.
-Adjusted Winghead's hybrid mounts to energy for the smalls, rearmost small turrets adjusted to face rearwards and the composite medium mounts adjusted to synergy.
-Adjusted Mokarran's frontal turrets on its head to be energy, adjusted arcs to be more versatile instead of just frontal facing. Frontal medium hardpoints adjusted to ballistic only.
-Adjusted Bomber refit times.

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.

8.1.8
-Fixed Rear Gaffel mounts to be symmetrical
-Moved Mokarran (D) to old sprites
-Removed Mokarran (D) .skin file
-Changed Frontal Mokarran hardpoint to ballistic, dropped speed to 40, changed rear turret arcs. Adjusted mobility to 40 speed from 55, dropped agility to conquest levels. Adjusted shield efficiency from 1.0 to 1.2
-Removed Tiburo Superfighter, removed from Mokarran. **SAVE BREAKER**
-Switched Zygaena system to Mine Strike.
-Removed midline_bp tag from Manta (M), added rare_bp and mayasura_e_bp tags. Added it to Persean League spawns.
-Added several normal maps.
-Changed Shield Wall mechanics to add more armor for bigger ships.
-Added Nitro Canisters to the Raseri.
-Removed four of the TPCs on the Raseri, switched to ballistic mounts. Adjusted OP from 255 to 300.
-Adjusted Micro TPC charges from 5 to 10/Ammo sec from 0.5 to 1

8.1.7
-Mako, Nailer, Stingray, Argentavis, Patriot and Javanicus sprite changes along with bounding box change.
-Standardized Winghead sprite.
-Added no weapon flux to Tiburo, flux dissipation to 150, max flux to 1500, armor to 150, hull to 850
-Added Raseri-Class Battlecruiser
-Added Micro TPC
-Added Nitro Burn system
-Namechange of Crane to Spoonbill
-Added Stingray (M)
-Added Manta (M) from Disassemble Reassemble by AxleMC131
-Adjustment of the (M) hullmod to 4% flux boost, adjustment of supply cost to 25% above base instead of 50%.
-Added Custom Triple Beam Cannon texture.

8.1.6
-Adjusted Argentavis hardpoints to 5 degrees, also adjusted bounding box.
-Adjusted Didymoi's bomb hardpoints to 10 degree angle.
-Added Didymoi to Persean League spawning.
-Added Gaffel-Class Heavy Carrier
-Added Gaffel to Hegemony Spawning
-Adjusted Sarissa spawning rate for Persean League.

8.1.5 RC4
-Adjusted Persean League spawning rate again
8.1.5 RC3
-Added Didymoi Minelayer Bomber.
-Added Influence Minelayer (Fighter) weapon.
8.1.5 RC2
-Changed Pelican's large mounts to modular ballistic mounts.
-Adjusted OP of the Pelican from 220 to 260.
-Adjusted Normal mapping of the Pelican
-Changed name of Pelican to Mithuna

8.1.5
-Perryi Deceleration from 90 to 100, Speed from 165 to 200, switched side missile slots to universal, flux dissipation to 150 from 200
-Added Khopesh (M)
-Added Obliterator Rocket Pod
-Added 2 OP discount to bombers for (M) carriers.
-Changed Pilgrim to the Caravan-Class, too many changes to list. Sprite from Sylva!
-Javanicus (M) Sprite change
-Added Pelican-Class Exploration Battlecruiser. Sprite from Sylva!
-Added Onocrotalus, quad barrel built-in large ballistic gun for the Pelican.
-Added new Nexerelin starts.
-Adjusted Persean League spawnrates for Mayasuran ships.
8.1.4
-Removed Tiburo from modular status, now exclusive to the Mokarran and Mokarran (M)
-Added every (M) ship to rare_bp status.
-Added GRAPHICSLIB support.. for just the Mokarran.
-Renamed cruiser Javanicus to the Nebulosa-Class Pocket Battleship
-Removal of the Capital Javanicus (S)
-Adjusted Gorgon Missile HP from 0 to 150.
-Adjusted Obliterator Rockets HP from 75 to 200.
-Added Patriot-Class Flotilla Leader, sprite from RandomKnight!
-Several sprite changes to (M) ships.

8.1.3 RC2
Adjusted the Annihilator Barrage to the Obliterator Rocket Launcher, burst size to 8, damage/shot to 400, hitpoints from 50 to 75. Added custom sound, changed description, changed engine trail.

8.1.3
-Removed Mayasuran fighters from priority on persean league. This will give the PL an even balance of normal vanilla fighters and mayasuran fighters.
-Joker switched to targeting supercomputer from ITU.
-Added Infernium Jets and Infernium Burn system
-Switched Mokarran (M) and Sarissa (M) systems to Infernium Jets
-Added Crane-Class Fast Siege Cruiser and Crane (M)
-Edited Mayasura's faction file to not show up on the intel screen.
-Added Crane to Rise of the Phoenix and Crane (M) to the Mayasura Prime mission.
-Added the ability for the Triple Beam Cannon to shoot over friendly ships.
-Added Annihilator Rocket Launcher, Large slot saturation/pressure missile weapon.
8.1.2
-Adjusted blueprints to have icons setup.
-Fixed the pilgrim from not being able to be built from a blueprint.
-Added the no_drop tag to the (M) Blueprint package.
-Redone sprite for the Cruiser Javanicus, added back into fleets.
8.1.1
-Switched Damper field on the Crow to Shield wall to fix game breaking crash to desktop bug.
-Fixed ships spawning for the persean league.
8.1.0
-New Mokarran/Arjuna/Javanicus sprites
-New Heavy Bomber, Crossbow-Class armed with two Gorgon short range missiles and two Sagir autolasers.
-Sipahi flux dissipation to 75 from 100.
-New small modular missile, Gorgon and Gorgon (Single)
-Joker Flux capacity to 2000 from 1500, dissipation to 250 from 150.
-Added Falcon (M)
-Mayasuran Prime hullmod adjusted armor for cruisers from +200 to +100.
-Sunder (M) speed to 95 from 100. Shield Efficiency from 1.0 to 1.1. Shield upkeep from 0.4 to 0.5. Hull to 3500 from 4000. Cargo to 50 from 80, fuel to 30 from 50.
-Added 1.5 supply cost to the Prime hullmod.
-Removed Brawlerhead from files completely. Note, this might break saves.
Updated for 0.9
-Removal of Siege Mode from Joker
-Removal of the Kontos-Class
-Removal of two medium missile slots from the Arjuna.
-Added Blueprints for ships
8.0.9
-Adjusted Javanicus OP to 330, Jav (M) OP to 340
-Adjusted Sunder (M) price from 24k to 30k
-Added Nexerelin start.
-Added Perryi-Class Corvette to frigates.
-Adjusted Perryi to be a bit more maneuverable
-Added Triple Beam Cannon, a large energy weapon.
-Added Heavy Weapons Integration to the Winghead.
-Added Medium Hybrid turret to the rear of the Winghead, increased OP by 10
8.0.8
-Added Sunder (M)
-Added Stingray, replacing the Kontos-Class Carrier.
-Made Sipahi's tail hidden from market.
8.0.7
-Adjusted Javanicus hull to 18000, armor to 1600. Changed system to maneuvering jets. adjusted several turret arcs, changed mount slots on frontal hardpoints to missile, new sprite. Ordnance points to 370.
-Added Javanicus (M)
-Added Sentinel PD System to Javanicus (M)
-Added shield to Joker drone, 270 arc.
-New system, Siege mode for the Joker. Buffs range, extends shield, lowers weapon flux cost.
-New Sipahi sprite.
-Slightly New Mokarran sprite.
-Added two turret slots to the Perryi. 270 degree rear turret switched out for 360 degree one. Swarmers added to middle turrets.
-New Weapon, Arbalest Battery
-Beefier weapon sound on the Gandiva.
-Gandiva damage from 700x3 to 750x3
-Organized ship.csv
8.0.6
-Adjusted Sarissa back to 10000 flux capacity, 525 dissipation.
-Added Mako (M), changed regular Mako's sprite.
-New Secret hullmod, acquire an (M) ship to find out.
-Added visible wepaons to the Akinci.
-Made unstable optics hidden
-Added Joker Artillery Drone, randomized large weapons.
-Switched Arjuna's system from targeting feed to Joker Protocol.
-Starliner Mk. II added, along with new shuttlepod escort system. Limited to testing mission.
-New Javanicus, the final iteration of your favorite defensive battlecruiser.
-Switched Javanicus system to burn drive, removed ATC. Adjusted OP to 330, hull to 15000, armor to 1500.
8.0.5
-Adjusted fighter wings to be more available at lower rep levels.
-Adjusted Hammerhead (M)'s price to 30k
-Adjusted Vigilance (M)'s price to 15k
-Removed Flarelauncher from Tachi, reduced wing size to 3, reduced speed to 275
-Adjusted Javanicus DP to 45, maintenance each month to 45
-Added STRIKE and USE_VS_FRIGATES tag to the Gandiva
-Adjusted Javanicus speed to 30, was a bit too fast for how much armor/range it had, reduced non PD beam range by 40% through new hullmod.
-Changed Arjuna system back to Targeting Feed
-New Bomber, Ferox-Class Heavy Bomber
-New Weapon, Plasma Cannon (Fighter). Used by the Ferox.
-Adjusted Mokarran (M)'s OP to 340, armor to 1400, flux stats improved by 10 percent, Tiburo switched to Tiburo (M), Rear universal turret added.
-Adjusted Sarissa to 800 armor, 8000 flux capacity, 420 dissipation
-Adjusted Sarissa (M) to have the noncarrier prime hullmod
8.0.4.1
_Redone Hammerhead (M)
Adjusted turret mounts/sprite
Hammerhead (U) now named in rise of the phoenix
8.0.4
-new nailer sprite/stat changes
-added jar file for advanced scripts
-New Capital, Javanicus-Class Armored Battlecruiser
Removed regular Javanicus from campaign spawning
-New Built-in Fighter, Perryi-Class Corvette
-New (M) ships, Hammerhead (M) and Nailer (M)
-Replaced Brawlerhead in campaign with Hammerhead (M)
-Raised spawnrates for all ships in Campaign.
8.0.3
-Changed Arjuna's system to manuevering jets
-adjusted weapon mounts on Argentavis
-thickened Mokarran's sprite near the hips
-changed winghead's weapons and sprite, now has four forward facing mediums and a small in the head, sprite upgraded generously by myself and HELMUT
-reduced winghead's OP from 155 to 145, still plenty of OP left to spare
-changed Sipahi's sprite
-added light mortar to the nose of the Sipahi
-new skins
Mokarran (M), Winghead (M), Sarissa (M), Argentavis (M)
These new skins have the Mayasuran Prime hullmod. The standard version of the Mokarran no longer has the Prime Warship hullmod now.
-new mission to test out the Prime variants
-added vigilance (M) to persean league fleets
8.0.2
-Changed Kilij Bomb Bay offsets to 1, adjusted chargedown to 0.75, burst size to 1
This makes the Sipahi way more accurate, along with letting it sustain and stick around the target like a normal fighter if it doesn't drop all its bombs in one go.
-Changed offsets of Gandiva to match, was offcenter before.
-Changed Brawlerhead system to Shield Wall
Shield wall is a damper shield system that lasts for 5 seconds, while giving you a free 200+ armor for the duration. If used when you have no more armor remaining, this will let you tank a few more hits, since you can use your weapons while its active.
-Added cosmetic rear armor piece to the Mokarran. Purely Aesthetic!
-Expanded Arjuna's hips near the side missile mounts. Redone engine array/sprite changes.
-Added Custom Drone, The Akinci Drone Gunship
The Akinci carries a turreted assault chaingun in its nose. Extremely lethal, it serves at the Argentavis' fifth gun.
-Changed Argentavis system from damper field to new drone system.
-Adjusted Brawlerhead's armor from 600 to 500, shield effiency from 0.8 to 1
-Fighter Assault Chaingun now has built in point defense AI. This affects the Tiburo and Akinci.
-Added codex entries for the Sagir Autolaser and Kilij Bomb bay
[close]


Title: Re: [0.8.1a] Mayasuran Navy 8.0.1
Post by: Dudok22 on January 30, 2018, 07:30:44 AM
Great Job!

I love the big Hammerhead Battlecruiser! I captured it from the Persian League, restored it and now it's my flagship in my current Hegemony campaign. 

Title: Re: [0.8.1a] Mayasuran Navy 8.0.1
Post by: Bastion.Systems on January 30, 2018, 07:58:55 AM
Bring me dat sweet midline action.
Title: Re: [0.8.1a] Mayasuran Navy 8.0.1
Post by: A Random Jolteon on January 30, 2018, 08:38:04 AM
(sees small mount spam on a really big ship)
Right! Time to end my current campaign!
Title: Re: [0.8.1a] Mayasuran Navy 8.0.1
Post by: Botaragno on January 30, 2018, 08:52:41 AM
Noice noice noice

Two things tho.

1. Had the MN pushed back the encroaching Hegemony, they still would've had no homeworld and industrial base, as that got slapped to *** by the *** Luddic ***

2. What does this mean for the Persean League in game? Do they cede Mayasura and it's surrounding system? Are they allied to the local polity?
Title: Re: [0.8.1a] Mayasuran Navy 8.0.1
Post by: Knight Chase on January 30, 2018, 08:22:33 PM
Great Job!

I love the big Hammerhead Battlecruiser! I captured it from the Persian League, restored it and now it's my flagship in my current Hegemony campaign. 





Haha, that's the one I did the most changes to. From spritework to balancing, it should feel like a giant hammerhead.

Spoiler
(http://puu.sh/zdnud/5abe84829b.png)
[close]

Noice noice noice

Two things tho.

1. Had the MN pushed back the encroaching Hegemony, they still would've had no homeworld and industrial base, as that got slapped to *** by the *** Luddic ***

2. What does this mean for the Persean League in game? Do they cede Mayasura and it's surrounding system? Are they allied to the local polity?

1. I think, in this timeline only one of the stations would've gotten destroyed. I think I'll make a mission where you have to stop the rogue prometheus with a squadron of fast attack frigates/bombers before it explodes the station.

2. I plan on having Mayasura be their own faction, but keep the relationship with the Persean League locked at 100 so they're allies for life.


Title: Re: [0.8.1a] Mayasuran Navy 8.0.1
Post by: vagrant on February 02, 2018, 09:00:55 AM
These are awesome!! I love the vanilla look and mid-tech sensibilities.

I especially love the Mako Heavy Bomber in both concept and execution. The bombs not only emphasize the momentum and energy of piloting the ship but also have a variety of creative uses beyond striking big ships with shields down.

Although, after playing a bit of a campaign where my fleet was primarily comprised of them, I find myself wishing for a torpedo variant that could capitalize on openings more quickly / reach through (some) point defense.
Title: Mayasuran Navy 8.0.2
Post by: Knight Chase on February 10, 2018, 12:30:52 AM
New update out for Mayasuran Navy!

(https://imgur.com/Gtwu2Yl.png)

The main features of this update are changes to the fighters and sprite updates. The Argentavis now has a dangerous companion~! Along with some nerfs to the Brawlerhead.
Title: Re: [0.8.1a] Mayasuran Navy 8.0.1
Post by: FreedomFighter on February 12, 2018, 02:22:12 AM

1. I think, in this timeline only one of the stations would've gotten destroyed. I think I'll make a mission where you have to stop the rogue prometheus with a squadron of fast attack frigates/bombers before it explodes the station.


Made me want all LP Tankers to have self-destruct ability instead of what they currently have.
Title: Re: [0.8.1a] Mayasuran Navy 8.0.2
Post by: Turdicus on February 12, 2018, 08:22:02 PM
Is that a triple gauss cannon turret on the carrier? Please say yes.
Title: Re: [0.8.1a] Mayasuran Navy 8.0.2
Post by: A Random Jolteon on February 12, 2018, 08:28:11 PM
Is that a triple gauss cannon turret on the carrier? Please say yes.
Yes. It is, in fact, a Triple Gauss Cannon.
Title: Re: [0.8.1a] Mayasuran Navy 8.0.2
Post by: Knight Chase on February 12, 2018, 11:44:53 PM
Is that a triple gauss cannon turret on the carrier? Please say yes.

Why yes, yes it is!
(https://i.imgur.com/XHaKWl8.png)
Title: Re: [0.8.1a] Mayasuran Navy 8.0.2
Post by: Knight Chase on February 15, 2018, 01:04:47 AM
Progress update! It's time to get swole!

Spoiler
(https://imgur.com/ppiNXxD.png)
[close]
Title: Re: [0.8.1a] Mayasuran Navy 8.0.2
Post by: FreedomFighter on February 15, 2018, 05:19:56 AM
T H I C C  :P
Title: Re: [0.8.1a] Mayasuran Navy 8.0.2
Post by: Knight Chase on February 16, 2018, 06:56:17 AM
This one should provide a bit more dakka with its forward mounts!

(https://cdn.discordapp.com/attachments/310517733458706442/414068333529530378/MSS_Winghead6.png)
Title: Re: [0.8.1a] Mayasuran Navy 8.0.2
Post by: BeltfedVendetta on February 17, 2018, 08:22:27 PM
Tried your mod, it crashes whenever I launch Starsector. Disabling only your mod and it launches and works. So it must be your mod and/or a conflict with something.

CTD messagebox:
"Fatal: Index: 3, Size: 1
Starsector 0.8.1a-RC8"

From starsector.log:
14397 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\JP_RC\data\hulls\skins\syndicate_asp_mercury.skin)]
14398 [Thread-4] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\JP_RC\data\hulls\skins\syndicate_asp_vigilance.skin]
14399 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\JP_RC\data\hulls\skins\syndicate_asp_vigilance.skin)]
14399 [Thread-4] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy\data\hulls\skins\MSS_Mokarran_D.skin]
14400 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy\data\hulls\skins\MSS_Mokarran_D.skin)]
14400 [Thread-4] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy\data\hulls\skins\MSS_Mokarran_Special.skin]
14401 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy\data\hulls\skins\MSS_Mokarran_Special.skin)]
14402 [Thread-4] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy\data\hulls\skins\MSS_Mudskipper.skin]
14403 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy\data\hulls\skins\MSS_Mudskipper.skin)]
14809 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 3, Size: 1
java.lang.IndexOutOfBoundsException: Index: 3, Size: 1
   at java.util.ArrayList.rangeCheck(Unknown Source)
   at java.util.ArrayList.get(Unknown Source)
   at com.fs.starfarer.loading.ShipHullSpecLoader.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.ShipHullSpecLoader.Ó00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.OO0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.8.1a] Mayasuran Navy 8.0.2
Post by: A Random Jolteon on February 17, 2018, 08:34:04 PM
Tried your mod, it crashes whenever I launch Starsector. Disabling only your mod and it launches and works. So it must be your mod and/or a conflict with something.

CTD messagebox:
"Fatal: Index: 3, Size: 1
Starsector 0.8.1a-RC8"

From starsector.log:
14397 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\JP_RC\data\hulls\skins\syndicate_asp_mercury.skin)]
14398 [Thread-4] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\JP_RC\data\hulls\skins\syndicate_asp_vigilance.skin]
14399 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\JP_RC\data\hulls\skins\syndicate_asp_vigilance.skin)]
14399 [Thread-4] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy\data\hulls\skins\MSS_Mokarran_D.skin]
14400 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy\data\hulls\skins\MSS_Mokarran_D.skin)]
14400 [Thread-4] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy\data\hulls\skins\MSS_Mokarran_Special.skin]
14401 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy\data\hulls\skins\MSS_Mokarran_Special.skin)]
14402 [Thread-4] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy\data\hulls\skins\MSS_Mudskipper.skin]
14403 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy\data\hulls\skins\MSS_Mudskipper.skin)]
14809 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 3, Size: 1
java.lang.IndexOutOfBoundsException: Index: 3, Size: 1
   at java.util.ArrayList.rangeCheck(Unknown Source)
   at java.util.ArrayList.get(Unknown Source)
   at com.fs.starfarer.loading.ShipHullSpecLoader.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.ShipHullSpecLoader.Ó00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.OO0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Did you try uninstalling it and then reinstalling? It might help.
Title: Re: [0.8.1a] Mayasuran Navy 8.0.2
Post by: Knight Chase on February 18, 2018, 03:28:18 AM
Tried your mod, it crashes whenever I launch Starsector. Disabling only your mod and it launches and works. So it must be your mod and/or a conflict with something.

CTD messagebox:
"Fatal: Index: 3, Size: 1
Starsector 0.8.1a-RC8"

From starsector.log:
14397 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\JP_RC\data\hulls\skins\syndicate_asp_mercury.skin)]
14398 [Thread-4] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\JP_RC\data\hulls\skins\syndicate_asp_vigilance.skin]
14399 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\JP_RC\data\hulls\skins\syndicate_asp_vigilance.skin)]
14399 [Thread-4] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy\data\hulls\skins\MSS_Mokarran_D.skin]
14400 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy\data\hulls\skins\MSS_Mokarran_D.skin)]
14400 [Thread-4] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy\data\hulls\skins\MSS_Mokarran_Special.skin]
14401 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy\data\hulls\skins\MSS_Mokarran_Special.skin)]
14402 [Thread-4] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy\data\hulls\skins\MSS_Mudskipper.skin]
14403 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy\data\hulls\skins\MSS_Mudskipper.skin)]
14809 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 3, Size: 1
java.lang.IndexOutOfBoundsException: Index: 3, Size: 1
   at java.util.ArrayList.rangeCheck(Unknown Source)
   at java.util.ArrayList.get(Unknown Source)
   at com.fs.starfarer.loading.ShipHullSpecLoader.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.ShipHullSpecLoader.Ó00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.OO0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


Post your mod list, I'll see what's up.
Title: Re: [0.8.1a] Mayasuran Navy 8.0.2
Post by: Knight Chase on February 20, 2018, 08:49:40 AM
Teaser for the next update!

Spoiler
(http://puu.sh/zrVKw/fb806ceee7.png)
[close]
Title: Re: [0.8.1a] Mayasuran Navy 8.0.2
Post by: Takion Kasukedo on February 20, 2018, 08:56:19 AM
sexy black/blue mid-tech maulers!
Title: Re: [0.8.1a] Mayasuran Navy 8.0.2
Post by: Dudok22 on February 20, 2018, 12:33:12 PM
Beautiful  :o
Title: Re: [0.8.1a] Mayasuran Navy 8.0.2
Post by: NightKev on February 20, 2018, 11:52:16 PM
Looks like you stole some buckets of paint from THI. ;)
Title: Re: [0.8.1a] Mayasuran Navy 8.0.3
Post by: Knight Chase on February 27, 2018, 06:34:43 AM
(https://i.imgur.com/yargtID.png)
Can you collect them all?! This update features elite versions of the Mayasuran ships. Painted in black and blue and modernized for the sector's battlefield, the (M) versions feature increased OP, better flux stats and better refit times for their fighters!

-Changed Arjuna's system to manuevering jets
-adjusted weapon mounts on Argentavis
-thickened Mokarran's sprite near the hips
-changed winghead's weapons and sprite, now has four forward facing mediums and a small in the head, sprite upgraded generously by myself and HELMUT
-reduced winghead's OP from 155 to 145, still plenty of OP left to spare
-changed Sipahi's sprite
-added light mortar to the nose of the Sipahi
-new skins
Mokarran (M), Winghead (M), Sarissa (M), Argentavis (M)
These new skins have the Mayasuran Prime hullmod. The standard version of the Mokarran no longer has the Prime Warship hullmod now.
-new mission to test out the Prime variants
-added vigilance (M) to persean league fleets
Title: Re: [0.8.1a] Mayasuran Navy 8.0.3
Post by: Knight Chase on March 10, 2018, 10:07:20 PM
Can you hammer a nail? Or does the nail hammer you? Nailer version two!
(https://i.imgur.com/EPSGVEk.png)
Title: Re: [0.8.1a] Mayasuran Navy 8.0.3
Post by: Bash on March 20, 2018, 03:35:35 AM
looks very promissing did you thought of nemo trying this out or showcase them? :>
Title: Re: [0.8.1a] Mayasuran Navy 8.0.3
Post by: Knight Chase on March 20, 2018, 11:06:50 AM
looks very promissing did you thought of nemo trying this out or showcase them? :>
Still very much a work in progress! I'm reworking several ships and working on giving them a place in the campaign, so it'll take a bit.
Title: Re: [0.8.1a] Mayasuran Navy 8.0.3
Post by: RandomnessInc on March 20, 2018, 11:09:04 AM
Is there nexralen compatibility?
Title: Re: [0.8.1a] Mayasuran Navy 8.0.3
Post by: Knight Chase on March 20, 2018, 11:11:35 AM
Is there nexralen compatibility?

You can do random ships for persean league and with enough rerolling, they'll show up!
Title: Re: [0.8.1a] Mayasuran Navy 8.0.3
Post by: RandomnessInc on March 21, 2018, 11:48:58 AM
Ah ok  :)
Title: Re: [0.8.1a] Mayasuran Navy 8.0.3
Post by: Knight Chase on March 22, 2018, 10:20:16 PM
Tried your mod, it crashes whenever I launch Starsector. Disabling only your mod and it launches and works. So it must be your mod and/or a conflict with something.

CTD messagebox:
"Fatal: Index: 3, Size: 1
Starsector 0.8.1a-RC8"

From starsector.log:
14397 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\JP_RC\data\hulls\skins\syndicate_asp_mercury.skin)]
14398 [Thread-4] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\JP_RC\data\hulls\skins\syndicate_asp_vigilance.skin]
14399 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\JP_RC\data\hulls\skins\syndicate_asp_vigilance.skin)]
14399 [Thread-4] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy\data\hulls\skins\MSS_Mokarran_D.skin]
14400 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy\data\hulls\skins\MSS_Mokarran_D.skin)]
14400 [Thread-4] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy\data\hulls\skins\MSS_Mokarran_Special.skin]
14401 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy\data\hulls\skins\MSS_Mokarran_Special.skin)]
14402 [Thread-4] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy\data\hulls\skins\MSS_Mudskipper.skin]
14403 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy\data\hulls\skins\MSS_Mudskipper.skin)]
14809 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 3, Size: 1
java.lang.IndexOutOfBoundsException: Index: 3, Size: 1
   at java.util.ArrayList.rangeCheck(Unknown Source)
   at java.util.ArrayList.get(Unknown Source)
   at com.fs.starfarer.loading.ShipHullSpecLoader.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.ShipHullSpecLoader.Ó00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.OO0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


This is actually caused by the Starsector FX mod, I'd recommend disabling it to get Mayasura working.
Title: Re: [0.8.1a] Mayasuran Navy 8.0.3
Post by: gun&drink on March 31, 2018, 04:57:55 PM
I like alot of things about this mod, but that Triple gauss cannon takes the cake. keep up the good work
one problem tho, I can bravely find any of the ships in Persean League makets with Nexerelin, or any market for that matter. can't wait until they are their own faction, I want to get an entire fleet of them
also a small suggestion: the Tremor class could use a small boost. right now it seems outclassed by some vanilla cruisers with similar stats: to put an example the eagle costs 22 deployment points to deploy, and is slightly more expensive to maintain (+1.6 supply/mo) but has more speed, better flux ventilation, all sides covered by small energy slots for PD with a fairy large arc and more efficient shields with wider arc. Giving it a single small weapon slot covering the blind spot in the rear or widening some of the arcs of the existent ones should do the trick, right now it's a little too vulnerable to salamanders and frigates for a ship that focuses on really aggressive play
Title: Re: [0.8.1a] Mayasuran Navy 8.0.3
Post by: Knight Chase on March 31, 2018, 05:02:54 PM
I like alot of things about this mod, but that Triple gauss cannon takes the cake. keep up the good work
one problem tho, I can bravely find any of the ships in Persean League makets with Nexerelin, or any market for that matter. can't wait until they are their own faction, I want to get an entire fleet of them
also a small suggestion: the Tremor class could use a small boost. right now it seems outclassed by some vanilla cruisers with similar stats: to put an example the eagle costs 22 deployment points to deploy, and is slightly more expensive to maintain (+1.6 supply/mo) but has more speed, better flux ventilation, all sides covered by small energy slots for PD with a fairy large arc and more efficient shields with wider arc. Giving it a single small weapon slot covering the blind spot in the rear or widening some of the arcs of the existent ones should do the trick, right now it's a little too vulnerable to salamanders and frigates for a ship that focuses on really aggressive play
The Tremor ain't apart of my mod, I'm afraid. That's from Arsenal expansion.
Title: Re: [0.8.1a] Mayasuran Navy 8.0.3
Post by: Inventor Raccoon on March 31, 2018, 05:08:51 PM
also a small suggestion: the Tremor class could use a small boost. right now it seems outclassed by some vanilla cruisers with similar stats: to put an example the eagle costs 22 deployment points to deploy, and is slightly more expensive to maintain (+1.6 supply/mo) but has more speed, better flux ventilation, all sides covered by small energy slots for PD with a fairy large arc and more efficient shields with wider arc. Giving it a single small weapon slot covering the blind spot in the rear or widening some of the arcs of the existent ones should do the trick, right now it's a little too vulnerable to salamanders and frigates for a ship that focuses on really aggressive play
That'd be a part of Arsenal Expansion. I'll see what I can do about its flux stats, the vulnerability to flanking is an intended weakness. Try assigning an escort with strong point defense.
Title: Re: [0.8.1a] Mayasuran Navy 8.0.3
Post by: gun&drink on April 01, 2018, 01:34:36 AM
The Tremor ain't apart of my mod, I'm afraid. That's from Arsenal expansion.
That'd be a part of Arsenal Expansion. I'll see what I can do about its flux stats, the vulnerability to flanking is an intended weakness. Try assigning an escort with strong point defense.
Oh crap, I saw it in a Persean market and thought it was from this mod because the aesthetics are similar, my bad
Title: Re: [0.8.1a] Mayasuran Navy 8.0.4
Post by: Knight Chase on April 02, 2018, 07:51:22 PM
(https://i.imgur.com/ncbg7h7.png)

Another update, more elite ships! Along with some changes.

8.0.4
-new nailer sprite/stat changes
-added jar file for advanced scripts
-New Capital, Javanicus-Class Armored Battlecruiser
Removed regular Javanicus from campaign spawning
-New Built-in Fighter, Perryi-Class Corvette
-New (M) ships, Hammerhead (M) and Nailer (M)
-Replaced Brawlerhead in campaign with Hammerhead (M)
-Raised spawnrates for all ships in Campaign.
Title: Re: [0.8.1a] Mayasuran Navy 8.0.4.1
Post by: Knight Chase on April 04, 2018, 01:18:03 AM
8.0.4.1
_Redone Hammerhead (M)
Adjusted turret mounts/sprite
Hammerhead (U) now named in rise of the phoenix

Now you know its an upgraded Hammerhead!
Title: Re: [0.8.1a] Mayasuran Navy 8.0.4
Post by: atretador on April 09, 2018, 04:34:49 PM
Haven't seen a single Mayasuran Navy ship for sale in like 8 hours of gameplay

Did blow up one from a bounty thou, managed to salvage it luckly
Title: Re: [0.8.1a] Mayasuran Navy 8.0.4
Post by: Knight Chase on April 09, 2018, 06:22:57 PM
Haven't seen a single Mayasuran Navy ship for sale in like 8 hours of gameplay

Did blow up one from a bounty thou, managed to salvage it luckly
They're a bit rare! I'm gonna have to up the spawn rates even more! But fear not, the actual Mayasura faction will be up by the end of this month or a week after!
Title: Re: [0.8.1a] Mayasuran Navy 8.0.4
Post by: Blothorn on April 13, 2018, 11:31:35 AM
I think the Tachi needs some balance work. Compared to a talon:
- 25% larger wing size
- Same armament plus the situationally-superb Stinger
- 67% faster replacement
- 75% higher hitpoints per-fighter (~120% higher per wing, 190% higher per refit interval)
- 100% higher armor
- Has a flarelauncher
- 8% lower speed

Sure, it is 5 OP vs. 0--but I think there is consensus that the Talon is a steal at 0 OP, and even if that were the proper price I think it would be a fair price for no more than one of the major advantages (larger wing size, faster replacement, extra weapon, increased durability, defensive shipsystem).

I see several directions to push it:
- Keep it nearly the omnipotent superfighter it is, and cost it appropriately (15-20 OP?). Probably still reduce replacement rate; a 6-second replacement rate for a moderate-durability fighter is rather overwhelming.
- Focus on the interceptor role, keeping the proximity charge launcher but dropping everything else down to around talon levels.
- Keep it as a fast-replacing, durable interference fighter--probably drop the missile and mine (possibly re-adding a somewhat less effective secondary weapon) so that it cannot create its own openings.
Title: Re: [0.8.1a] Mayasuran Navy 8.0.4
Post by: Knight Chase on April 15, 2018, 09:28:43 PM
I think the Tachi needs some balance work. Compared to a talon:
- 25% larger wing size
- Same armament plus the situationally-superb Stinger
- 67% faster replacement
- 75% higher hitpoints per-fighter (~120% higher per wing, 190% higher per refit interval)
- 100% higher armor
- Has a flarelauncher
- 8% lower speed

Sure, it is 5 OP vs. 0--but I think there is consensus that the Talon is a steal at 0 OP, and even if that were the proper price I think it would be a fair price for no more than one of the major advantages (larger wing size, faster replacement, extra weapon, increased durability, defensive shipsystem).

I see several directions to push it:
- Keep it nearly the omnipotent superfighter it is, and cost it appropriately (15-20 OP?). Probably still reduce replacement rate; a 6-second replacement rate for a moderate-durability fighter is rather overwhelming.
- Focus on the interceptor role, keeping the proximity charge launcher but dropping everything else down to around talon levels.
- Keep it as a fast-replacing, durable interference fighter--probably drop the missile and mine (possibly re-adding a somewhat less effective secondary weapon) so that it cannot create its own openings.

Thoughts on this, Blothorn? I've adjusted it to have no flares, reduced the wing size to 3, reduced the speed to 275. Still heavily armed, but you know more of an elite feel since there's less of em.
Spoiler
(https://i.imgur.com/giuxrMb.png)
[close]
Title: Re: [0.8.1a] Mayasuran Navy 8.0.4
Post by: Blothorn on April 16, 2018, 11:34:13 AM
Thoughts on this, Blothorn? I've adjusted it to have no flares, reduced the wing size to 3, reduced the speed to 275. Still heavily armed, but you know more of an elite feel since there's less of em.

That looks good--I think the only notable outlier remaining is the low replacement rate for the durability, but with the reduced wing size I doubt that is as much of a problem.

While I am here, some other thoughts from my PL campaign:
Title: Re: [0.8.1a] Mayasuran Navy 8.0.4
Post by: Knight Chase on April 20, 2018, 06:19:23 PM
Mayasura is big on its elite fighters, but I figured they could use one more lethal bomber!

Spoiler
(https://i.imgur.com/X5v0Orc.png)
[close]
Title: Re: [0.8.1a] Mayasuran Navy 8.0.5
Post by: Knight Chase on April 23, 2018, 10:39:18 PM
Now, the most upgraded Sphyrna of Mayasura's whole fleet is upgraded. Can you tame the most elite shark out there?!

New update, 8.0.5!
Mostly a balancing patch along with some buffs/nerfs to some specific ships. New content has been added with the new Ferox-Class heavy bomber along with the Mokarran (M) getting a significant buff.

Spoiler
(https://i.imgur.com/CCvTUdR.png)
[close]
Title: Re: [0.8.1a] Mayasuran Navy 8.0.5
Post by: Igncom1 on May 14, 2018, 04:16:32 AM
Can someone verify the Winghead cruiser losing hull integrity after battles for no reason? I just won a battle and it has lost 31% of it's hp in the after battle report. Which is expensive to consistently repair over and over.
Title: Re: [0.8.1a] Mayasuran Navy 8.0.5
Post by: Sarissofoi on May 15, 2018, 12:42:27 PM
Nice mod.
Amazing looking ships. Really like all this bigger hammerhead brothers.
Two things.
Mayasuran Navy refit come with no penalty. Its straight upgrade. You could add at last some increased upkeep and increase CR cost(?) as they are more elite.
Sarrisa name. All Eagle type mid lane ships come with bird names. Eagle, falcon, heron, Gryphon(well not bird but flying), vulture(from SSP). I like this name(obviously just check my nick) but it doesn't fit really.
Title: Re: [0.8.1a] Mayasuran Navy 8.0.6
Post by: Knight Chase on May 23, 2018, 01:28:17 AM
(https://i.imgur.com/q78J8vP.jpg)

New patch for the Mayasurans! New Javanicus, new Mako, new Joker drone. Some minor tweaks, but big changes to your favorite defense cruiser!
Title: Re: [0.8.1a] Mayasuran Navy 8.0.6
Post by: Regularity on June 05, 2018, 03:11:07 PM
I like your ships, even if they are a bit overpowered, but they're near impossible to find. Or maybe I'm just not looking in the right places; what factions normally sell them?

I hope you consider giving them their own in-game faction and planet in the future so we can see their fleets flying around and bashing stuff around in Dynasector and Nexelin.
Title: Re: [0.8.1a] Mayasuran Navy 8.0.6
Post by: Igncom1 on June 05, 2018, 03:30:59 PM
The Persean League is where I have been getting mine. Not sure any other factions even would have access to these ships due to the leagues control over the current 'remnants' of Mayasura.
Title: Re: [0.8.1a] Mayasuran Navy 8.0.6
Post by: Knight Chase on June 06, 2018, 10:12:45 PM
I like your ships, even if they are a bit overpowered, but they're near impossible to find. Or maybe I'm just not looking in the right places; what factions normally sell them?

I hope you consider giving them their own in-game faction and planet in the future so we can see their fleets flying around and bashing stuff around in Dynasector and Nexelin.
Oh most definitely. The plan is to make another station orbiting Mairaath. So if you choose them in Nex, you'll have to secure your home field. I'll definitely have it up once 0.9 for Starsector rolls out.

Title: Re: [0.8.1a] Mayasuran Navy 8.0.3
Post by: Octavus on June 14, 2018, 03:49:21 AM
Tried your mod, it crashes whenever I launch Starsector. Disabling only your mod and it launches and works. So it must be your mod and/or a conflict with something.

CTD messagebox:
"Fatal: Index: 3, Size: 1
Starsector 0.8.1a-RC8"

From starsector.log:
14397 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\JP_RC\data\hulls\skins\syndicate_asp_mercury.skin)]
14398 [Thread-4] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\JP_RC\data\hulls\skins\syndicate_asp_vigilance.skin]
14399 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\JP_RC\data\hulls\skins\syndicate_asp_vigilance.skin)]
14399 [Thread-4] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy\data\hulls\skins\MSS_Mokarran_D.skin]
14400 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy\data\hulls\skins\MSS_Mokarran_D.skin)]
14400 [Thread-4] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy\data\hulls\skins\MSS_Mokarran_Special.skin]
14401 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy\data\hulls\skins\MSS_Mokarran_Special.skin)]
14402 [Thread-4] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy\data\hulls\skins\MSS_Mudskipper.skin]
14403 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy\data\hulls\skins\MSS_Mudskipper.skin)]
14809 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 3, Size: 1
java.lang.IndexOutOfBoundsException: Index: 3, Size: 1
   at java.util.ArrayList.rangeCheck(Unknown Source)
   at java.util.ArrayList.get(Unknown Source)
   at com.fs.starfarer.loading.ShipHullSpecLoader.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.ShipHullSpecLoader.Ó00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.OO0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


This is actually caused by the Starsector FX mod, I'd recommend disabling it to get Mayasura working.
Hey just wondering if there's any chance in the future that mayasuran can be compatible with fx > . >
Title: Re: [0.8.1a] Mayasuran Navy 8.0.6
Post by: MesoTroniK on June 14, 2018, 04:30:41 PM
The FX Mod is not compatible with anything.
Title: Re: [0.8.1a] Mayasuran Navy 8.0.6
Post by: xenoargh on June 21, 2018, 01:47:19 AM
FX Mod isn't combatible with mods that use .SKIN files that modify Vanilla ships that have the "engineSlotChanges" field filled out.  Basically, FX Mod ships don't have the same number of Engine Slots as their original Vanilla versions (the whole point is to get rid of Engines, since they're resource hogs, after all) and that causes a crash.  

I'm sorry it's causing you a problem with the mod, but that's not something I can fix for you on my end.  Best fix is to get rid of the "engineSlotChanges" field in the JSON.

Here are fixed files; just remove the .TXT extension and replace in data/hulls/skins.

[attachment deleted by admin]
Title: Re: [0.8.1a] Mayasuran Navy 8.0.6
Post by: whatdoesthisbuttondo on July 17, 2018, 02:36:35 PM
Like the visual style, blends into vanilla perfectly.

Small problem running this on Linux, there is uppercase/lowercase issue with:

graphics/mayasura/ships/MSS_Brawlerhead.png

Referenced as lowercase, so either needs to be renamed to MSS_brawlerhead.png, or (keeping with the naming pattern) have
the reference corrected.
Title: Re: [0.8.1a] Mayasuran Navy 8.0.7
Post by: Knight Chase on August 08, 2018, 05:29:57 PM
New patch, new stuff!

8.0.7
-Adjusted Javanicus hull to 18000, armor to 1600. Changed system to maneuvering jets. adjusted several turret arcs, changed mount slots on frontal hardpoints to missile, new sprite. Ordnance points to 370.
-Added Javanicus (M)
-Added Sentinel PD System to Javanicus (M)
-Added shield to Joker drone, 270 arc.
-New system, Siege mode for the Joker. Buffs range, extends shield, lowers weapon flux cost.
-New Sipahi sprite.
-Slightly New Mokarran sprite.
-Added two turret slots to the Perryi. 270 degree rear turret switched out for 360 degree one. Swarmers added to middle turrets.
-New Weapon, Arbalest Battery
-Beefier weapon sound on the Gandiva.
-Gandiva damage from 700x3 to 750x3
-Organized ship.csv

(https://i.imgur.com/CUSIGHo.png)
Title: Re: [0.8.1a] Mayasuran Navy 8.0.7
Post by: Zavek on August 11, 2018, 01:58:47 PM
Great ships that are very versatile in fitting.
sadly also very hard to aquire, have you thought about adding a military market on mairaath to help making them more easier to find?
Title: Re: [0.8.1a] Mayasuran Navy 8.0.7
Post by: DrakonST on August 11, 2018, 02:11:22 PM
Please, remove PD module from stern on this cruiser. It is strange, it is useless, it is bad and this is bug.
Spoiler
(https://i.imgur.com/YJxgKBj.png)
[close]

Also, gunship on superheavy destroyer to useless, do it as drone on "Tempest" and give ship "Maneuvering Jets" they are really necessary to him. On current moment this destroyer isn't necessary, better to use "Hammerhead".

Also - 2, "Winghead" need more speed(like +25), he flies more slowly than the most battleships.
Title: Re: [0.8.1a] Mayasuran Navy 8.0.7
Post by: Flying_Whale on August 13, 2018, 04:39:07 AM
Hi! Where can I find those ships in Nexerelin sector? What system?
Title: Re: [0.8.1a] Mayasuran Navy 8.0.6
Post by: Octavus on August 15, 2018, 03:28:12 AM
The FX Mod is not compatible with anything.
welp that is unfortunate
Title: Re: [0.8.1a] Mayasuran Navy 8.0.6
Post by: Octavus on August 15, 2018, 03:28:56 AM
FX Mod isn't combatible with mods that use .SKIN files that modify Vanilla ships that have the "engineSlotChanges" field filled out.  Basically, FX Mod ships don't have the same number of Engine Slots as their original Vanilla versions (the whole point is to get rid of Engines, since they're resource hogs, after all) and that causes a crash.  

I'm sorry it's causing you a problem with the mod, but that's not something I can fix for you on my end.  Best fix is to get rid of the "engineSlotChanges" field in the JSON.

Here are fixed files; just remove the .TXT extension and replace in data/hulls/skins.
Thank you for your help good sir :D
Title: Re: [0.8.1a] Mayasuran Navy 8.0.7
Post by: 00lewnor on August 17, 2018, 01:03:09 AM
Hello, I’ve found a minor bug report; I found a MSS Sipahi Tail for sale in the Sindria black market.
Title: Re: [0.8.1a] Mayasuran Navy 8.0.7
Post by: cjuicy on August 23, 2018, 07:26:25 PM
Hello, I’ve found a minor bug report; I found a MSS Sipahi Tail for sale in the Sindria black market.
And thats a bug how? Black Markets sell a lot of random stuff given the chance.
Title: Re: [0.8.1a] Mayasuran Navy 8.0.7
Post by: 00lewnor on August 24, 2018, 02:14:24 PM
Hello, I’ve found a minor bug report; I found a MSS Sipahi Tail for sale in the Sindria black market.
And thats a bug how? Black Markets sell a lot of random stuff given the chance.

Its a cosmetic component of the Sipahi bomber, not an actual weapon (now i'm curious as to what would have happened if I had tried to install it on a ship).
Title: Re: [0.8.1a] Mayasuran Navy 8.0.8
Post by: Knight Chase on August 28, 2018, 06:47:43 PM
(https://i.imgur.com/zBDBeih.png)
(https://i.imgur.com/vMIhTAO.png)

New update, featuring two new destroyers!

8.0.8
-Added Sunder (M)
-Added Stingray, replacing the Kontos-Class Carrier.
-Made Sipahi's tail hidden from market.
Title: Re: [0.8.1a] Mayasuran Navy 8.0.9
Post by: Knight Chase on September 20, 2018, 08:53:35 PM
(https://i.imgur.com/QDIlioy.png)

Balance changes and a Nex start! One new modular weapon and big changes to the Winghead.

8.0.9
-Adjusted Javanicus OP to 330, Jav (M) OP to 340
-Adjusted Sunder (M) price from 24k to 30k
-Added Nexerelin start.
-Added Perryi-Class Corvette to frigates.
-Adjusted Perryi to be a bit more maneuverable
-Added Triple Beam Cannon, a large energy weapon.
-Added Heavy Weapons Integration to the Winghead.
-Added Medium Hybrid turret to the rear of the Winghead, increased OP by 10
Title: Re: [0.8.1a] Mayasuran Navy 8.0.9
Post by: DrakonST on September 21, 2018, 12:58:05 AM
Code
47809 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Starsector\starsector-core\..\mods\Mayasuran Navy (data/world/factions/mayasura.faction)]
47811 [Thread-4] INFO  com.fs.starfarer.loading.SpecStore  - Loading mayasura faction
47918 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/particlealpha32sq.png (using cast)
48373 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull variant [tempest_righthand] not found!
java.lang.RuntimeException: Ship hull variant [tempest_righthand] not found!
at com.fs.starfarer.loading.O00O.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.thissuper$Oo.<init>(Unknown Source)
at com.fs.starfarer.loading.thissuper.<init>(Unknown Source)
at com.fs.starfarer.loading.SpecStore.new.super(Unknown Source)
at com.fs.starfarer.loading.SpecStore.OO0000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Title: Re: [0.8.1a] Mayasuran Navy 8.0.9
Post by: Knight Chase on September 21, 2018, 03:56:40 AM
Code
47809 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Starsector\starsector-core\..\mods\Mayasuran Navy (data/world/factions/mayasura.faction)]
47811 [Thread-4] INFO  com.fs.starfarer.loading.SpecStore  - Loading mayasura faction
47918 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/particlealpha32sq.png (using cast)
48373 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull variant [tempest_righthand] not found!
java.lang.RuntimeException: Ship hull variant [tempest_righthand] not found!
at com.fs.starfarer.loading.O00O.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.thissuper$Oo.<init>(Unknown Source)
at com.fs.starfarer.loading.thissuper.<init>(Unknown Source)
at com.fs.starfarer.loading.SpecStore.new.super(Unknown Source)
at com.fs.starfarer.loading.SpecStore.OO0000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
fixed
Title: Re: [0.8.1a] Mayasuran Navy 8.0.9
Post by: Sin on November 12, 2018, 12:33:36 PM
I have to say Javanicus (M) is most OP ship i have ever found. That in-built PD system is beyond everything.It has no weakness and wrecks about anything that gets into its path.....i love it.
Just do not nerf it pls.  ;)
Title: Re: [0.9a] Mayasuran Navy 8.1.0
Post by: Knight Chase on November 16, 2018, 09:04:54 PM
We made it!
0.9 is upon us and with that, I bring a new gift of a modernized Falcon!

(https://i.imgur.com/DEdThIP.png)

8.1.0
-New Mokarran/Arjuna/Javanicus sprites
-New Heavy Bomber, Crossbow-Class armed with two Gorgon short range missiles and two Sagir autolasers.
-Sipahi flux dissipation to 75 from 100.
-New small modular missile, Gorgon and Gorgon (Single)
-Joker Flux capacity to 2000 from 1500, dissipation to 250 from 150.
-Added Falcon (M)
-Mayasuran Prime hullmod adjusted armor for cruisers from +200 to +100.
-Sunder (M) speed to 95 from 100. Shield Efficiency from 1.0 to 1.1. Shield upkeep from 0.4 to 0.5. Hull to 3500 from 4000. Cargo to 50 from 80, fuel to 30 from 50.
-Added 1.5 supply cost to the Prime hullmod.
-Removed Brawlerhead from files completely. Note, this might break saves.
Updated for 0.9
-Removal of Siege Mode from Joker
-Removal of the Kontos-Class
-Removal of two medium missile slots from the Arjuna.
-Added Blueprints for ships
Title: Re: [0.9a] Mayasuran Navy 8.1.0
Post by: uzsibox on November 17, 2018, 05:14:33 PM
We made it!
0.9 is upon us and with that, I bring a new gift of a modernized Falcon!

(https://i.imgur.com/DEdThIP.png)

8.1.0
-New Mokarran/Arjuna/Javanicus sprites
-New Heavy Bomber, Crossbow-Class armed with two Gorgon short range missiles and two Sagir autolasers.
-Sipahi flux dissipation to 75 from 100.
-New small modular missile, Gorgon and Gorgon (Single)
-Joker Flux capacity to 2000 from 1500, dissipation to 250 from 150.
-Added Falcon (M)
-Mayasuran Prime hullmod adjusted armor for cruisers from +200 to +100.
-Sunder (M) speed to 95 from 100. Shield Efficiency from 1.0 to 1.1. Shield upkeep from 0.4 to 0.5. Hull to 3500 from 4000. Cargo to 50 from 80, fuel to 30 from 50.
-Added 1.5 supply cost to the Prime hullmod.
-Removed Brawlerhead from files completely. Note, this might break saves.
Updated for 0.9
-Removal of Siege Mode from Joker
-Removal of the Kontos-Class
-Removal of two medium missile slots from the Arjuna.
-Added Blueprints for ships

The faction doesnt seem to show up in game for me :\
Title: Re: [0.9a] Mayasuran Navy 8.1.0
Post by: Knight Chase on November 17, 2018, 05:20:51 PM
Ship blueprints are being worked on! There seems to be a hiccup with mod ship blueprints. Other than that, you can find the Falcon (M) in any Persean League fleet.
*EDIT
Seems like I need to push out a patch, expect that soon, I need to add ships to the default_ship_roles.csv to get my ships appearing in game, so worry not. Also don't use the Crow, since damperfield isn't made for fighters this patch. Hence, it crashing your game if you use em.
Title: Re: [0.9a] Mayasuran Navy 8.1.0
Post by: Knight Chase on November 18, 2018, 02:23:09 AM
Sorry, yall. I rushed in a bit too quick with the this 0.9 patch. I'll be uploading again when everything's fixed. For now, I'll pull the download.
Title: Re: [0.9a] Mayasuran Navy 8.1.0
Post by: Knight Chase on November 18, 2018, 06:33:42 PM
Alright, we're back up.

8.1.1
Switched Damper field on the Crow to Shield wall to fix game breaking crash to desktop bug.
Fixed ships spawning for the persean league.
Title: Re: [0.9a] Mayasuran Navy 8.1.2
Post by: Knight Chase on November 19, 2018, 04:49:12 PM
8.1.2
-Adjusted blueprints to have icons setup.
-Fixed the pilgrim from not being able to be built from a blueprint.
-Added the no_drop tag to the (M) Blueprint package.
-Redone sprite for the Cruiser Javanicus, added back into fleets.

Quick patch to solve those last bugs.
Title: Re: [0.9a] Mayasuran Navy 8.1.2
Post by: Luxas on November 21, 2018, 02:03:36 AM
How come the faction has no existing relations with any other upon start?
Is this intentional?

Ty for the mod, i look forward to trying out the big hammerheads :)
Title: Re: [0.9a] Mayasuran Navy 8.1.2
Post by: grinningsphinx on November 22, 2018, 10:43:07 AM
How come the faction has no existing relations with any other upon start?
Is this intentional?

Ty for the mod, i look forward to trying out the big hammerheads :)

Its Perseus League, uses there faction relations.
Title: Re: [0.9a] Mayasuran Navy 8.1.2
Post by: adimetro00 on November 23, 2018, 03:03:11 AM
Nice work on the ships! Apparently, having some sweet hammerhead-derivatives justifies playing with parallel universes :P
Title: Re: [0.9a] Mayasuran Navy 8.1.2
Post by: Knight Chase on November 23, 2018, 04:17:26 AM
Nice work on the ships! Apparently, having some sweet hammerhead-derivatives justifies playing with parallel universes :P
Haha, I try my hardest! It's been a year since I started modding. I'm actually kinda glad that so many people are playing with my ships. I'm actually taking up some programming so I can learn how to do some java scripts of my own instead of relying on others, so please look forward to that!
Title: Re: [0.9a] Mayasuran Navy 8.1.2
Post by: Igncom1 on November 23, 2018, 06:10:06 AM
I also want to chime in to say that I really like your work! I can't wait to see more!
Title: Re: [0.9a] Mayasuran Navy 8.1.2
Post by: Knight Chase on November 26, 2018, 03:28:35 AM
Doing some minor refits, pay no attention!

(https://i.imgur.com/6AQrplG.png)
Title: Re: [0.9a] Mayasuran Navy 8.1.2
Post by: adimetro00 on November 26, 2018, 05:03:37 AM
Doing some minor refits, pay no attention!

(https://i.imgur.com/6AQrplG.png)

What's next? a carrier Falcon?
a carrier Conquest?
Title: Re: [0.9a] Mayasuran Navy 8.1.2
Post by: Botaragno on November 26, 2018, 11:24:49 AM
Man I wish the Sindrians and Luddites had this swell of a ship back
Title: Re: [0.9a] Mayasuran Navy 8.1.2
Post by: Knight Chase on November 26, 2018, 06:03:49 PM
Doing some minor refits, pay no attention!

(https://i.imgur.com/6AQrplG.png)

What's next? a carrier Falcon?
a carrier Conquest?

Spoiler
(https://i.imgur.com/CKF5jZ1.png)
[close]
Maybe. Falcon (M) is already there.
Title: Re: [0.9a] Mayasuran Navy 8.1.2
Post by: Ishman on November 26, 2018, 06:40:15 PM
While I quite like the design, that supplies cost is pretty ridiculous - that's approaching the cost of deploying a conquest or onslaught or two apogees.
Title: Re: [0.9a] Mayasuran Navy 8.1.2
Post by: Knight Chase on November 26, 2018, 06:45:55 PM
While I quite like the design, that supplies cost is pretty ridiculous - that's approaching the cost of deploying a conquest or onslaught or two apogees.
Haha, my ships are expensive to deploy. A truly elite ship captain should be able to maintain it, no?
Title: Re: [0.9a] Mayasuran Navy 8.1.2
Post by: Ishman on November 26, 2018, 09:51:03 PM
Snip
Haha, my ships are expensive to deploy. A truly elite ship captain should be able to maintain it, no?

Bruh. That wounds.
Title: Re: [0.9a] Mayasuran Navy 8.1.2
Post by: Protoman on November 27, 2018, 06:36:15 PM
I cant seem to find this faction in-game. What gives? I do see their ships in some factions but not the Mayasurans.
Title: Re: [0.9a] Mayasuran Navy 8.1.2
Post by: zachatack24 on November 27, 2018, 07:50:18 PM
I cant seem to find this faction in-game. What gives? I do see their ships in some factions but not the Mayasurans.

they are a part of the Persian League i believe, not a faction unto themselves. the mod description covers something about them being defeated by the Hegemony and them being owned by the League
Title: Re: [0.9a] Mayasuran Navy 8.1.2
Post by: Knight Chase on November 28, 2018, 12:17:14 AM
I cant seem to find this faction in-game. What gives? I do see their ships in some factions but not the Mayasurans.
Faction's in the works. Meanwhile, I'm sidelining them to the Persean League cause they own Mayasura. Rest assured you'll see the Mayasurans with their new homeworld soon! I've been waiting for 0.9 to properly implement them as a faction.
Title: Re: [0.9a] Mayasuran Navy 8.1.2
Post by: Botaragno on November 28, 2018, 09:41:10 AM
But what if I just want them to make the Perseans feel more unique?
Title: Re: [0.9a] Mayasuran Navy 8.1.2
Post by: Knight Chase on November 29, 2018, 01:03:09 AM
But what if I just want them to make the Perseans feel more unique?
Oh, definitely then. The Perseans will always have Mayasuran ships.
Title: Re: [0.9a] Mayasuran Navy 8.1.2
Post by: Botaragno on November 29, 2018, 09:48:56 AM
So how do we make the Sindrians more of a unique fleet roster?
They used to have the Conquest and Herons galore, but the Perseans are also drowning in Conquests.
Title: Re: [0.9a] Mayasuran Navy 8.1.2
Post by: Darloth on November 29, 2018, 04:29:06 PM
Honestly they could do with at least one standout design that is mostly Sindrian.  The Hegemony have their auxiliaries and 14th, and the Persean League are basically Midline Tech The Empire...

Sindria is sortof half way between low and midline (as far as I can tell) but with less character than the Hegemony nowadays.

I think they should get a ship or two in sleek purple trim... perhaps, indeed, Lionguard variants?

Horribly offtopic for THIS thread though.
Title: Re: [0.9a] Mayasuran Navy 8.1.2
Post by: Igncom1 on November 30, 2018, 02:18:09 AM
The Diktat has the Lions Guard sub-faction which have the high/mid tech ships over the usual hege low/mid fleets.

Could be a great mod.

Mayasuran allies/subfaction to the league is it self a very fun addition as is.
Title: Re: [0.9a] Mayasuran Navy 8.1.2
Post by: Hussar on November 30, 2018, 07:53:06 AM
I just wanna say that I do hugely appreciate the extension of mid-tech ships that this mods offering! It's one of more seamless vanilla like enhancements I had seen as a mod! I think that i'll be keeping this one as permanent addition, so I wanna thank for a job very well done Knight Chase!
Title: Re: [0.9a] Mayasuran Navy 8.1.2
Post by: Sin on December 01, 2018, 03:59:00 AM
HI, not sure if it is a bug or intended but Sentinel PD system on Javanicus (M) is able to shoot through friendly ships.
Title: Re: [0.9a] Mayasuran Navy 8.1.2
Post by: Knight Chase on December 01, 2018, 12:26:04 PM
HI, not sure if it is a bug or intended but Sentinel PD system on Javanicus (M) is able to shoot through friendly ships.
It's a big gun, obviously! But no, that's an intended feature kept from the original Paladin (Guardian) PD

Spoiler
(https://i.imgur.com/GTADTZr.png)
[close]
Example of it in action.
Title: Re: [0.9a] Mayasuran Navy 8.1.3
Post by: Knight Chase on December 03, 2018, 04:17:08 PM
Bunch of minor tweaks, new systems and a new ship/weapon

(https://i.imgur.com/iXnUxWW.png)

8.1.3
-Removed Mayasuran fighters from priority on persean league. This will give the PL an even balance of normal vanilla fighters and mayasuran fighters.
-Joker switched to targeting supercomputer from ITU.
-Added Infernium Jets and Infernium Burn system
-Switched Mokarran (M) and Sarissa (M) systems to Infernium Jets
-Added Crane-Class Fast Siege Cruiser and Crane (M)
-Edited Mayasura's faction file to not show up on the intel screen.
-Added Crane to Rise of the Phoenix and Crane (M) to the Mayasura Prime mission.
-Added the ability for the Triple Beam Cannon to shoot over friendly ships.
-Added Annihilator Rocket Launcher, Large slot saturation/pressure missile weapon.
Title: Re: [0.9a] Mayasuran Navy 8.1.3
Post by: Oldking on December 03, 2018, 08:45:10 PM
Cool mod, a lot of fun and good integration with vanilla, a question.

Does the no_drop tag mean you can only get BP's from raiding league homeworlds? I'm talking about the (M) ships.
Title: Re: [0.9a] Mayasuran Navy 8.1.3
Post by: Knight Chase on December 04, 2018, 12:27:33 AM
Cool mod, a lot of fun and good integration with vanilla, a question.

Does the no_drop tag mean you can only get BP's from raiding league homeworlds? I'm talking about the (M) ships.
I'm sure that's the case, raiding league worlds is to prevent it from being easily acquirable through loot
Title: Re: [0.9a] Mayasuran Navy 8.1.3
Post by: Knight Chase on December 04, 2018, 12:45:35 AM
Also pushing out a patch real quick! At the behest of the mafia, I must do these CRUCIAL balance changes. Please redownload as soon as possible!

8.1.3 RC2
Adjusted the Annihilator Barrage to the Obliterator Rocket Launcher, burst size to 8, damage/shot to 400, hitpoints from 50 to 75. Added custom sound, changed description, changed engine trail.

Spoiler
(https://i.imgur.com/nqUKKtU.png)
[close]
Title: Re: [0.9a] Mayasuran Navy 8.1.3 RC2
Post by: FahadXray on December 04, 2018, 11:46:56 PM
I updated the mod and now my game crashes on startup, I disabled it and it stopped. :'(
Title: Re: [0.9a] Mayasuran Navy 8.1.3 RC2
Post by: Knight Chase on December 05, 2018, 12:31:42 AM
I updated the mod and now my game crashes on startup, I disabled it and it stopped. :'(
shouldn't be the case, I removed nothing. Also, you should be deleting the entire folder instead of overwriting it if that's the case. I only have one other dependent mod and that's lazylib.
Title: Re: [0.9a] Mayasuran Navy 8.1.3 RC2
Post by: FahadXray on December 05, 2018, 03:58:05 PM
I updated the mod and now my game crashes on startup, I disabled it and it stopped. :'(
shouldn't be the case, I removed nothing. Also, you should be deleting the entire folder instead of overwriting it if that's the case. I only have one other dependent mod and that's lazylib.

deleting the entire folder and reinstalling fixed it, thanks!
Title: Re: [0.9a] Mayasuran Navy 8.1.3 RC2
Post by: DaddyO on December 06, 2018, 10:33:48 PM
I am running into same issue as FahadXray.  I have 2 versions of your mod.  8.1.2 and 8.1.3RC2.  I am assuming that I install the 8.1.2 and then install other version on top of that overwriting previous files?  The difference in sizes are 12mb for 8.1.2 and 6mb for 8.1.3RC2.  So not sure what is happening but I can play starsector without this mod active no issues.  If I am doing something wrong please point me in the right direction.

UPDATE: Issue is with the hotfix as version 8.1.2 loads fine but if I install the hotfix that is when I get issues with ship_system.csv file.
Title: Re: [0.9a] Mayasuran Navy 8.1.3 RC2
Post by: Knight Chase on December 07, 2018, 12:24:55 AM
I am running into same issue as FahadXray.  I have 2 versions of your mod.  8.1.2 and 8.1.3RC2.  I am assuming that I install the 8.1.2 and then install other version on top of that overwriting previous files?  The difference in sizes are 12mb for 8.1.2 and 6mb for 8.1.3RC2.  So not sure what is happening but I can play starsector without this mod active no issues.  If I am doing something wrong please point me in the right direction.

UPDATE: Issue is with the hotfix as version 8.1.2 loads fine but if I install the hotfix that is when I get issues with ship_system.csv file.
Hmm? The 8.1.3 RC2 is the latest version, so it's required to delete the entire folder before extracting, no overwriting. Likewise, you can stick with 8.1.2 to keep your current save and just download the new version when I release it to start a new save.
Title: Re: [0.9a] Mayasuran Navy 8.1.3 RC2
Post by: Ayreik on December 19, 2018, 12:12:12 AM
I think there's a problem with the Gorgon SRM's. They just insta die to any sort of PD. Less than a second of PDlaser. Is this intended? great mod btw, Would like a Mayasuran Thunder Variant.
Title: Re: [0.9a] Mayasuran Navy 8.1.3 RC2
Post by: Knight Chase on December 19, 2018, 01:04:38 AM
I think there's a problem with the Gorgon SRM's. They just insta die to any sort of PD. Less than a second of PDlaser. Is this intended? great mod btw, Would like a Mayasuran Thunder Variant.
Haha maybe. I have the Tiburo set to built-in now, but an (M) version of the thunder..? That's very ambitious. Gorgons are a cheap missile, so I'll take a look at its HP compared to the harpoon.
Title: Re: [0.9a] Mayasuran Navy 8.1.4
Post by: Knight Chase on December 19, 2018, 06:55:16 PM
Spoiler
(https://i.imgur.com/Z3ToMC5.png)
[close]

(https://i.imgur.com/mvpGW4j.png)

Get your new CRUISER HERE! Just some balance changes and a NEW ship. This will break saves, also make sure to delete your entire folder of Mayasura before extracting, fresh install always.

8.1.4
-Removed Tiburo from modular status, now exclusive to the Mokarran and Mokarran (M)
-Added every (M) ship to rare_bp status.
-Added GRAPHICSLIB support.. for just the Mokarran.
-Renamed cruiser Javanicus to the Nebulosa-Class Pocket Battleship
-Removal of the Capital Javanicus (S)
-Adjusted Gorgon Missile HP from 0 to 150.
-Adjusted Obliterator Rockets HP from 75 to 200.
-Added Patriot-Class Flotilla Leader, sprite from RandomKnight!
-Several sprite changes to (M) ships.
Title: Re: [0.9a] Mayasuran Navy 8.1.4
Post by: Ayreik on December 19, 2018, 08:21:49 PM
Wow new ships look great! Thanks for adjusting gorgon's as well, time to give them a fair shot.
Title: Re: [0.9a] Mayasuran Navy 8.1.4
Post by: evilphish on December 20, 2018, 05:11:44 AM
Bug report for the Linux users out there. The mod fails to load with
Code
17686 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [graphics\mayasura\ships\normal\MSS_Mokarran_normal.png] resource, not found in...

The culprit can be found in the file data/lights/MSS_texture_data.csv which contains the line:
Code
MSS_Mokarran,ship,,2,normal,graphics\mayasura\ships\normal\MSS_Mokarran_normal.png

those backslashes should be frontslashes, as in:
Code
MSS_Mokarran,ship,,2,normal,graphics/mayasura/ships/normal/MSS_Mokarran_normal.png

After putting the proper slashes in the game loads up just fine. Other mods, (i.e. Legacy of Arkgneisis), always use front slashes which seems to work on both OS', Windows and Linux.
Title: Re: [0.9a] Mayasuran Navy 8.1.4
Post by: Hussar on December 20, 2018, 06:01:03 AM
Nice!

Just a thought though, could you name your bitbucket file better? I mean add version to the download file, it would help a lot with keeping things nice and organized~
Title: Re: [0.9a] Mayasuran Navy 8.1.4
Post by: Knight Chase on December 20, 2018, 01:08:40 PM
Bug report for the Linux users out there. The mod fails to load with
Code
17686 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [graphics\mayasura\ships\normal\MSS_Mokarran_normal.png] resource, not found in...

The culprit can be found in the file data/lights/MSS_texture_data.csv which contains the line:
Code
MSS_Mokarran,ship,,2,normal,graphics\mayasura\ships\normal\MSS_Mokarran_normal.png

those backslashes should be frontslashes, as in:
Code
MSS_Mokarran,ship,,2,normal,graphics/mayasura/ships/normal/MSS_Mokarran_normal.png

After putting the proper slashes in the game loads up just fine. Other mods, (i.e. Legacy of Arkgneisis), always use front slashes which seems to work on both OS', Windows and Linux.
I've fixed it for the next version, don't worry.

Nice!

Just a thought though, could you name your bitbucket file better? I mean add version to the download file, it would help a lot with keeping things nice and organized~
I always put the latest version as the one without a version filename, I'll see if I can implement this by next upload.
Title: Re: [0.9a] Mayasuran Navy 8.1.4
Post by: bbgun on December 27, 2018, 05:28:49 AM
If I open colony UI Command-Custom Production,Then program crash,The following is displayed in the Log.

52183 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [MSS_Javanicus_A] not found!
java.lang.RuntimeException: Ship hull spec [MSS_Javanicus_A] not found!
   at com.fs.starfarer.loading.do.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.campaign.command.ShipBlueprintBrowser.<init>(Unknown Source)
   at com.fs.starfarer.campaign.command.CustomProductionPanel.createIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.command.F.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?00000(Unknown Source)
   at com.fs.starfarer.ui.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.super(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.9a] Mayasuran Navy 8.1.4
Post by: cybersol on December 27, 2018, 12:56:11 PM

First of all, thanks for your mod! I've been enjoying it in starsector 0.9.

Summary:
Would it be possible to get a download link for the old version: [0.8.1a] Mayasuran Navy 8.0.9?

Explanation:
As a new player to starsector after 0.9, I've played through the new version several times now. Meanwhile, I have seen so much about Nexerelin around the community and I enjoy 4x style games, so I wanted to try that experience as well on a separate 0.8.1a starsector install. Thus the interest in the old faction version for 0.8.1a.
Title: Re: [0.9a] Mayasuran Navy 8.1.4
Post by: XpanD on December 27, 2018, 01:07:05 PM

First of all, thanks for your mod! I've been enjoying it in starsector 0.9.

Summary:
Would it be possible to get a download link for the old version: [0.8.1a] Mayasuran Navy 8.0.9?

Explanation:
As a new player to starsector after 0.9, I've played through the new version several times now. Meanwhile, I have seen so much about Nexerelin around the community and I enjoy 4x style games, so I wanted to try that experience as well on a separate 0.8.1a starsector install. Thus the interest in the old faction version for 0.8.1a.

Seconding that, a 0.8.1 link would be very welcome! Never got to play this mod back then, but would love to give it a spin with Nexerelin at some point.

Thanks for all the hard work.
Title: Re: [0.9a] Mayasuran Navy 8.1.4
Post by: Knight Chase on December 27, 2018, 04:39:03 PM
If I open colony UI Command-Custom Production,Then program crash,The following is displayed in the Log.

52183 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [MSS_Javanicus_A] not found!
java.lang.RuntimeException: Ship hull spec [MSS_Javanicus_A] not found!
   at com.fs.starfarer.loading.do.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.campaign.command.ShipBlueprintBrowser.<init>(Unknown Source)
   at com.fs.starfarer.campaign.command.CustomProductionPanel.createIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.command.F.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?00000(Unknown Source)
   at com.fs.starfarer.ui.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.super(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Doesn't work with previous saves. The Javanicus (S) got removed with this latest patch.

Title: Re: [0.9a] Mayasuran Navy 8.1.4
Post by: Knight Chase on December 27, 2018, 04:39:27 PM

First of all, thanks for your mod! I've been enjoying it in starsector 0.9.

Summary:
Would it be possible to get a download link for the old version: [0.8.1a] Mayasuran Navy 8.0.9?

Explanation:
As a new player to starsector after 0.9, I've played through the new version several times now. Meanwhile, I have seen so much about Nexerelin around the community and I enjoy 4x style games, so I wanted to try that experience as well on a separate 0.8.1a starsector install. Thus the interest in the old faction version for 0.8.1a.

Seconding that, a 0.8.1 link would be very welcome! Never got to play this mod back then, but would love to give it a spin with Nexerelin at some point.

Thanks for all the hard work.

First of all, thanks for your mod! I've been enjoying it in starsector 0.9.

Summary:
Would it be possible to get a download link for the old version: [0.8.1a] Mayasuran Navy 8.0.9?

Explanation:
As a new player to starsector after 0.9, I've played through the new version several times now. Meanwhile, I have seen so much about Nexerelin around the community and I enjoy 4x style games, so I wanted to try that experience as well on a separate 0.8.1a starsector install. Thus the interest in the old faction version for 0.8.1a.

https://bitbucket.org/KnightChase/starsector-mods/downloads/Mayasuran%20Navyv8.0.9.7z

There ya go.
Title: Re: [0.9a] Mayasuran Navy 8.1.4
Post by: Lorant on December 27, 2018, 10:23:49 PM
Really enjoy the mod. Love the ship designs, sincerely really love the concept -- thank-you. At the risk of being someone that hasn't read the previous replies very closely, am wondering if a re-envisioned, never-downed Mayasuran system is on the way?
Title: Re: [0.9a] Mayasuran Navy 8.1.4
Post by: XpanD on December 28, 2018, 01:18:21 AM
https://bitbucket.org/KnightChase/starsector-mods/downloads/Mayasuran%20Navyv8.0.9.7z

There ya go.

Thanks!
Title: Re: [0.9a] Mayasuran Navy 8.1.5
Post by: Knight Chase on January 06, 2019, 01:30:05 AM
(https://i.imgur.com/MP2BJ7c.png)

Big update.

8.1.5
-Perryi Deceleration from 90 to 100, Speed from 165 to 200, switched side missile slots to universal, flux dissipation to 150 from 200
-Added Khopesh (M)
-Added Obliterator Rocket Pod
-Added 2 OP discount to bombers for (M) carriers.
-Changed Pilgrim to the Caravan-Class, too many changes to list. Sprite from Sylva!
-Javanicus (M) Sprite change
-Added Pelican-Class Exploration Battlecruiser. Sprite from Sylva!
-Added Onocrotalus, quad barrel built-in large ballistic gun for the Pelican.
-Added new Nexerelin starts.
-Adjusted Persean League spawnrates for Mayasuran ships.
Title: Re: [0.9a] Mayasuran Navy 8.1.5
Post by: Pax Liberty on January 06, 2019, 02:57:46 AM
Hello.

Very nice mod ,congratulations ;).


But since version 8.1.4 my game crash at launch with this error in the log.

Idem for UPDATE 8.1.5 and with new game without any old saving... ???


9098 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [MSS_Javanicus_A] not found!
java.lang.RuntimeException: Ship hull spec [MSS_Javanicus_A] not found!
   at com.fs.starfarer.loading.do.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.OO0000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.while(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.9a] Mayasuran Navy 8.1.5
Post by: Knight Chase on January 06, 2019, 03:01:25 AM
Hello.

Very nice mod ,congratulations ;).


But since version 8.1.4 my game crash at launch with this error in the log.

Idem for UPDATE 8.1.5 and with new game without any old saving... ???


9098 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [MSS_Javanicus_A] not found!
java.lang.RuntimeException: Ship hull spec [MSS_Javanicus_A] not found!
   at com.fs.starfarer.loading.do.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.OO0000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.while(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

oh, the patch doesn't work with old saves, you need to delete the entire folder too, no overwriting
Title: Re: [0.9a] Mayasuran Navy 8.1.5
Post by: Pax Liberty on January 06, 2019, 03:08:31 AM
Ok I will test.. 8)

Thanks
Title: Re: [0.9a] Mayasuran Navy 8.1.5
Post by: Pax Liberty on January 06, 2019, 03:14:05 AM
My problem is solved.

Thank you very much and sorry for the inconvenience... ;D
Title: Re: [0.9a] Mayasuran Navy 8.1.5 RC2
Post by: Knight Chase on January 07, 2019, 01:04:31 PM
Quick patch.

Spoiler
(https://i.imgur.com/58u0bKE.png)
[close]

8.1.5 RC2
-Changed Pelican's large mounts to modular ballistic mounts.
-Adjusted OP of the Pelican from 220 to 260.
-Adjusted Normal mapping of the Pelican
-name change of Pelican to Mithuna
Title: Re: [0.9a] Mayasuran Navy 8.1.5 RC3
Post by: Knight Chase on January 08, 2019, 12:16:06 AM
ONE MORE QUICK PATCH, this should be it and shouldn't break saves.

8.1.5 RC3
-Added Didymoi Minelayer Bomber.
-Added Influence Minelayer (Fighter) weapon.

(https://i.imgur.com/WnZB2Wq.png)
Title: Re: [0.9a] Mayasuran Navy 8.1.5 RC3
Post by: fatrat on January 08, 2019, 11:35:58 AM
ONE MORE QUICK PATCH, this should be it and shouldn't break saves.

8.1.5 RC3
-Added Didymoi Minelayer Bomber.
-Added Influence Minelayer (Fighter) weapon.

(https://i.imgur.com/WnZB2Wq.png)

Thank You, keep up the great work! :D

Title: Re: [0.9a] Mayasuran Navy 8.1.5 RC4
Post by: Knight Chase on January 09, 2019, 01:09:09 AM
I noticed one last thing that PL fleets were getting too many Mayasuran ships, so. This should fix it.

8.1.5 RC4
-Adjusted Persean League spawning rate again
Title: Re: [0.9a] Mayasuran Navy 8.1.5 RC4
Post by: Thyrork on January 19, 2019, 08:21:41 AM
I apologize if this is impolite but: I really like your ships (especially the Pelican, that thing is wonderful) and I'm wondering if you plan to add Nexerelin support in the future?
Title: Re: [0.9a] Mayasuran Navy 8.1.5 RC4
Post by: Knight Chase on January 20, 2019, 02:02:46 AM
I apologize if this is impolite but: I really like your ships (especially the Pelican, that thing is wonderful) and I'm wondering if you plan to add Nexerelin support in the future?
haha what, it already has Nex support in the form of the Mayasuran Navy start.
Title: Re: [0.9a] Mayasuran Navy 8.1.5 RC4
Post by: Thyrork on January 20, 2019, 07:31:24 AM
Oh? I'm sorry, I'm not exactly the sharpest spoon in the draw. :P
Title: Re: [0.9a] Mayasuran Navy 8.1.5 RC4
Post by: Kreuzberger on January 31, 2019, 05:39:19 PM
Hello Knight Chase.

First of all, thank you for this mod! You made the only ship set mod, that fits to my way of outfitting ships....

But, there is one weird thing going on recently since latest version....the ship market rarely provides you with (M) versions of the particular ships and so far I have not seen after playing for a longer time a single (M) capital ship in the shop display. So, only a Hammerhead, Sunder or Mako here and then...but no larger ship in blue, only tons of them as normal version. :/

Did you set the percentual chance too low? ^^

Title: Re: [0.9a] Mayasuran Navy 8.1.5 RC4
Post by: Avanitia on January 31, 2019, 06:49:59 PM
(M) skins are supposed to be rare versions of base ships, similar to XIV Battlegroup skins.
Makes finding one a significant event in playthrough.

Going out in the outer sector and looking for their blueprints may yield better results, at least for me it did so.
Title: Re: [0.9a] Mayasuran Navy 8.1.5 RC4
Post by: Igncom1 on February 01, 2019, 02:50:09 AM
I frequently find M ships at civilian markets as they seem the best source for ship in the current game edition.

M Hammerheads are simply some of the best ships in my opinion.
Title: Re: [0.9a] Mayasuran Navy 8.1.5 RC4
Post by: Kreuzberger on February 01, 2019, 05:31:44 AM
Civilian markets?!

I was all the time traveling to all the military bases....maybe that explains it. At the other hand, finding a big one at the normal places is also like searching the unicorn....


So, ok. You made it super special to find one. Poor me. :P
Title: Re: [0.9a] Mayasuran Navy 8.1.5 RC4
Post by: Igncom1 on February 01, 2019, 06:35:52 AM
Yeah in the current game version ships of all kinds are common enough in the civilian market place, but now we can't buy weapons worth crap.

Thus is life, Alex giveth, Alex taketh away.
Title: Re: [0.9a] Mayasuran Navy 8.1.5 RC4
Post by: Knight Chase on February 06, 2019, 04:44:48 AM
Expect a patch soon.

Spoiler
(https://i.imgur.com/1xA7RJi.png)
[close]

(https://i.imgur.com/hPIEMY0.png)
Title: Re: [0.9a] Mayasuran Navy 8.1.5 RC4
Post by: Kittah Khan on February 06, 2019, 05:02:59 AM
I think that sprite needs a bit more work, here's the stuff that stands out to me:

The belly hole looks odd.
Conning tower looks misplaced, too far forward/no volume?
Tail appears flat and sticks out too far, edges are sloppy imo.
Engines don't appear to connect to a power plant.
Sides appear to have sheer walls, looks flat.
The area between the two rear turrets, lines lead nowhere, asymmetry in descending diagonals, despite the ship being symmetrical.
Ship appears to lack body in general.

I'm at work, so I unfortunately can't mark the areas visually. Maybe post it in the sprite judgement thread? They're probably more constructive than me, besides, I'm not a sprite artist.

EDIT: scribbled
(https://i.imgur.com/4OpaGRv.png)
Title: Re: [0.9a] Mayasuran Navy 8.1.5 RC4
Post by: Knight Chase on February 06, 2019, 11:05:07 PM
Noted, was my first draft.
Title: Re: [0.9a] Mayasuran Navy 8.1.5 RC4
Post by: Knight Chase on February 07, 2019, 02:42:07 AM
(https://i.imgur.com/pFuOQ4L.png)
AHA, SECOND DRAFT
What do you think now?
Title: Re: [0.9a] Mayasuran Navy 8.1.5 RC4
Post by: Kittah Khan on February 07, 2019, 02:56:06 AM
Front, engines and tail look a lot better now.

The connective point between the two rear turrets still needs work.
I feel like the tail needs to be pushed up a bit, this will also allow a bit more room for the engines.
The conning tower could probably do with a bit more armoring in front?
The sides should probably be extended a bit, with a slope, this should also add some more room for engines.
Another option is to add more shading to the sides suggesting a slope, but having the weapon mounts shaded to suggest a platform around them?

Once I get back home, I could do some crude cutting and pasting.
EDIT: fiddled around a bit, couldn't get something I liked beyond pushing the tail up a bit.
Title: Re: [0.9a] Mayasuran Navy 8.1.5 RC4
Post by: jupjupy on February 07, 2019, 06:15:54 AM
I think the second draft looks pretty good, except that big square in the middle. That still looks kinda weird.
Title: Re: [0.9a] Mayasuran Navy 8.1.6
Post by: Knight Chase on February 08, 2019, 03:17:07 PM
Spoiler
(https://i.imgur.com/sgdmANc.png)
[close]
(https://i.imgur.com/c0jkevr.png)

New patch, new low tech carrier for the Hegemony.

8.1.6
-Adjusted Argentavis hardpoints to 5 degrees, also adjusted bounding box.
-Adjusted Didymoi's bomb hardpoints to 10 degree angle.
-Added Didymoi to Persean League spawning.
-Added Gaffel-Class Heavy Carrier
-Added Gaffel to Hegemony Spawning
-Adjusted Sarissa spawning rate for Persean League.
Title: Re: [0.9a] Mayasuran Navy 8.1.6
Post by: FreedomFighter on February 12, 2019, 03:16:53 PM
Not gonna lie, Chase. It look quite creepy to me for some reason.
Title: Re: [0.9a] Mayasuran Navy 8.1.7
Post by: Knight Chase on February 16, 2019, 07:39:53 PM
Spoiler
(https://i.imgur.com/vs89NIs.jpg)
[close]

(https://i.imgur.com/Bj9OxqF.png)

The Mayasurans aren't the only ones with powerful ships, can you defeat this powerful beast?

8.1.7
-Mako, Nailer, Stingray, Argentavis, Patriot and Javanicus sprite changes along with bounding box change.
-Standardized Winghead sprite.
-Added no weapon flux to Tiburo, flux dissipation to 150, max flux to 1500, armor to 150, hull to 850
-Added Raseri-Class Battlecruiser
-Added Micro TPC
-Added Nitro Burn system
-Namechange of Crane to Spoonbill
-Added Stingray (M)
-Added Manta (M) from Disassemble Reassemble by AxleMC131
-Adjustment of the (M) hullmod to 4% flux boost, adjustment of supply cost to 25% above base instead of 50%.
-Added Custom Triple Beam Cannon texture.
Title: Re: [0.9a] Mayasuran Navy 8.1.8
Post by: Knight Chase on February 23, 2019, 07:35:00 PM
New patch, just a couple balance changes and the removal of the Tiburo. THIS IS A SAVE BREAKER.


8.1.8
-Fixed Rear Gaffel mounts to be symmetrical
-Moved Mokarran (D) to old sprites
-Removed Mokarran (D) .skin file
-Changed Frontal Mokarran hardpoint to ballistic, dropped speed to 40, changed rear turret arcs. Adjusted mobility to 40 speed from 55, dropped agility to conquest levels. Adjusted shield efficiency from 1.0 to 1.2
-Removed Tiburo Superfighter, removed from Mokarran. **SAVE BREAKER**
-Switched Zygaena system to Mine Strike.
-Removed midline_bp tag from Manta (M), added rare_bp and mayasura_e_bp tags. Added it to Persean League spawns.
-Added several normal maps.
-Changed Shield Wall mechanics to add more armor for bigger ships.
-Added Nitro Canisters to the Raseri.
-Removed four of the TPCs on the Raseri, switched to ballistic mounts. Adjusted OP from 255 to 300.
-Adjusted Micro TPC charges from 5 to 10/Ammo sec from 0.5 to 1
Title: Re: [0.9a] Mayasuran Navy 8.1.8
Post by: Knight Chase on February 24, 2019, 12:38:31 PM
Oh uh, pulling the download then putting it back up to switch one thing. Apparently I heard there were crashes in the campgin for league fleets, so I've removed the last thing referencing the Tiburo. Hopefully it fixes it.
Title: Re: [0.9a] Mayasuran Navy 8.1.8
Post by: leahcimbulwark on February 24, 2019, 07:32:34 PM
This is the specific test I ran to narrow this crash down to your mod, as far as I can tell.
Start a campaign as Sylphon, Travel to the Persean station in Joy, access the market.
Upon doing so, I get this crash:
143974 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.submarkets.BaseSubmarketPlugin.addFighters(BaseSubmarketPlugin.java:323)
   at exerelin.campaign.submarkets.Nex_OpenMarketPlugin.updateCargoPrePlayerInteracti on(Nex_OpenMarketPlugin.java:22)
   at com.fs.starfarer.campaign.ui.o0OO.<init>(Unknown Source)
   at com.fs.starfarer.coreui.O00o.<init>(Unknown Source)
   at com.fs.starfarer.coreui.O00o.<init>(Unknown Source)
   at com.fs.starfarer.ui.newui.J$5.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newui.J.setCurrentTab(Unknown Source)
   at com.fs.starfarer.ui.newui.J.setCurrentTab(Unknown Source)
   at com.fs.starfarer.ui.newui.U.showCoreInternal(Unknown Source)
   at com.fs.starfarer.ui.newui.U.showCore(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.OpenCoreTab.execute(OpenCoreTab.java:40)
   at com.fs.starfarer.ui.newui.oOOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.super(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

I am using your 8.1.8 release. If there is anything else I can do to help, please let me know.
Title: Re: [0.9a] Mayasuran Navy 8.1.8
Post by: Knight Chase on February 24, 2019, 07:35:44 PM
Redownload and use a new save please.
Title: Re: [0.9a] Mayasuran Navy 8.1.8
Post by: leahcimbulwark on February 24, 2019, 08:42:50 PM
Well sorry for the bother, I must of copied over and not deleted it when I updated it last night.
Title: Re: [0.9a] Mayasuran Navy 8.1.8
Post by: Knight Chase 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.
Title: Re: [0.9a] Mayasuran Navy 8.1.8
Post by: ReXspec 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 (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?
Title: Re: [0.9a] Mayasuran Navy 8.1.8
Post by: ReXspec 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?
Title: Re: [0.9a] Mayasuran Navy 8.1.8
Post by: Vayra 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!

(https://i.imgur.com/UEQ10ax.png)
Mayasuran Nearly v 0.1 (https://drive.google.com/uc?authuser=0&id=1Ku3EgJ6yRMbCAecghd34Eo_X5FiedWHf&export=download)

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.
Title: Re: [0.9a] Mayasuran Navy 8.1.8
Post by: solardawning 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.
Title: Re: [0.9a] Mayasuran Navy 8.1.8
Post by: ReXspec on March 16, 2019, 02:18:37 AM
You want more Tiburo, you get more Tiburo!

(https://i.imgur.com/UEQ10ax.png)
Mayasuran Nearly v 0.1 (https://drive.google.com/uc?authuser=0&id=1Ku3EgJ6yRMbCAecghd34Eo_X5FiedWHf&export=download)

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
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: Knight Chase on March 16, 2019, 08:09:32 PM
This here's the real update, not some phony one. Get it while it's hot!

(https://i.imgur.com/0Zoyv92.png)
(https://i.imgur.com/fi4re25.png)
(https://i.imgur.com/XZQtrc8.png)

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.
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: Igncom1 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.
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: Noomsy 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...
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: Euphytose 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.
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: Voiddweller 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!
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: ThePollie 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.
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: AxleMC131 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).
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: ThePollie 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.
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: cjuicy 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.
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: ThePollie on April 22, 2019, 04:15:17 PM
Might be the part where I've seen countless allied ships either burn into suicidal situations and die having accomplished nothing, or be in prime spots TO burn and then decide to slog it as the slowest speed possible.

I'd rather a flare launcher. At least it's inconsistent but free-use PD. Hell, I'd rather an option to just disable systems entirely. At least then I don't have to worry about my fleet deciding to kill themselves because they can't grasp the most basic tactics. My favourite sight is the ship I just bought deciding to burn drive into a force armed with torpedoes, who are plenty intelligent enough to fire them at the predictably moving, unshielded target.

But what do I know. I'm just an angry 14-16 year old who hates anything remotely not-perfect.
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: ThePollie on April 22, 2019, 07:37:21 PM
Yeah. That's why my criticism of the mod content was put in the mod thread.

Assuming you're intelligent is way too generous an option.
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: Avanitia on April 22, 2019, 08:35:07 PM
Can you post the loadouts you've been using for Manta and Manta (M)?

I've never had a big issue with it outside of occasional AI deep which resulted in it being heavily damaged, AI makes mistakes, just like player - I don't have an issue with that, would be pretty boring if it didn't make them.

Loadout I use with both Manta and Manta(M):
2x Ion Cannon in small energy hardpoints
2x railguns in small turrets with frontal arcs
2x vulcans in small turrets covering the engines
1x burst pd or other weapon I see fit in the turret in the back with very large arc.
For fighters - Broadswords or Claws.
Hullmods - Resistant Flux Conduits, maybe something else
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: AxleMC131 on April 22, 2019, 11:28:14 PM
Since you flatly refuse to carry the Manta discussion over to Disassemble Reassemble's thread - cos, really, the Manta (M) is better than the regular one in basically all regards (I was shown its stats last night, and the only worse one was the higher supply cost) - I guess I'll post some Manta feedback here. Apologies in advance to Knight Chase.



Just gonna get one thing out of the way first: Why do you compare the Manta to a Falcon? The Falcon is a CRUISER. Sure, a light cruiser. But the Manta is a light destroyer for all intents and purposes. You can't complain that the Manta is worse than the Falcon because... well... it is. As it should be. You're comparing a destroyer to a cruiser. ??? Please don't do this if you ever want to hear a sensible reaction.

Now then.

The overshadowed “third wheel” of the Hammerhead and Sunder rivalry, the slippery Manta is a midline destroyer that can leave most frigates eating its wake. The ship is comparable to its heavier cousins by its wide shield and middling logistical stats, but differs with its focus on lighter weaponry and a more powerful engine assembly. The Manta's gun mounts are undersized if versatile, but it has the ability to support a wing of fighter craft which amplify its combat potential tenfold. The fast destroyer is let down by relatively low integrity, and a tendency to outrun its own fighters when it activates its burn drive.

The Manta is a "fast destroyer", but is really just a light destroyer with a mobility system and higher-than-normal burn speed. You might try comparing it to the Shrike, the high-tech light destroyer. Both the ships have high base speeds, aggressive mobility systems, and fragile hulls. While the Shrike totes a classic high-tech flux grid and good weapon mounts to make use of it, the Manta has only a few small mounts, but it actually maintains a standard destroyer flux capacity for them. It works well with expensive weapons like Antimatter Blasters.

The Manta also has a fighter bay. That makes it kinda powerful, and also very versatile. Granted it lends itself to fast fighters, but what's wrong with them? The Manta can't really put up much of a punch on its own (unless you slap on Antimatter Blasters of course), but can easily augment its weaponry with launched fighters.

With a high base speed and a Burn Drive on top of it, AND a wing of fighters, the Manta is highly adept at catching enemy destroyers and frigates, pouncing from a decent distance, perhaps even using its fighters to lock a target down in prelude to burning in. It has the shield and flux handling to make a meal of small targets, and enough armour underneath to absorb a little punishment from something a bit bigger if it needs to drop shields for more firepower. Let's not forget also that a fighter bay means it can sacrifice personal PD weaponry in favour of full offensive weapons, if it chooses to equip an interceptor like Talons (or the Honeybee from the same mod).

Against bigger targets? You're not going to have much luck outside of kiting and harrassing, and with a system like Burn Drive, that's not hugely great for the Manta to be doing. It doesn't have the punch to deal damage to anything bigger, and its speed becomes less useful against slower and slower targets. The Manta is in its element in smaller fleets as a secondary destroyer, or medium fleets as a pursuit vessel. Or, very small fleets as a player flagship. Have you tried piloting one against some pirate frigs? It's a blast, seriously.

Finally, do you actually have a problem with the Manta? Or do you just have a problem with the Burn Drive? Because neither me nor Chase can do anything about that. As Soren says, if you have a problem with the base game, go whinge to Alex, not us modders.



Btw, just in case you didn't know - but I'm guessing you did because this entire "feedback" block feels like targetted negative - the Manta is one of DaRa's most popular ships. :D Sorry it doesn't work for you, but hey, I can't make everyone happy.
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: ThePollie on April 23, 2019, 06:01:32 AM
First, my discussion was about the Mayasuran Manta, not the DR Manta.

Second, I don't expect a destroyer to out-shoot a cruiser, that'd be silly. But it's a little off-putting when the destroyer losing overwhelmingly to a cruiser that also has little difficulty catching it. The Falcon ought to out-shoot a destroyer, even if not by the widest margin. But I don't think a light destroyer should be so easily caught by one.

The Manta mostly lends itself to fast fighters because slow bombers are, honestly, over-tuned on OP for the already OP strained ship. Thunder interceptors are my usual go-to choice, since they are both cheap and multi-role, providing kinetic damage to stress shields and EMP to disable targets -Since, honestly, the Manta is way too fragile to receive return fire.

High base speed? It's 100, compared to the Hammerhead's 90 and Lasher's 120. Two examples I use because they're both fairly common but also both ships that I find often out-fight the Manta. In a straight fight, neither ship generally fail to overpower a Manta. Hence why I like Thunders. A quick EMP on engines and guns will ensure the Manta's paper-thin defense doesn't become the deciding factor. Even still, I've quickly become a fan of Unstable Injectors to better negate that. I haven't been fond of the module in the past, since I generally go with Safety Overrides if I want speed - or simply a faster ship - but it's unbelievably frustrating to watch a Lasher drop his autoloader and steamroll a Manta, who simply can not disengage.

The Infernium Drive is nice, but I find the AI too willing to use it on cooldown to get around the map. I've had similar issue with vanilla Shrikes and Dassault Vespers, and they often get into an engagement without it ready and suffer for it.

I also haven't found much of a need for PD on the Manta. The engines are incredibly well protected. I find Salamanders and the like don't seem programmed to target the actual engines and often just hit the tail, failing entirely to do anything meaningful.

Frankly, I have an issue with both. The Burn Drive is an obnoxious ship system. If it at least had some sort of marker to tell you where you'd be when it ends, I might like it more. But honestly, I can't count the times I've easily slagged otherwise durable enemies because I caught them mid-burn and can freely dump damage into them while they're powerless to deploy shields or change facing. For the Manta, it often feels starved for OP and weapon mounts. The two nose Energy mounts are awkward to fit, and I often leave them bare for the OP. Thunder Interceptors or Broadswords are common flights, since they're OP-lax and effective at plugging gaps in the ship's onboard weapons, which I usually fit two light-dual autocannons and either an EMP cannon or a light assault gun. Unstable Injector, Aux' thrusters - unless I can get a captain with Evasive maneuvers. The rest in vent/caps, favouring the former.

The ship comes across as an awkward thing. It feels designed to only be used very early, where it should only encounter heavily D-modded pirate frigates, but at the same time is incredibly rare to actually find, so generally isn't found early on. The last time I had found a Manta was after I'd already set up two colonies. But by then I have a Victory and four Wingheads, with three Herons supporting, and four Alastors and Wrens with Unstable Injectors as pursuit craft. Where does the Manta fit in there?
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: lethargie on April 24, 2019, 10:01:29 AM
ThePollie comments betray a profound lack of understanding of starsector gameplay and proper respect, but they do hint at a slight problems I have noticed about mayasuran modified ship. The hit to deployment point cost is far too big for what they provide. Remember that deployment cost is the only thing that set the "value" of a ship. Both the (M) Hammerhead and sunder get +2 (or was it +3) DP. This should give them a roughtly 20% edge on their normal cousin. The Manta (M) at 11 DP should compete with the normal Sunder/drover yet fail to do so, mostly due to to the very small amount of points it gets for equipment. A sunder with converted hangar still got 20 points more than a manta for the same number of DP. The flexibility of the manta (speed, fighter, weapon together) does have a cost however and therefore it can find some place in a fleet.

It does get really bad with other ship however. For the same DP as a falcon an Argentavis got the exact same stats or inferior. The lesser cost of campaign hullmod (because its a destroyer) is offset by the 20 less points it has for equipment and the shorter range it can get. Is the drone system good enough to justify taking it over a ship that has the same value yet is superiors in many way (flux, speed, range, armor)? I am not convinced. Now slightly inferior ship of the same cost is nothing to worry about. But the (M) version of falcon and Argentavis has some real problem. A 30% increase in deployment cost for almost negligible improvement is one of the rare obvious balance problem I have encountered with the mod.

As far as sprite and ship goes however, this mod is great. They all look cool, and the unique ship are fun to play with. Lots of polish in the general presentation. General balance is preserved as while some ship are inferiors none are obviously superior to vanilla. The theme fits well with the lore.
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: Igncom1 on April 24, 2019, 10:18:35 AM
Yeah I love this mod myself. It fit's so well with vanilla.
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: ThePollie on April 24, 2019, 10:31:57 AM
General balance is preserved as while some ship are inferiors none are obviously superior to vanilla. The theme fits well with the lore.

I wouldn't say that. There is a point where certain Marasuran ships are flat upgrades. The only real "issue" is the increased logistics cost, but when you're rolling three Atlases and twenty million credits, you stop caring about that, and the advantages of the Hammerhead over the base model is all that matters. That extra armour and rear twin-flak are nice.

Though the irony of saying I lack "proper" respect is not surprising, coming from this community.
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: Gotcha! on April 24, 2019, 11:53:53 AM
This is looking very good! I especially like the big carrier.
Midline ships are my favourite and I pity the lack of big midline carriers in the game.
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: Tufted Titmouse on April 24, 2019, 12:17:54 PM
Mod's pretty great! I can't wait to see what's coming down the pipe. Personally, the Mokorran's my favorite ship from this mod, The Arjuna's a close second.
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: Avanitia on April 24, 2019, 12:24:22 PM
This is looking very good! I especially like the big carrier.
Midline ships are my favourite and I pity the lack of big midline carriers in the game.

Arjuna's system is pretty good.

I like the Sarissa - pretty fun as flagship, especially when I mix the weapons with fighters dealing kinetic damage, such as Broadswords or Longbows.
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: AxleMC131 on April 24, 2019, 02:38:27 PM
Somehow I just can't comprehend how someone could have a problem with the Manta (M) underperforming, but not with the base one, when the Manta (M) is blatantly more powerful.  ??? But hey, what do I know? I've only seen the Manta (M)'s stat card, not used it in battle.

RE uses of the Manta late-game: Alternate pursuit vessel. It's got the speed and guns of a frigate, coupled with the hull integrity and flux grid of a light destroyer, plus a fighter bay. Treat it like a frigate, not a destroyer, if it helps. The only downside is that you can't deploy it from the sides of a fight.

(100 speed is as high as pilotable destroyers go in vanilla, with or without a mobility system. It's not slow.)
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: ThePollie on April 24, 2019, 04:50:41 PM
Slow is relative. 100 might be enough to ensure a 90 speed ship can't escape you, but it that's irrelevant if he can kill you in the time it takes for that 10 difference to get you in range to fire on him. You could burn toward him, but now that's one less option for a disengage if this suddenly one-eighties, and god knows the AI isn't the best at deciding these things.

The M variant is infinitely better, I'm not arguing that. Just that the AI doens't seem to grasp how best to wield it, and it feels like I'm just burning money whenever I opt not to personally fly it. My hands, I stalked the flanks and pounced on isolated Condors and Drovers, making their lives hell as their escorts struggle either to catch or out-fight me. In the AI hands? I routinely see them act like they're a Dominator and go full-bore into the thick of it and get vaporized by legitimately beefy ships.

As a pursuit ship, I generally prefer Wrens and Alastors. Besides being faster and better able to catch prey, they are cheaper and easier to deploy en-masse, which is a force multiplier, and they have more rapid action capacity with missile-fitted mounts. An Alastor with a twin railguns, a reaper and extended racks, with an aggressive captain can easily blitz even heavier destroyers and trashcan them. Sure, they're garbage for extended fights, but I only need them to be a monster for thirty seconds to run down fleeing ships.

For what it is, the Manta is alright, it just feels like it's trying to do more than it ought to, and it just results in a jack-of-all-trades, and I'd really rather just bring a specialist I know will do the job I gave it, rather than send a Manta and hope doesn't fall short. I do love it as an early game flagship, though. I think it shines in small-unit engagements where most of my opponents are D-modded to hell, often are forced to duel their target without hope of getting relieved, and where their single flight deck isn't being swept by massed-PD coming from half a dozen cruisers and carriers.

It's just that isn't a part of the game that lasts very long, and I often wind up settling a colony before I ever find a Manta to even use, even when I'm willing to shell out the cash to buy a pristine model somewhere.
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: lethargie on April 24, 2019, 07:18:11 PM

I wouldn't say that. There is a point where certain Marasuran ships are flat upgrades. The only real "issue" is the increased logistics cost, but when you're rolling three Atlases and twenty million credits, you stop caring about that, and the advantages of the Hammerhead over the base model is all that matters. That extra armour and rear twin-flak are nice.


... The extra logistic cost is precisely why the mayasuran ship are quite inferior to their vanilla equivalent. Not because it cost too much, but because it directly limit the number of ship you can bring in a battle. If you were to field only hammerhead you could sent 10 vanilla ship for every 8 mayasuran one (if i remember well the cost of 10 deployment point for the (m) ship). Now it might certainly be argued that loosing 20% of your fleet number is worth the small increase in flux/armor but it simply isn't a "flat upgrade". No matter the amount of resource you have, deployment cost is all that matter if you can fill your side of the battle. Its the very reason why a 60 deployment cost hammerhead would be useless even if you had infinite supply.

Somehow I just can't comprehend how someone could have a problem with the Manta (M) underperforming, but not with the base one, when the Manta (M) is blatantly more powerful.  ??? But hey, what do I know? I've only seen the Manta (M)'s stat card, not used it in battle.

the stats card says it all if you read it. 3 extra deployment point for negligible gain. This is a dealbraker for anyone that remotely care about optimizing a fleet. Its not so bad if you don't fill your side of the battle however.
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: AxleMC131 on April 24, 2019, 07:54:12 PM
If you don't mind the Manta in its element (early game and small fleets), what are you complaining about then? I don't think I'm following anymore. If you're positive the problem is confined to just the Manta (M), then what might you recommend to fix it? (If the problem extends to the regular Manta, same question, but please reply in DaRa's thread.)

Quote
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.

All I can say is "Well now you know its niche in a fleet." Satisfied?



@lethargie Perhaps, but from what I've seen of the stat buffs, I'd say it's worth it. You get a lot of extra armour and flux handling. And it's only +2 deployment points btw; regular Manta is 9. That price is mostly to account for the fighter bay, since carriers are still very powerful, and since the (M) version gives it a fighter buff too (if an indirect one), I think the price increase is deserved.
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: ThePollie on April 25, 2019, 06:24:09 AM
Because "it's good for the first five minutes of the game and is a total trap to use for the rest" isn't a niche. We already have enough ships like that in the junker, ugly pirate lines of ships, we don't need entire mods further adding to that.

How I'd fix it? Personally, I'd change the forward nose guns to hybrids and the middle hybrid to a universal. I find the energy slots are often the most awkward to fit, and are routinely left emptied in a lot of my rigs. Broadening the rear gun arcs to allow them to fire forward could be interesting. I often leave them empty because rear security with the Manta is a novel waste of OP most of the time. The lack of a missile slot makes it difficult for this ship to effectively dive on opportunities unless you're willing to sit at 90% flux after firing a pair of anti-matter blasters, which is effectively suicide if literally anything moves on you.

A ship-specific module to slightly reduce OP for fighters could help relieve the stranglehold on OP the ship has. I often take Thunders or Broadswords specifically because they'er so OP-lax, and I've humoured Talons once or twice.

Reduced DP, as well. It feels wildly off that a base and even Mayasuran Hammerhead are cheaper to field while also being consistently better in combat. Three Manta(Ms) are 33 DP. 28 is a Heron and Hammerhead, which has the advantage of three missile mounts, a more easily fitted expanded flight deck, and the autoloader to brute force duels. 30 DP for twin Falcons, which can both kite larger cruisers, but still pack the punch to bully destroyers, and the maneuverability to challenge frigates.
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: lethargie on April 25, 2019, 06:43:22 AM

@lethargie Perhaps, but from what I've seen of the stat buffs, I'd say it's worth it. You get a lot of extra armour and flux handling. And it's only +2 deployment points btw; regular Manta is 9. That price is mostly to account for the fighter bay, since carriers are still very powerful, and since the (M) version gives it a fighter buff too (if an indirect one), I think the price increase is deserved.
  I forgot the (M) version boosted fighter, that is an important thing to remember while discussing balance. Actually I went and read the mayasuran prime hullmod description now. I still think its not worth it except on dedicated carrier. 25% more deployment cost gives you 4% flux stat and 100 armor. There is no way this is worth it if you don't have fighters. 25% increased deployment cost should translate roughly to a 25% increase in power (with diminishing return for large ship since concentrated power offer some perks)

@ThePollie Actually I would give the 3 manta some pretty good chances to kill the hammerhead + heron. If they load on interceptors they can neutralize most of the heron threat while focusing on the hammerhead since they are faster. Whats more likely to happen I think is a kind of stalemate with cr decay since the manta lack armor piercing firepower and arent that much faster.
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: ThePollie on April 25, 2019, 04:05:07 PM
I'd give three of most ships good odds of beating two of most ships, excluding a massive weight disadvantage. My point was more that I can either take these two ships or these three ships, and the Heron/Hammerhead combo generally provides better results in a fleet setting.

In a vacuum engagement? I figure the Hammerhead and Heron separate, because AI be how it do, and one of the two gets 2v1'd or even 3v1'd and run over instantly.
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: Dal on April 26, 2019, 02:37:43 PM
I run Mantas as pursuit craft and SO skirmishers, they're great before you have reliable cruisers.
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: ahrenjb on April 30, 2019, 11:36:40 AM
Just wanted to give a quick shoutout to the team responsible for this mod - great stuff, I appreciate all your work.

I haven't fully explored the mod by doing a dedicated Mayasuran campaign, but what I've used so far has been well balanced, remarkably well polished, and appears to integrate very well with the game.

In my current campaign, I stumbled on a Mayasuran cruiser BP package fairly early on. When I founded my first colony and the Veriditas movement was born, those cruisers were the only heavy standoff power the faction was able to muster. The first lean years were relatively peaceful, and I neglected any military buildup in favor of industrial development. During that time, a Javinicus (M) BP came up for sale at Freeport. Tired of scrambling every time the Hegemony decided to perform an unlawful inspection, I couldn't resist adding a true anchor to the BP catalog. 6-months of bankruptcy later, the cumulative economic output of now two worlds resulted in the christening of the first ship-of-the-class - the "Resplendent".

The Resplendent mounts a full complement of Diable-designed Artassaut revolver cannons, coordinated by state-of-the-art integrated point defense, integrated targeting, & gunnery control AI. Twin Monstro turrets, a pair of State support beams, and an array of torpedo launchers at the bow provide offensive capabilities. When it first undocked from the orbital construction yards of Nareth, it promised a new era of security for the young world. A promise it had the opportunity to keep just days later as a large Diable expedition entered the system.

Over 1000 faction casualties, and more than a million credits of lost hulls, weapons, and supplies later, the Resplendent has now spent nearly 3-months engaged in constant back-to-back warfare supporting the battlestation in orbit against Diable and the Hegemony. An ORA fleet is en-route. If the Veriditas Movement survives these dark times, it will be by being carried on the back of the Mayasuran-designed battlecruiser. Mayasura is not forgotten, the spirit lives on.

Once again, bravo mod team!
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: Flunky on May 03, 2019, 09:29:07 AM
One bit regarding all the discussion of Mayasuran (M) ships that I don't think I've seen addressed: the increased supply cost of deployment does not actually increase the DP cost to deploy, just the cost to supplies to recover the CR after battle. So you're not actually fielding fewer ships unless you lack the supplies to pay for it.

At least, that's what I'm seeing right now in game alt-tabbing back and forth. Same deal with (D) mod ships in vanilla - they're cheaper to deploy, but you can't actually field more at once.
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: lethargie on May 03, 2019, 09:40:39 AM
Are you sure about that? I kinda remember it affecting DP.

If it does not, then all Mayasuran ship are are blatantly overpowered since DP is the only balancing factor the game has.
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: Flunky on May 03, 2019, 10:06:15 AM
The tooltip shows increased supply cost to deploy, but the actual DP cost measured at the bottom of the window when deploying ships only increases by the base amount instead of the modified amount. Again, same as (D) mods (in order to prevent 20 DP onslaughts or silliness like that).

That said, I wouldn't say blatantly overpowered but I haven't had much time to spend with their ships (just a couple of recovered blueprints).
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: Retry on May 03, 2019, 08:01:29 PM
I wanted to say that it didn't increase DP cost too, but I don't have the most current Mayasuran version yet so I don't know if that since changed or if my unreliable memory is completely off in the first place.

IIRC, the Mayasuran "elite" ships (don't recall the actual designation) have small stat buffs compared to the base variants at the cost of increase in logistic costs, specifically supplies.  I believe it works similarly in other mods like SWP's Cabal Ships, and the mods of a few others that contain "elite" versions.

Even Vanilla has some of this with their "elites" being Hegemony XIV versions of some ships, whose buffs include flux dissipation, capacity, and especially Armor.  Except instead of a higher logistics cost, those are marginally slower than the base versions.  That speed penalty is supposed to be the countermeasure, I suppose.  But really, who chooses an Onslaught XIV for speed anyways?

[Just downloaded the newest version of Mayasuran Navy now.  I can confirm, that the increase in supply/deployment cost from the Mayasuran Prime thing does NOT increase DP combat "width".]
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: Knight Chase on May 03, 2019, 09:35:35 PM
Small teaser for next update

Spoiler
(https://i.imgur.com/uuYktbK.png)(https://i.imgur.com/Nqo5coC.png)
[close]
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: Retry on May 03, 2019, 10:11:51 PM
Okay, so I've tried and tested the Manta (M) out a little bit.

It was fun.  Really fun, actually.  Very refreshing from my usual piloting of Capitals and some Cruisers.

Here was my loadout:
1x Crossbow Heavy Bomber (Mayasuran Prime ships get a -2 OP cost to bombers, it's hidden in its description)
2x Ion Cannons, front energy mount
2x Railguns, front ballistic turret
1x Dual LMG, central turret
2x Reliant HMG, rear turrets (from SWP)
ITU
Rest OP in vents

First thing of note is that the Crossbow is, effectively, a Fighter-Bomber.  In addition to its Gorgon missiles, it also has a twin energy weapon thing on the front.  You can actually deploy the bomber against other bombers and fighters and they'll indeed shoot them down.

Second thing of note is its maneuverability special.  Unlike the regular Manta's Burn Drive, the Manta(M)'s drive has two charges, lasts a shorter amount of time, allows for a little bit of turning during the burn, and allows the Manta to keep shields on while in use.  The last point is neat as it's insurance against getting an unlucky rocket or EMP blast to the face while in transit, which can otherwise be fatal.  When player controlled, I'd say that the Manta(M) handles much better than the regular Manta simply due to that.

The PD is kind of for missile and fighter defense, but it's also for making the most out of targets of opportunity: Stranded frigates/Destroyers.  Burn directly into them, overwhelm their shields with ballistic fire, de-teeth them with the ion cannons, and finish with the Crossbows.  If the Crossbows hit, a frigate is probably dead and a DD (or most cruisers) is seriously hurting, and is vulnerable to follow-ups from others in the fleet due to disabled systems by the ion cannon.

If no such target of opportunity currently exists, though, you can still harass near-peer Destroyers with Railguns + Ion Cannons + Bombers without charging into the opponent's battle lines.

The Manta(M) still sucks at doing much to heavy DDs and higher, at least not alone.  There are some exceptions though: I've been able to take out Disassemble Reassemble's Barricade combat freighter which is cruiser-sized.  Granted it's a combat freighter, but I still think it's not bad considering the Barricade has 2 fighter slots and the Manta(M) has only 4 or 5 small hardpoints available at any one time outside of point blank range.

I definitely wouldn't deploy it first in a huge battle dominated by capital ships, but it's definitely going to see use in pursuit settings.  It's my favorite small ship to come out of this mod.
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: lethargie on May 09, 2019, 05:48:20 AM
I wanted to say that it didn't increase DP cost too, but I don't have the most current Mayasuran version yet so I don't know if that since changed or if my unreliable memory is completely off in the first place.

IIRC, the Mayasuran "elite" ships (don't recall the actual designation) have small stat buffs compared to the base variants at the cost of increase in logistic costs, specifically supplies.  I believe it works similarly in other mods like SWP's Cabal Ships, and the mods of a few others that contain "elite" versions.

Even Vanilla has some of this with their "elites" being Hegemony XIV versions of some ships, whose buffs include flux dissipation, capacity, and especially Armor.  Except instead of a higher logistics cost, those are marginally slower than the base versions.  That speed penalty is supposed to be the countermeasure, I suppose.  But really, who chooses an Onslaught XIV for speed anyways?

[Just downloaded the newest version of Mayasuran Navy now.  I can confirm, that the increase in supply/deployment cost from the Mayasuran Prime thing does NOT increase DP combat "width".]

Balance trade-off is certainly a subjective thing and I would not want to argue about the value of speed vs armor vs etc.... That being said Supply cost is not in any way shape or form a countermeasure to any kind of in combat bonus. It is nil, neglectable and forgettable. If what you say about mayasuran ship is true, they have increased stats with absolutely no downside. Thus its not a discussion about balance, its a discussion about whether vanilla ship should receive boost without trade-off. Now I understand that some vanilla ship are stronger than other, but generally there is no "copy but stronger".

Supply consumption is a fun campaign specific mechanic that does improve the general feeling of the games and allow to link a bit more different parts of the game. I appreciate that it was added, It's just not a meaningful variable for the balance of the ships.
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: Tartiflette on May 09, 2019, 08:26:07 AM
Well it kinds of become a significant balancing factor when you maxed out your deployment points. And in the early game it is important too until you can get that money snowball rolling. In mid game though it is indeed irrelevant.
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: SapphireSage on May 09, 2019, 12:13:19 PM
Though I do agree that DP is just about the only significant balancing factor late game, that only applies if the DP is adjusted. I just downloaded the current Mayasuran Navy version to test and was able to verify, using Console Commands, that Mayasuran ships do not raise the DP cost of ships with the Mayasuran Prime Warship hullmod as they should.

This means that in the endgame, Mayasuran ships are straight upgrades compared to vanilla mid-line combat wise. The problem may have to do with the D-mod changes as they are also hullmods that affect supply recovery costs while not touching DP cost.

The attached pictures are proof after using console commands and running SIM that DP cost is unaffected.

[attachment deleted by admin]
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: lethargie on May 10, 2019, 10:03:45 AM
Though I do agree that DP is just about the only significant balancing factor late game, that only applies if the DP is adjusted. I just downloaded the current Mayasuran Navy version to test and was able to verify, using Console Commands, that Mayasuran ships do not raise the DP cost of ships with the Mayasuran Prime Warship hullmod as they should.
The attached pictures are proof after using console commands and running SIM that DP cost is unaffected.
Well it kinds of become a significant balancing factor when you maxed out your deployment points. And in the early game it is important too until you can get that money snowball rolling. In mid game though it is indeed irrelevant.
So I realize Tartiflette comment might have been a misunderstanding. What SaphirreSage said is true but had been established earlier in the thread (but not as extensively proven). Is there an established nomenclature which I may have misused about the present subject?
to reiterate:
Supply cost: Cost paid after the battle to recuperate CR (Irrelevant to balance)
Deployment cost: "space" taken by the ship on the deployment screen (Extremely relevant to balance)

So (M) version of normal ship have supply cost penalty but no Deployment cost penalty. This makes them straight upgrade over several vanilla ship.

Now I don't think this it is inherently bad, but it does make the (M) version like an inverse D-Mod. It is a dangerous slope for balance at least. The hull are rare enough that it doesn't matter too much for now at least.
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: Retry on May 10, 2019, 02:32:21 PM
Though I do agree that DP is just about the only significant balancing factor late game, that only applies if the DP is adjusted. I just downloaded the current Mayasuran Navy version to test and was able to verify, using Console Commands, that Mayasuran ships do not raise the DP cost of ships with the Mayasuran Prime Warship hullmod as they should.
The attached pictures are proof after using console commands and running SIM that DP cost is unaffected.
Well it kinds of become a significant balancing factor when you maxed out your deployment points. And in the early game it is important too until you can get that money snowball rolling. In mid game though it is indeed irrelevant.
So I realize Tartiflette comment might have been a misunderstanding. What SaphirreSage said is true but had been established earlier in the thread (but not as extensively proven). Is there an established nomenclature which I may have misused about the present subject?
to reiterate:
Supply cost: Cost paid after the battle to recuperate CR (Irrelevant to balance)
Deployment cost: "space" taken by the ship on the deployment screen (Extremely relevant to balance)

So (M) version of normal ship have supply cost penalty but no Deployment cost penalty. This makes them straight upgrade over several vanilla ship.

Now I don't think this it is inherently bad, but it does make the (M) version like an inverse D-Mod. It is a dangerous slope for balance at least. The hull are rare enough that it doesn't matter too much for now at least.

I'd like to note again that this thing with "premium" with overall small buffs at a logistic (but not deployment) cost is not limited to this mod.  SWP has the Cabal variants of many high-tech vessels, and Interstellar Imperium had some sort of elite version of some of their ships, though I don't recall what that hull-mod was called and it could very well change once it gets released for Starsector 0.9.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0
Post by: Knight Chase on May 11, 2019, 06:48:19 PM
(https://i.imgur.com/wWXw7x8.png)

8.2.0
-Removed Spoonbill, save breaker
-Added Heron (M)
-Added Orchard Autocannon, Medium High Explosive Ballistic.
-Added Heavy Ion Lance, Large Energy Beam.
-Adjusted Conquest (M)'s frontal medium energy turrets to hybrids.
-Adjusted Launch Speed of Gorgon SRM to 180 from 100, Hitpoints to 230 from 150. Made overall flight characteristics faster: Turn acceleration to 550 from 210. Turn rate to 140 from 70.
-Adjusted Winghead's hybrid mounts to energy for the smalls, rearmost small turrets adjusted to face rearwards and the composite medium mounts adjusted to synergy.
-Adjusted Mokarran's frontal turrets on its head to be energy, adjusted arcs to be more versatile instead of just frontal facing. Frontal medium hardpoints adjusted to ballistic only.
-Adjusted Bomber refit times.

Just a couple new weapons and some more balancing. Spoonbill switched to an actual modernized Heron, should provide a 3 deck carrier with the (M) buffs for bombers.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0
Post by: eidolad on May 18, 2019, 08:48:43 AM
Got me a Winghead and

a) was really excited to possess a cruiser with my fave "Accelerated Ammo Feeder".  OH YES a big hammerhead!

b) ...only to find that the max forward ballistic mounts for it are two mediums.  It is effective but not the storm of fire I was hoping to drop on an enemy.  I suppose I could turn broadside to use the large and medium mounts that are rear facing...am I really supposed to use this beast as a broadsider?  Gotta get me extended shields if that is case...

c) ...however the built-in hullmod "heavy weapons integration" doesn't appear to actually save 10 OP points when I mount a large weapon.

d)  I should say that the number of small energy weapons that the Winghead can bring to bear in the forward arc is really impressive...so as a suppression build it rocks.  It just makes me sad to build around the accelerated ammo feeder...perhaps replace with high energy focus?  Or give it a mobility ship system?


Title: Re: [0.9.1a] Mayasuran Navy 8.2.0
Post by: Hellya on May 19, 2019, 02:24:04 PM
Got me a Winghead and

a) was really excited to possess a cruiser with my fave "Accelerated Ammo Feeder".  OH YES a big hammerhead!

b) ...only to find that the max forward ballistic mounts for it are two mediums.  It is effective but not the storm of fire I was hoping to drop on an enemy.  I suppose I could turn broadside to use the large and medium mounts that are rear facing...am I really supposed to use this beast as a broadsider?  Gotta get me extended shields if that is case...

c) ...however the built-in hullmod "heavy weapons integration" doesn't appear to actually save 10 OP points when I mount a large weapon.

d)  I should say that the number of small energy weapons that the Winghead can bring to bear in the forward arc is really impressive...so as a suppression build it rocks.  It just makes me sad to build around the accelerated ammo feeder...perhaps replace with high energy focus?  Or give it a mobility ship system?

It is an odd ship to say the least.

I have not found a use for either the Winghead or the Mokarran. The Mokarran cost 42 OP and delivers a pretty sub par performance I think. Feels like the fire power of a cruiser, with poor shields, meh armour, and speed of a capital. Its armour is kinda meh compared to other poor shield capitals (Onslaught) which is less OP to field and will wreck most ships, the Mokarran for sure.

The Winghead with its main battery facing the back is just strange for firepower/shield facing forward type of ship. It also follows the Mokarran in meh kind of stats. This ships at least has solid armour for its class. Maybe a damage sponge for meathead AI? But why when I can field 1.5 Patriots with high energy focus, omni shields, only 200 less armor, good weapons coverage, and 25 more speed. I am pretty sure the loss of a weird facing large turret is worth it. Even the Apogee would knife fight this thing for fun and do it with less OP.

I am honestly at a loss for both these ships. They just don't make sense to me on why I would field them over what I feel are way better options. I would field and Conquest or an Arjuna way before the Mokarran, we all know the conquest is not the cream of the crop. As mentioned, I would field a Patriot, Apogee or Sarrisa way before the Winghead.

I might be being a tad hard on these two ships but I honestly just don't see the point of either.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0
Post by: Knight Chase on May 19, 2019, 08:58:12 PM
Got me a Winghead and

a) was really excited to possess a cruiser with my fave "Accelerated Ammo Feeder".  OH YES a big hammerhead!

b) ...only to find that the max forward ballistic mounts for it are two mediums.  It is effective but not the storm of fire I was hoping to drop on an enemy.  I suppose I could turn broadside to use the large and medium mounts that are rear facing...am I really supposed to use this beast as a broadsider?  Gotta get me extended shields if that is case...

c) ...however the built-in hullmod "heavy weapons integration" doesn't appear to actually save 10 OP points when I mount a large weapon.

d)  I should say that the number of small energy weapons that the Winghead can bring to bear in the forward arc is really impressive...so as a suppression build it rocks.  It just makes me sad to build around the accelerated ammo feeder...perhaps replace with high energy focus?  Or give it a mobility ship system?

It is an odd ship to say the least.

I have not found a use for either the Winghead or the Mokarran. The Mokarran cost 42 OP and delivers a pretty sub par performance I think. Feels like the fire power of a cruiser, with poor shields, meh armour, and speed of a capital. Its armour is kinda meh compared to other poor shield capitals (Onslaught) which is less OP to field and will wreck most ships, the Mokarran for sure.

The Winghead with its main battery facing the back is just strange for firepower/shield facing forward type of ship. It also follows the Mokarran in meh kind of stats. This ships at least has solid armour for its class. Maybe a damage sponge for meathead AI? But why when I can field 1.5 Patriots with high energy focus, omni shields, only 200 less armor, good weapons coverage, and 25 more speed. I am pretty sure the loss of a weird facing large turret is worth it. Even the Apogee would knife fight this thing for fun and do it with less OP.

I am honestly at a loss for both these ships. They just don't make sense to me on why I would field them over what I feel are way better options. I would field and Conquest or an Arjuna way before the Mokarran, we all know the conquest is not the cream of the crop. As mentioned, I would field a Patriot, Apogee or Sarrisa way before the Winghead.

I might be being a tad hard on these two ships but I honestly just don't see the point of either.
The Mokarran was much better in the past.
Here is the list of changes I've made since 0.8, though I've come to see that they might not be the best.
Mokarran vs Mokarran 0.9
315 OP
Top speeed 55->40
acceleration 25->20
deceleration 20->15
Max turn rate 8->6
turn acceleration 6->4
shield arc 300->90
shield efficiency 1.0->1.2
frontal medium ballistic turrets -> frontal medium energy turrets
frontal hybrid smalls -> frontal energy smalls
frontal mediuim composites -> frontal medium ballistics
frontal large composite -> frontal ballistic composite
As for the Winghead, it had four converging medium ballistics along with 5 hybrid smalls that could also fire forward. In combination with AAF, it shredded a lot of targets, so I'm thinking of switching everything on the head of the Winghead to ballistic and going back to the original configuration of two synergy/two composite medium hardpoints and a hybrid small turret up front.

This is very insightful, so thank you for the feedback!

Edit:
Here are my proposed changes, this should turn the Mokarran back into its 0.8 form with a couple minor changes.
-Mokarran buffs to speed and manuverability, firepower, defense.
Top speed 40->50
Acceleration 20->25
Max turn rate 6->8
Turn acceleration 4->6
Shield Arc 90->270
Shield efficiency 1.2->1.1
Frontal medium energy turrets -> frontal medium ballistic turrets
frontal energy small turrets -> frontal hybrid small trurets
frontal medium ballistic hardpoints -> frontal medium composite hardpoints
I've done some testing with these changes and I'm sure it will more than deserve that 42 DP spot.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0
Post by: Hellya on May 19, 2019, 10:00:10 PM
Knight, those changes look very interesting and not too OP. I cant wait to test that out when it hits download.

Your mod is a must have for me on every play through. I love the style and mix of everything.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0
Post by: Knight Chase on May 20, 2019, 02:08:41 AM
Go ahead and redownload, the changes are up.

8.2.0 RC2
-Mokarran buffs to speed and manuverability, firepower, defense.
Top speed 40->50
Acceleration 20->25
Max turn rate 6->8
Turn acceleration 4->6
Shield Arc 90->270
Shield efficiency 1.2->1.1
Frontal medium energy turrets -> frontal medium ballistic turrets
frontal energy small turrets -> frontal hybrid small trurets
frontal medium ballistic hardpoints -> frontal medium composite hardpoints
-Winghead mounts change
Frontal synergy hardpoints changed to composite.
Rear large turret changed to 360 arc.
Rear large turret changed to energy from hybrid.
-Orchard Cannon changes
Damage 220->100
Flux Cost 270->160
OP 12->10
Added experimental trails, requires magiclib.

Edit: Final changes for now. This makes the Winghead the premier heavy cruiser.
8.2.0 RC3
-Winghead was maybe a bit overtuned with AAF, this change will tone it down
DP and supplies per month 24->30
Accelerated ammo feeder -> infernium burn

Edit 2: Final patch for today I hope.
8.2.0 RC4
-Orchard Cannon changes, this should let you burst more often with the first two barrages, however firing for the third burst will have great innaccuruacy.
Removed ammo system completely
Spread shot 5->3
Flux shot 160->140
-Javanicus M sprite change
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC2
Post by: nb8 on May 20, 2019, 10:10:23 AM
https://bitbucket.org/KnightChase/starsector-mods/downloads/Mayasuran%20Navy.7z
That link has no power here  :(
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC2
Post by: Knight Chase on May 20, 2019, 10:21:37 AM
https://bitbucket.org/KnightChase/starsector-mods/downloads/Mayasuran%20Navy.7z
That link has no power here  :(
Redownload, RC3 is out.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC4
Post by: Hellya on May 20, 2019, 01:06:45 PM
So far, things seem quite balanced for their DP.

At first I thought 30 for the Winghead would be so high. But that versatility and movement makes up for it. Tested it against everything 25 DP and up. It struggles (evenly) with the Aurora and that makes sense. It can keep a Dominator at a distance and engage it at its own terms, yet engaging it frontally in an all out knife fight is death. Not a quick death but not a great move.

The Mokarran is filling a roll that I really like. Not a hard core knife fighting tank per se, more like the conquest in that it can bring it but only for a short while before the damage taken is too great. I see this playing a big role in my fleets and will replace the Java as my personal ship. I would say that it is very close to where it should be as it is easy enough to overwhelm but strong enough and fast enough to use an opening to its advantage.

I am going to run a campaign from start to finish and see how everything feels.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC4
Post by: eidolad on May 20, 2019, 04:24:38 PM
OOOOOOH thanks the Winghead changes sound divine...new mod version made my next-game list! 
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC4
Post by: solardawning on May 20, 2019, 07:22:24 PM
@knight chase:
FYI, you've still got empty arrays in your .faction files.

Check the Persean League and Hegemony ones. Things like this:
Code
   "hullFrequency":{
        "tags":{
        },
        "hulls":{
        },
    },

Those empty arrays replace those from vanilla and other mods, instead of adding.
So by including them, you empty out many of the things those factions should have in their fleets and market.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC4
Post by: Knight Chase on May 20, 2019, 08:01:36 PM
@knight chase:
FYI, you've still got empty arrays in your .faction files.

Check the Persean League and Hegemony ones. Things like this:
Code
   "hullFrequency":{
        "tags":{
        },
        "hulls":{
        },
    },

Those empty arrays replace those from vanilla and other mods, instead of adding.
So by including them, you empty out many of the things those factions should have in their fleets and market.

Alright, this should be my last patch of the day. We're on RC5 now, so this should be the final final fix. Go ahead and redownload.
8.2.0 RC5
-Fixed empty arrays in the .faction files
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
Post by: Hellya on May 21, 2019, 04:56:14 PM
Thanks for the updates!
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
Post by: eidolad on May 23, 2019, 07:01:26 PM
OK who has tried a Nexerelin playthrough as member of Mayasuran Navy?   Any interesting to report?  This is also one of my game starts on my list for 0.9.1a I must admit...
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
Post by: Shoat on May 23, 2019, 08:48:58 PM
OK who has tried a Nexerelin playthrough as member of Mayasuran Navy?   Any interesting to report?  This is also one of my game starts on my list for 0.9.1a I must admit...

It seems like they aren't on the map. Starting as them gave me starting fleet made of their ships, but I was just assigned a commission with the Sindrian Diktat instead.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
Post by: BringerofBabies on May 24, 2019, 05:22:29 AM
OK who has tried a Nexerelin playthrough as member of Mayasuran Navy?   Any interesting to report?  This is also one of my game starts on my list for 0.9.1a I must admit...

It seems like they aren't on the map. Starting as them gave me starting fleet made of their ships, but I was just assigned a commission with the Sindrian Diktat instead.

That sounds like a bug - I was given a commission with the Persean League, which is correct per the mod's lore - Mayasura is part of the PL.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
Post by: Vayra on May 24, 2019, 10:06:19 AM
Just in case anyone was eagerly awaiting an update (nobody was, I know):

Mayasuran Nearly is now updated for 0.9.1a. Click the superfighter-equipped freighter to superfight:
(https://i.imgur.com/UEQ10ax.png) (https://drive.google.com/uc?authuser=0&id=1Ku3EgJ6yRMbCAecghd34Eo_X5FiedWHf&export=download)


oh yeah changelog:
- Gemini (M) now costs (silly voice) one hundred thousand credits (end silly voice)
- Burn increased to 9 to match new Gemini stats
- FP increased for no real reason
- PPT dropped by a minute, making this slightly less disgusting
- mod_info.json updated to say 0.9.1a and v. 0.2
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
Post by: sawert42 on May 25, 2019, 09:22:00 AM
I got this bug after trying to load game after updating my mod list, new game is working correct but my save is crashing

[attachment deleted by admin]
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0
Post by: Avanitia on May 25, 2019, 10:17:02 AM
I got this bug after trying to load game after updating my mod list, new game is working correct but my save is crashing
Update 8.2.0 breaks saves due to removal of Spoonbill.

Spoiler
(https://i.imgur.com/wWXw7x8.png)

8.2.0
-Removed Spoonbill, save breaker
-Added Heron (M)
-Added Orchard Autocannon, Medium High Explosive Ballistic.
-Added Heavy Ion Lance, Large Energy Beam.
-Adjusted Conquest (M)'s frontal medium energy turrets to hybrids.
-Adjusted Launch Speed of Gorgon SRM to 180 from 100, Hitpoints to 230 from 150. Made overall flight characteristics faster: Turn acceleration to 550 from 210. Turn rate to 140 from 70.
-Adjusted Winghead's hybrid mounts to energy for the smalls, rearmost small turrets adjusted to face rearwards and the composite medium mounts adjusted to synergy.
-Adjusted Mokarran's frontal turrets on its head to be energy, adjusted arcs to be more versatile instead of just frontal facing. Frontal medium hardpoints adjusted to ballistic only.
-Adjusted Bomber refit times.

Just a couple new weapons and some more balancing. Spoonbill switched to an actual modernized Heron, should provide a 3 deck carrier with the (M) buffs for bombers.
[close]
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
Post by: sawert42 on May 25, 2019, 10:30:01 AM
Oh ok thanks, will i still have old version of mod so i will just use old one until i decide to start new game with for example new mods
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
Post by: Whitey on June 12, 2019, 03:45:18 PM
Hi! Love the mod.
The MSS Mako is an interesting ship, however, the MSS Mako (M) includes the following text-
Quote
the Mako was given a heavy modernization including the switching of the standard bombs to a cluster MIRV.

But then it doesn't (seem to) change from the default bomb launcher to an MRIV Variant.
I assume the default Mako bomb launcher is MSS_bomb_frigate, and the MRIV is the MSS_bomb_KE variant.
Possible oversight or bug, I assume?

Anyway, I really appreciate the work you put into this mod, can't wait to see what more you have in store for us.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
Post by: bamzooki2 on June 13, 2019, 09:22:04 AM
OK who has tried a Nexerelin playthrough as member of Mayasuran Navy?   Any interesting to report?  This is also one of my game starts on my list for 0.9.1a I must admit...

It seems like they aren't on the map. Starting as them gave me starting fleet made of their ships, but I was just assigned a commission with the Sindrian Diktat instead.

That sounds like a bug - I was given a commission with the Persean League, which is correct per the mod's lore - Mayasura is part of the PL.

Having the same issue as the other guy, Mayasuran faction isn't spawning it seems.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
Post by: Nick XR on June 13, 2019, 10:49:09 AM
Having the same issue as the other guy, Mayasuran faction isn't spawning it seems.

Did you do a random core worlds gen?  I've had issues with factions and that.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
Post by: SCC on June 13, 2019, 10:52:19 AM
It's intended. Mayasuran faction doesn't spawn any planets in random generation, doesn't have anything set to spawn in Corvus mode and it's also made to transfer the player to Persean League faction on game start.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
Post by: bamzooki2 on June 13, 2019, 11:48:25 AM
It's intended. Mayasuran faction doesn't spawn any planets in random generation, doesn't have anything set to spawn in Corvus mode and it's also made to transfer the player to Persean League faction on game start.

Oh? How are we supposed to get the hulls ingame then? I wasn't doing a random gen
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
Post by: Igncom1 on June 13, 2019, 12:18:21 PM
The League sells them and uses them, you should also be able to find blueprints for the ships out on the unexplored systems.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
Post by: Knight Chase on June 13, 2019, 03:31:28 PM
OK who has tried a Nexerelin playthrough as member of Mayasuran Navy?   Any interesting to report?  This is also one of my game starts on my list for 0.9.1a I must admit...

It seems like they aren't on the map. Starting as them gave me starting fleet made of their ships, but I was just assigned a commission with the Sindrian Diktat instead.

That sounds like a bug - I was given a commission with the Persean League, which is correct per the mod's lore - Mayasura is part of the PL.

Having the same issue as the other guy, Mayasuran faction isn't spawning it seems.
Hi! Love the mod.
The MSS Mako is an interesting ship, however, the MSS Mako (M) includes the following text-
Quote
the Mako was given a heavy modernization including the switching of the standard bombs to a cluster MIRV.

But then it doesn't (seem to) change from the default bomb launcher to an MRIV Variant.
I assume the default Mako bomb launcher is MSS_bomb_frigate, and the MRIV is the MSS_bomb_KE variant.
Possible oversight or bug, I assume?

Anyway, I really appreciate the work you put into this mod, can't wait to see what more you have in store for us.

The Mako (M)'s cluster bombs are in progress! Also, I'll have the faction working soon enough, I just need to figure out world gen.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
Post by: vorpal+5 on June 13, 2019, 08:54:47 PM
Could you add please 10 lines of context in your first post? I know next to nothing of the current lore. Also, can you add what your mod adds in practical term? I mean, I sure can infer it adds ships and weapons, but can you elaborate in plain text what it does. A kind of description of your mod in plain, factual, words would be appreciated.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
Post by: bamzooki2 on June 14, 2019, 04:19:51 AM
OK who has tried a Nexerelin playthrough as member of Mayasuran Navy?   Any interesting to report?  This is also one of my game starts on my list for 0.9.1a I must admit...

It seems like they aren't on the map. Starting as them gave me starting fleet made of their ships, but I was just assigned a commission with the Sindrian Diktat instead.

That sounds like a bug - I was given a commission with the Persean League, which is correct per the mod's lore - Mayasura is part of the PL.

Having the same issue as the other guy, Mayasuran faction isn't spawning it seems.
Hi! Love the mod.
The MSS Mako is an interesting ship, however, the MSS Mako (M) includes the following text-
Quote
the Mako was given a heavy modernization including the switching of the standard bombs to a cluster MIRV.

But then it doesn't (seem to) change from the default bomb launcher to an MRIV Variant.
I assume the default Mako bomb launcher is MSS_bomb_frigate, and the MRIV is the MSS_bomb_KE variant.
Possible oversight or bug, I assume?

Anyway, I really appreciate the work you put into this mod, can't wait to see what more you have in store for us.

The Mako (M)'s cluster bombs are in progress! Also, I'll have the faction working soon enough, I just need to figure out world gen.

PRAISE!!! Thank you! in the meantime i'll try and create a bootlegged version of it.  Thank you so much for your work on this mod!
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
Post by: Hrothgar on June 14, 2019, 07:06:04 AM
PRAISE!!! Thank you! in the meantime i'll try and create a bootlegged version of it.  Thank you so much for your work on this mod!

I dont see any Bootleg Navy mod...

https://66.media.tumblr.com/d852488ca73f3f482407382d1a351119/tumblr_mtgsbmEAj71rryxomo1_500.gif
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
Post by: eidolad on June 14, 2019, 06:38:49 PM
I highly endorse further work on this faction.  Those hammerhead based designs are a signature.

I could also stand to see a small Mayasuran colony on the fringes of a Nexerelin game instance...the genocide fate of the Mayasurans really bothers me and makes me wants to stomp some Pather trash.  Of course, only in the name of living Mayasurans, if possible.  I'm from TEAM GOOD GUY I promise.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
Post by: Null Ganymede on July 15, 2019, 06:08:51 AM
The Didymoi's terrifying proximity mine sound is a good cue to dodge missiles that'll phase past shields. However, the visual cues are a bit subtle when there's mixed fighters and missiles in the air.

Probably not an issue with Mayasura's fat, noticeable fighters. Definitely an issue when you sell DME drone blueprints to pirates along with the Didymoi, and a Legion spawns with 4 wings of 'em. It took a few reloads and flying around with god mode to figure out what the hell was making that noise.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
Post by: Sinigr on July 15, 2019, 09:56:26 PM
Best ship of this mode! And first ship whis which i finghting turbing back towards enemies  ;)
(https://i.imgur.com/DvTEcCw.png)
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
Post by: Knight Chase on August 03, 2019, 11:07:56 AM
The Didymoi's terrifying proximity mine sound is a good cue to dodge missiles that'll phase past shields. However, the visual cues are a bit subtle when there's mixed fighters and missiles in the air.

Probably not an issue with Mayasura's fat, noticeable fighters. Definitely an issue when you sell DME drone blueprints to pirates along with the Didymoi, and a Legion spawns with 4 wings of 'em. It took a few reloads and flying around with god mode to figure out what the hell was making that noise.
I'll be toning down the explosion radius on the influence mines, the sound though is something I like a lot.

I have a new Arjuna in the works, so a patch should be coming soon!
Spoiler
(https://i.imgur.com/OzTWTAw.png)
[close]
Spoiler
(https://i.imgur.com/Dx07ODz.png)
[close]
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
Post by: ARandomGuy on August 16, 2019, 04:54:10 PM
Quote
I have a new Arjuna in the works, so a patch should be coming soon!
The ship looks great! Really looking forward to the Mayasuran faction. Can you tell us exactly when you will add it?
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
Post by: Knight Chase on August 17, 2019, 02:07:02 AM
Quote
I have a new Arjuna in the works, so a patch should be coming soon!
The ship looks great! Really looking forward to the Mayasuran faction. Can you tell us exactly when you will add it?
I am hoping for by the end of this month, since I wasn't really expecting such a burst in Starsector's popularity. I just know that a lot of my people are using my mod now, and it'd be terrible to disappint them!
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
Post by: Alorex on August 17, 2019, 08:22:09 AM
I have a new Arjuna in the works, so a patch should be coming soon!

Im looking forward to another Mayasuran play through. More so with a proper Mako elite. I found that i can handle anything the game throws at me with 3 cruisers and a wall of Mako's.

My only question and desire is the see the Sagittarius/Onocrotalus weapon make an appearance on the market.
Was looking for weapons to min-max my ships with and found that in the codex. But you don't seem have it implemented.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
Post by: Shuhei on August 18, 2019, 02:21:17 AM
Some Lore please? Is this some of alternate scenarion from this: https://starsector.fandom.com/wiki/Mayasura_Star_System or is it compatible with current continuity?
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
Post by: AxleMC131 on August 18, 2019, 11:15:54 PM
Some Lore please? Is this some of alternate scenarion from this: https://starsector.fandom.com/wiki/Mayasura_Star_System or is it compatible with current continuity?

The primary kicker for the Mayasuran Navy arises from the main menu mission "The Last Hurrah" - yes you can play it out yourself! Canonically the Mayasuran Navy lost that battle; this mod hints at an alternative universe where they won instead.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
Post by: Taverius on August 22, 2019, 02:00:51 PM
Minor detail, but the Heron (M) has design type: Midline instead of Masuryan.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
Post by: Knight Chase on August 23, 2019, 01:46:14 AM
I have a new Arjuna in the works, so a patch should be coming soon!

Im looking forward to another Mayasuran play through. More so with a proper Mako elite. I found that i can handle anything the game throws at me with 3 cruisers and a wall of Mako's.

My only question and desire is the see the Sagittarius/Onocrotalus weapon make an appearance on the market.
Was looking for weapons to min-max my ships with and found that in the codex. But you don't seem have it implemented.

That was meant to be a large built-in weapon for the Mithuna, however me and Sylva decided it would be better to have those large slots be modular instead. If I did reimplement it, it would be a large version of the Orchard cannon. As for the Mako (M), I'm still working on that. I have to figure out an MIRV script that turns the missile into plasma projectile balls.

Minor detail, but the Heron (M) has design type: Midline instead of Masuryan.
All of my skin ships are limited to that, however for ships that don't require skins they have the Mayasuran design. So, for stuff like the Conquest and Heron, they're limited to midline design type.

And one more thing...

Spoiler
(https://i.imgur.com/iwSCtjA.png)
[close]
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
Post by: Lovecraft on August 24, 2019, 12:34:57 PM
Can't wait for the faction to get added. I'm not too fond of helping the Persean League due to their...blandness and lack of lore, so this is a lovely addition.

I don't mean to rush you, but goddamnit I'm holding off playing until you add the faction proper.  ;D
I love the ship design and the general idea of getting revenge against the stupid luddites and hegemony douchebags. Keep up the great work!
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
Post by: Morrow on August 24, 2019, 01:15:25 PM
When you add the faction can you atomize the mods into submods to allow for those who just want the ships?
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
Post by: Orcling on August 24, 2019, 08:39:36 PM
Love this mod, the Mayasuran version of the Sunder made me cream myself- I already loved sunders and always used one as my flagship and now I'm checking all the Persean League markets every week to find more of them.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
Post by: Lovecraft on September 13, 2019, 05:26:14 AM
Any updates?
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1
Post by: Knight Chase on September 14, 2019, 03:05:12 PM
Mayasuran Navy 8.2.1
https://bitbucket.org/KnightChase/starsector-mods/downloads/Mayasuran_Navy.7z

-Added in the Mayasuran faction, switched Mairaath to Mayasuran control.
-Nex start changed from Persean league to Mayasura.
-Changed Midline BP to Rare BP for the Sipahi, Crow and Tachi
-Updated sprite for Arbalest battery courtesy of Sylva.
-Added Light Mauler, fighter exclusive weapon
-Added Stormbreaker Gunship
-Redone Arjuna-class, changed sprite, weapon mounts, OP lowered to 230 from 260.
-Gaffel sprite changes, new bridge in front.
-Adjusted influence minelayer's visuals, lowering particle count to 25
explosion radius to 50 from 250
-Sunder (M) Cargo capacity to 80 from 50, fuel capacity to 50 from 30, hull integrity to 4000 from 3500, shield upkeep from 250 to 200, shield flux/dam to 1.2 from 1.1, top speed to 90 from 95
-Removal of built-in heavy armor from Hammerhead (U) and Sunder (TLH), reduced OP to base levels. This means the TLH skin versions are equal to the base ships.
-Mokarran and (M) version sprite changes. New stripes for the (M) version.
-Obliterator Rockets damage changed to 300 from 400
-Khopesh (M) burst size changed from 3 to 5. This means 15 300 damage rockets from each bombing run for a total of 4500 damage. This buffs the Khopesh (M) total damage from 3600 to 4500 if all of the shots land along with giving it more saturation akin to the regular Khopesh.


(https://i.imgur.com/EMt55U9.png)
(https://i.imgur.com/CALtQWO.png)
(https://i.imgur.com/ViW3cXA.png)
(https://i.imgur.com/li01BS8.png)

I've finally added in the Mayasuran faction, however this overwrites Mairaath in the Mayasura system from PL control to Mayasuran control.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1
Post by: Avallac on September 14, 2019, 03:16:22 PM
Mod version is still 8.2.0 in the download archive
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1
Post by: Dwarden on September 14, 2019, 03:30:37 PM
i really liked the '8.2.0' Arjuna design
what if that hull/sprite gets re-used for some utility/industrial/support/research/exploration/escort ship class ?
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1
Post by: Peanut Man on September 14, 2019, 04:24:41 PM
Hallo!

It seems the mod is- Ah, yea what was posted above, 8.2.0
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1
Post by: Knight Chase on September 14, 2019, 04:32:48 PM
Hallo!

It seems the mod is- Ah, yea what was posted above, 8.2.0
Mod version is still 8.2.0 in the download archive
I fixed it.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1
Post by: SierraTangoDelta on September 14, 2019, 05:00:44 PM
Will this break saves?
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1
Post by: Knight Chase on September 14, 2019, 05:25:54 PM
Will this break saves?
It shouldn't, I removed nothing besides changing up the Arjuna, so if you have it in your fleet it'll probably break. But other than that, it should be mostly fine.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1
Post by: SierraTangoDelta on September 14, 2019, 05:53:11 PM
Will this break saves?
It shouldn't, I removed nothing besides changing up the Arjuna, so if you have it in your fleet it'll probably break. But other than that, it should be mostly fine.

Awesome, thanks. I really love the mod, the ships really look like they'd fit 100% perfectly into vanilla.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1
Post by: Rohzdear on September 14, 2019, 06:22:39 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?
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1
Post by: Lovecraft on September 14, 2019, 07:42:21 PM
Holy *** OP just delivered. Thank you, I love this mod!!!!
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1
Post by: Knight Chase on September 14, 2019, 07:54:00 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
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1
Post by: WillDigForFood on September 15, 2019, 08:36:24 AM
Hi! I actually finally made an account here just to say thank you for adding in the Mayasura faction - because almost all of these ships feel aesthetically consistent and appropriate with the rest of the game (and because I love Hammerheads to an almost inappropriate extent) this has always been one of my favorite ship packs.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1
Post by: Dwarden on September 15, 2019, 11:21:00 AM
@Knight chase

i guess you missed my question about original Ardjuna design, can it be re-purposed ?
(or you decided to scrap it totally?)
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1
Post by: Knight Chase on September 15, 2019, 12:37:40 PM
@Knight chase

i guess you missed my question about original Ardjuna design, can it be re-purposed ?
(or you decided to scrap it totally?)
Ah, the sprite is quite bad which is why I was scrapping it. I am definitely thinking of making another cruiser like the apogee however.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1
Post by: Knight Chase 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
(https://i.imgur.com/TWnYkzn.png)
[close]
(https://i.imgur.com/X50B7MH.png)

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



Title: Re: [0.9.1a] Mayasuran Navy 8.2.1
Post by: Nilands 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://i.imgur.com/X50B7MH.png)

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?
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1 RC2
Post by: Knight Chase 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://i.imgur.com/X50B7MH.png)

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.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1 RC2
Post by: Nilands 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.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1
Post by: Rohzdear 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!
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1 RC2
Post by: MeinGott 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 :)
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1 RC2
Post by: Whitey 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.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1 RC2
Post by: Knight Chase 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!
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1 RC2
Post by: BigBeans 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.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1 RC2
Post by: Knight Chase on September 26, 2019, 09:41:50 AM
Spoiler
(https://i.imgur.com/NHimJ0j.png)
[close]

Let's just say I've been working on that!
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1 RC2
Post by: StrikeEcho 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.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1 RC2
Post by: Knight Chase 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
(https://i.imgur.com/Lm8I7Sd.png)
[close]
I hope you aren't wearing sunglasses or something.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1 RC3
Post by: Knight Chase 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://i.imgur.com/z4f0ofr.png)

https://bitbucket.org/KnightChase/starsector-mods/downloads/Mayasuran_Navy_8.2.1_RC3.7z
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1 RC3
Post by: Xevecx1 on September 26, 2019, 10:28:39 PM
thankyou so hard to keep mayasura alive without heavy industry
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1 RC3
Post by: Nightrad 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?
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1 RC3
Post by: Salano on September 30, 2019, 01:33:34 AM
There seems to be a bug that doesn't allow a player to be commissioned by or increase standing with the Mayasuran faction by trading AI cores, because all of the administrators are still showing as Persean League administrators, even though the planet shows the Mayasuran faction. I have the required 10 standing in both factions, and still can't get a commission. Can't help Mayasura if they won't let me Dx
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1 RC3
Post by: Knight Chase on September 30, 2019, 02:19:52 AM
There seems to be a bug that doesn't allow a player to be commissioned by or increase standing with the Mayasuran faction by trading AI cores, because all of the administrators are still showing as Persean League administrators, even though the planet shows the Mayasuran faction. I have the required 10 standing in both factions, and still can't get a commission. Can't help Mayasura if they won't let me Dx
Have you downloaded the new patch?
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1 RC3
Post by: Salano on September 30, 2019, 03:09:36 AM
Yes, I was using RC2 originally, and updated to RC3 and tried again before leaving my original comment. It still didn't work on RC3.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1 RC3
Post by: Salano on October 01, 2019, 01:48:27 AM
It seems that a new save is needed between RC2 and RC3?
I was able to dig around in the save code and switch the administrators to the right faction, but Mairaath still doesn't have it's heavy industry, military base, or ground defenses from the RC3 update. Is there any way to regenerate Mairaath or cheat them in, or is Mairaath just gonna be weak this run?
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1 RC3
Post by: Knight Chase on October 01, 2019, 10:22:28 AM
It seems that a new save is needed between RC2 and RC3?
I was able to dig around in the save code and switch the administrators to the right faction, but Mairaath still doesn't have it's heavy industry, military base, or ground defenses from the RC3 update. Is there any way to regenerate Mairaath or cheat them in, or is Mairaath just gonna be weak this run?
Ah, sorry you need a new save, unfortunately.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1 RC3
Post by: Salano on October 01, 2019, 09:57:00 PM
I was able to use the console commands mod to add the missing industries to Mairaath in the end, hopefully everything should work out
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1 RC3
Post by: lechibang on October 14, 2019, 05:37:30 AM
Hey Chase, might as well put this here in the forums
I noticed that the Onocrotalus's hardpoint barrels are strangely off from the base sprite.
(https://i.imgur.com/n8JBKLp.png)
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1 RC3
Post by: Knight Chase on October 14, 2019, 09:14:39 PM
Hey Chase, might as well put this here in the forums
I noticed that the Onocrotalus's hardpoint barrels are strangely off from the base sprite.
(https://i.imgur.com/n8JBKLp.png)
Hey hey!
Lucky, I've noticed that when I released the patch... It turns out I was using the same turret barrel sprite for the hardpoint barrel sprite which leads to that problem.
Spoiler
(https://i.imgur.com/WPt4hG3.png)
[close]

Rest assured though, I've been waiting for a big release to release my next patch, but it'll be a great one I promise! Within the next 2 weeks or less, I hope!
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1 RC3
Post by: spyingsnake on October 16, 2019, 04:34:22 AM
Hey, Chase. Love the mod - can't imagine playing the game without it.
I have some suggestions and a question.

1. The Adjective. Which one to use: Mayasuran - like in Mayasuran Navy, or Mayasurian - like in the NamePrefix entries?
2. Nexerelin file. Perhaps you could add "colonyExpeditionChance" - It would make sense that the mayasur(i)ans would want to acquire more resources at the start to help them wage war on the Hegemony/The Church. You should also add "alignments" entry - I've noticed that without it Mayasura rarely forms alliances.
3. Varya's Unique Bounties. You could make a unique bounty for Varya's Sector and give players a chance to acquire Zygaena through a challenging battle. I've made the bounty for myself already, so I can just send you the file/code If you want to implement it.
3. The Color. It IS somewhat hard to read it, and it is really similar to the one Dassault-Mikoyan uses. I've attached an image for comparison and uploaded some more on imgur. The colors I used are "color":[0,41,120,255], "baseUIColor":[63,94,153,255]. https://imgur.com/a/bkh5fH0 (https://imgur.com/a/bkh5fH0)
4. The Flag. It's probably just me, but I feel like the flag is way too plain. I've made a quick edit of an old Persean League flag - maybe you'll like, maybe you won't.

[attachment deleted by admin]
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1 RC3
Post by: Knight Chase on October 16, 2019, 07:09:46 PM
Hey, Chase. Love the mod - can't imagine playing the game without it.
I have some suggestions and a question.

1. The Adjective. Which one to use: Mayasuran - like in Mayasuran Navy, or Mayasurian - like in the NamePrefix entries?
2. Nexerelin file. Perhaps you could add "colonyExpeditionChance" - It would make sense that the mayasur(i)ans would want to acquire more resources at the start to help them wage war on the Hegemony/The Church. You should also add "alignments" entry - I've noticed that without it Mayasura rarely forms alliances.
3. Varya's Unique Bounties. You could make a unique bounty for Varya's Sector and give players a chance to acquire Zygaena through a challenging battle. I've made the bounty for myself already, so I can just send you the file/code If you want to implement it.
3. The Color. It IS somewhat hard to read it, and it is really similar to the one Dassault-Mikoyan uses. I've attached an image for comparison and uploaded some more on imgur. The colors I used are "color":[0,41,120,255], "baseUIColor":[63,94,153,255]. https://imgur.com/a/bkh5fH0 (https://imgur.com/a/bkh5fH0)
4. The Flag. It's probably just me, but I feel like the flag is way too plain. I've made a quick edit of an old Persean League flag - maybe you'll like, maybe you won't.
Thank you for the feedback!

1. Mayasurian is generally for a person, I use Mayasuran as the adjective for ships like Mayasuran Navy.
2. I've added the colony expedition chance to "1" with a max range of "25", so we'll see how that goes.
3. Please DM me over discord in a PM over the forums, I'm interested in seeing this!
3again. I've switched out the colors to a more silver, which is the color of the engines I use along with being one of the main colors for the (M) ships.
Spoiler
(https://i.imgur.com/JljGxoj.png)
[close]
4. I think the flag is alright for now, I like the three stars in the middle representing the three astropoli!

I'll be releasing the next patch relatively soon, maybe today or tomorrow.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.2
Post by: Knight Chase on October 19, 2019, 07:06:13 PM
Mayasuran Navy 8.2.2

(https://i.imgur.com/BFtxIKJ.png)

-Javanicus layout and sprite changed and added vectored thrusters.
-Raseri layout and sprite changed and added vectored thrusters.
-Mokarran sprite changes and added vectored thrusters.
-Nebulosa sprite changes.
-Added Onocrotalus, Arbalest Battery and Triple Beam Cannon to the Joker drone's list of weapons.
-Fixed Onocrotalus Hardpoint's barrels floating.
-Changed UI color from blue to silver for the Mayasura faction.
-Added basic mayasuran blueprint package to Mayasuran start.
-Added Nexerelin profile to Mayasura.

Redownload, I've made some quick changes to the Javanicus and had to reupload multiple times, please forgive me!
8.2.2 RC2 Quick Patch
-Quick Javanicus sprite change and added bigger vectored thrusters.
-Quick Raseri sprite change

https://bitbucket.org/KnightChase/starsector-mods/downloads/Mayasuran_Navy_8.2.2_RC2.7z

Title: Re: [0.9.1a] Mayasuran Navy 8.2.2 RC2
Post by: BigBeans on October 20, 2019, 04:05:25 AM
Javanicus is now thicc. Also really like the Nebulosa changes.

My only minor suggestion is the Javanicus could maybe do with another rear engine? As it now looks really thicc for two engines to push. But that's just a minor gripe/suggestion.

Title: Re: [0.9.1a] Mayasuran Navy 8.2.2 RC2
Post by: Hrothgar on October 20, 2019, 05:20:06 AM
Older Raseri was more detailed in middle-front part.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.2 RC2
Post by: AlicianeAlton on October 21, 2019, 02:16:03 PM
Hi !

First thank for this mod I coudn't play without it since I started using it.
Wich lead me to a question I got this bug, and since it involved the Raseri I thought maybe you would know if its related to your mod or if it can append to anyship.
I got this bug when going in the ship's storage of my Prime colony where a raseri is stored, here it is:
1368022 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull [MSS_Raseri] variant [683237_3]: slot id [WS0018] not found for weapon [scalaron_torpedo_small]
Here is the all thing, I tryed googling the error but got nothing:
Spoiler
1368022 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull [MSS_Raseri] variant [683237_3]: slot id [WS0018] not found for weapon [scalaron_torpedo_small]
java.lang.RuntimeException: Ship hull [MSS_Raseri] variant [683237_3]: slot id [WS0018] not found for weapon [scalaron_torpedo_small]
   at com.fs.starfarer.loading.specs.oooo.super(Unknown Source)
   at com.fs.starfarer.title.Object.OO0O.o00000(Unknown Source)
   at com.fs.starfarer.title.Object.OO0O.render(Unknown Source)
   at com.fs.starfarer.coreui.intsuper.o00000(Unknown Source)
   at com.fs.starfarer.ui.newnew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.fleet.FleetMemberView.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.coreui.D.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.e.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.coreui.O0oo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.coreui.oOOo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.String.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.N.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.O0oO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.N.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.Objectsuper.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

I hope i can be of some help. I use some other mod basicly Nexerelin and a big bunch of faction mods, all the libraries, and utilities like audio plus and leading pip, starship legends, lightshow, automatic orders, combats analytics, combat chatter, commisionned crew, console commands, common radar, weapon group control.

Thanks in advance, and keep up the good work ! ;)

Ps: sorry for the syntaxe i'am french... 

Edit: I just tryed again and got the bug again, i'm 100% that it didn't happen before the last update since I already had the Raseri and even used it quite a while, hope it can help.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.2 RC2
Post by: Knight Chase on October 21, 2019, 07:12:45 PM
Hi !

First thank for this mod I coudn't play without it since I started using it.
Wich lead me to a question I got this bug, and since it involved the Raseri I thought maybe you would know if its related to your mod or if it can append to anyship.
I got this bug when going in the ship's storage of my Prime colony where a raseri is stored, here it is:
1368022 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull [MSS_Raseri] variant [683237_3]: slot id [WS0018] not found for weapon [scalaron_torpedo_small]
Here is the all thing, I tryed googling the error but got nothing:
Spoiler
1368022 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull [MSS_Raseri] variant [683237_3]: slot id [WS0018] not found for weapon [scalaron_torpedo_small]
java.lang.RuntimeException: Ship hull [MSS_Raseri] variant [683237_3]: slot id [WS0018] not found for weapon [scalaron_torpedo_small]
   at com.fs.starfarer.loading.specs.oooo.super(Unknown Source)
   at com.fs.starfarer.title.Object.OO0O.o00000(Unknown Source)
   at com.fs.starfarer.title.Object.OO0O.render(Unknown Source)
   at com.fs.starfarer.coreui.intsuper.o00000(Unknown Source)
   at com.fs.starfarer.ui.newnew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.fleet.FleetMemberView.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.coreui.D.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.e.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.coreui.O0oo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.coreui.oOOo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.String.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.N.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.O0oO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.N.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.Objectsuper.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

I hope i can be of some help. I use some other mod basicly Nexerelin and a big bunch of faction mods, all the libraries, and utilities like audio plus and leading pip, starship legends, lightshow, automatic orders, combats analytics, combat chatter, commisionned crew, console commands, common radar, weapon group control.

Thanks in advance, and keep up the good work ! ;)

Ps: sorry for the syntaxe i'am french... 

Edit: I just tryed again and got the bug again, i'm 100% that it didn't happen before the last update since I already had the Raseri and even used it quite a while, hope it can help.

Remove the weapons from it before downloading the current patch. As I've changed the weapons layout so it means the ship doesn't have small missile slots anymore.
https://bitbucket.org/KnightChase/starsector-mods/downloads/Mayasuran_Navy_8.2.1_RC3.7z Here have the link for the old version too.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.2 RC2
Post by: AlicianeAlton on October 22, 2019, 04:48:10 AM
Hi,
Thanks a lot ! I'm doing it now.
So it means that the game analyse the ships in storage only when we load them and not when the game start, good to know!

Thanks for the fast answer too !
Title: Re: [0.9.1a] Mayasuran Navy 8.2.2 RC2
Post by: AlicianeAlton on October 22, 2019, 05:26:47 AM
Everything wen't well apart from the fact I had a Javanicus in my fleet so after downgrading i couldn't log in the game but but putting it in storage with the ajurna I'm using too made it happen , so thanks again!
And I look forward for the next Maj !
Bye
Title: Re: [0.9.1a] Mayasuran Navy 8.2.2 RC2
Post by: Sin on October 22, 2019, 04:02:32 PM
Hello Knight,
two things a found a bit strange but nothing game breaking.
Javanicus (M) maneuvering jets have yellow flame color instead of white as the normal engine.

And when i get Mark IX cannon on the Arjuna joker protocol it feels it have a bit longer range than other ones. Even bigger than Gauss rifle.

Other than that, as always, great job.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.2 RC2
Post by: Knight Chase on October 23, 2019, 11:31:14 PM
Hello Knight,
two things a found a bit strange but nothing game breaking.
Javanicus (M) maneuvering jets have yellow flame color instead of white as the normal engine.

And when i get Mark IX cannon on the Arjuna joker protocol it feels it have a bit longer range than other ones. Even bigger than Gauss rifle.

Other than that, as always, great job.
Oh you mean these? I've just added them, please redownload!
Spoiler
(https://i.imgur.com/fFTomyR.png)
(https://i.imgur.com/kDkXYSE.png)
[close]
https://bitbucket.org/KnightChase/starsector-mods/downloads/Mayasuran_Navy_8.2.2_RC2.7z
Title: Re: [0.9.1a] Mayasuran Navy 8.2.2 RC2
Post by: TrashMan on October 29, 2019, 08:45:39 AM
Mayasura being it's own seperate faction causes big problems with Nex.

They only have one planet, no defense station, no orbital works, no proper defense fleets. They get destroyed easily early on before the player can gather  a fleet to defend them.
Given them a station would help. Probably also giving them increase colonization chances. Perhaps a custom defense building?
Title: Re: [0.9.1a] Mayasuran Navy 8.2.2 RC2
Post by: Nilands on November 02, 2019, 07:07:33 PM
The Mayasuran planets and faction color are white despite their men being dark blue for me, I don't know if it's something I did or the mod, also I believe the Conqueror(M) is set as midline instead of mayasuran making it harder to find, tiny nitpick i know but maybe there's others too?
Title: Re: [0.9.1a] Mayasuran Navy 8.2.2 RC2
Post by: Knight Chase on November 03, 2019, 01:21:13 AM
(https://i.imgur.com/Yu02YOG.png)
I've got something in the works!
Title: Re: [0.9.1a] Mayasuran Navy 8.2.3
Post by: Knight Chase on November 11, 2019, 09:25:16 PM
Mayasuran Navy 8.2.3


8.2.3
-Added Guided Weapon Script.
-Added Reiter-Class Destroyer Heavy Carrier.
-Sarissa changed to 25 DP from 28.
-Winghead changed to 25 DP from 30.
-Gaffel changed to 25 DP from 30.
These match the Dominator's DP of being heavy cruisers.

(https://i.imgur.com/In6u3EP.png)

https://bitbucket.org/KnightChase/starsector-mods/downloads/Mayasuran_Navy_8.2.3.7z
Title: Re: [0.9.1a] Mayasuran Navy 8.2.3
Post by: nb8 on November 12, 2019, 08:35:21 AM
Hello
I looked at the picture of the ships, and saw that half of the ships from the oldest versions were removed, I'm not sure it seems 3-4 ships are not there. Is it just a picture that holds new ships, or were they really removed from the mod?
Title: Re: [0.9.1a] Mayasuran Navy 8.2.3
Post by: Nilands on November 12, 2019, 10:18:48 AM
Ooh, is there a (M) version?
Title: Re: [0.9.1a] Mayasuran Navy 8.2.3
Post by: Archaeon on November 13, 2019, 08:36:43 AM
Ooh, is there a (M) version?

The Low-Tech ships added usually don't get (M) variants if I can recall as theyre for the Hegemony instead (although I'd like to see XIV versions of the Gaffel/Raseri and the brand new Reiter)
Title: Re: [0.9.1a] Mayasuran Navy 8.2.3
Post by: Captain Trek on November 15, 2019, 08:33:15 AM
Whilst in the unique case of this mod there isn't much to say about campaign feel, I figured I'd still offer my observations regarding ships:

- Given that the MMA ships are significantly more combat capable than the ships they are based, shouldn't they see an according increase in DP cost?

- The Nailer seems at best equivalent to the Brawler. Hardly worth 7 DP.

- There are a number of cases where a ship's fluff text refers to another class of ship that doesn't seem to exist. I'm guessing this is because some names have been changed and the descriptions not updated accordingly.

- The Mithuna is, functionally, remarkably similar to DME's Zelenograd, but I can't quite determine whether that ship is over-priced on DP or the Mithuna is under-priced.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.3 RC2
Post by: Knight Chase on November 21, 2019, 11:47:59 AM
Yo, new update.

(https://i.imgur.com/ThI56ht.png)
(https://i.imgur.com/ue157Rp.png)

8.2.3 RC2
-Adjusted Javanicus maintenance/DP to 60. (From 48)
-Adjusted Nailer maintenance/DP to 6. (From 7)
-New Heavy Ion Lance sprite courtesy of Nia.
-Adjusted Javanicus medium energy mounts to be able to fire slightly forward.
-Adjusted Nailer's mounts, side small energies swapped out for synergy mounts to be more like the Argentavis, center small and medium mounts swapped to hybrids to give it more variety in weapons.
These will let the Nailer be more versatile.
-Adjusted Nailer's system to be Infernium Injector for Shield wall, this makes the Nailer extremely aggressive.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.3 RC2
Post by: Knight Chase on November 24, 2019, 03:37:40 PM
More stuff is in the works.

Spoiler
(https://i.imgur.com/Ra5v7VJ.png)
[close]
Title: Re: [0.9.1a] Mayasuran Navy 8.2.4
Post by: Knight Chase on November 30, 2019, 11:21:53 PM
It's on like donkey kong.

(https://i.imgur.com/X048YXD.png)

8.2.4
-Adjusted Winghead back to 30 DP. (From 25)
-Adjusted Javanicus maintenance/DP to 50. (From 60)
**SAVE BREAKER
-Converted Falcon (M) into skin. **
**SAVE BREAKER
-Changed (M) Bonus from increased maintenance/recovery to slower maneuverability.
-Changed Stormbreaker's Light Mauler into Heavy Mauler (Fighter), now uses no ammo.
-Redesignated Stormbreaker to Fighter (From Bomber)
-Made Single/Twin Sagir Autolasers ammo to 200 (From 300).
This will let the Crossbow/Sipahi loiter less and return to carrier quicker.
-Changed Mairaath's administrators from Persean League to Mayasuran.
-Changed Mayasura to be able to make Mayasura spawn in random sector
-Added Nightingale Phase Frigate

The Nightingale replaces all of the low tech gremlins in Mayasuran fleets, so do not underestimate them.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.4
Post by: Knight Chase on December 03, 2019, 02:15:53 AM
Stuff is in the works!

Spoiler
(https://i.imgur.com/O1qvy6e.png)
(https://i.imgur.com/Kt5jB47.png)
[close]
Title: Re: [0.9.1a] Mayasuran Navy 8.2.5
Post by: Knight Chase on December 03, 2019, 06:33:29 PM
Flightless birds?
(https://i.imgur.com/m6PUgqE.png)
8.2.5
-Added Custom phase cloak.
-Changed Engine/phase style for the Zygaena, Nightingale, Owstoni.
-Adjusted Raseri Sprite
-Updated Commissioned Crews for Mayasura.
-Added Moa-Class Cruiser
-Added Moa (M)
Title: Re: [0.9.1a] Mayasuran Navy 8.2.5
Post by: Server_Corgi on December 05, 2019, 04:29:49 AM
Is there a way to make it so the new update doesn't break saves? I really want the new ships but also don't want to have to restart the game again.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.5
Post by: Prytox on December 05, 2019, 07:17:38 AM
Hello ! I lost my save because of the save breaker, is there a way to uninstall the update? :)
Title: Re: [0.9.1a] Mayasuran Navy 8.2.5
Post by: Captain Trek on December 11, 2019, 05:48:26 AM
So I'm looking into how various mods interact with Nex's mining mechanic and it seems to me that the Caravan could stand to have about half the mining strength it does now. 50 is a bit much for a ship that already has quite a bit else going for it and considering the mining strengths of other ships.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.5
Post by: Knight Chase on December 13, 2019, 06:58:03 PM
So I'm looking into how various mods interact with Nex's mining mechanic and it seems to me that the Caravan could stand to have about half the mining strength it does now. 50 is a bit much for a ship that already has quite a bit else going for it and considering the mining strengths of other ships.
Aha, it was like that because in a previous iteration it had a built-in mining drone wing and a different sprite. I will look into halving it.

Speaking of which, here's a preview!

Spoiler
(https://i.imgur.com/BmRmO63.png)
[close]
Title: Re: [0.9.1a] Mayasuran Navy 8.2.6
Post by: Knight Chase on December 14, 2019, 05:06:09 PM
Big Iron, small hammerhead.

(https://i.imgur.com/3TFh2qI.png)
(https://i.imgur.com/hmaFaJ8.png)

8.2.6
-Changed Moa's rear medium energy mount to hybrid, changed frontal small energys to hybrid for the (M) version.
-Moved Raseri's rear medium ballistics mount a bit further back.
-Changed Javanicus' bridge.
-Halved Caravan's mining strength for Nexerelin.
-Added Tiburo-Class Heavy Frigate
-Added Excalibur-Class Railgun Cruiser
-Added Caliburnus Railgun
Title: Re: [0.9.1a] Mayasuran Navy 8.2.6
Post by: bopeepatehersheep on December 14, 2019, 05:17:25 PM
the download link isn't working for me.  not sure if it's on my end or the link is bad.

[attachment deleted by admin]
Title: Re: [0.9.1a] Mayasuran Navy 8.2.6
Post by: Knight Chase on December 14, 2019, 05:45:23 PM
the download link isn't working for me.  not sure if it's on my end or the link is bad.
Try the link one more time.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.6
Post by: bopeepatehersheep on December 14, 2019, 06:11:13 PM
it works now. thanks.  :)
Title: Re: [0.9.1a] Mayasuran Navy 8.2.6
Post by: tindrli on December 15, 2019, 10:03:13 AM
Does the new update 8.2.6 break the save?

great mod btw. and thanx
Title: Re: [0.9.1a] Mayasuran Navy 8.2.7
Post by: Knight Chase on December 20, 2019, 10:16:03 PM
BIGGEST IRON

(https://i.imgur.com/eRvtZaz.png)

8.2.7
-Removed Old Nebulosa/Javanicus
-Added New Nebulosa sprite/variants
**SAVE BREAKER**
-Changed Mayasuran faction to have more elite ships for its blueprint.

I apologize for the broken saves, if you want the update you have to give up your save. If you don't want to lose your save, wait until you're done with your current playthrough. If you message me and tell me it broke your saves, there's nothing I can do about that besides telling you not to update.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.7 RC2
Post by: Knight Chase on December 21, 2019, 06:17:04 PM
I ain't finished yet.

(https://i.imgur.com/flz571k.png)

8.2.7 RC2
-Changed Nebulosa from Cruiser to Capital
-Adjusted Nebulosa OP to 275 (From 215)
-Adjusted Nebulosa DP to 30 (From 26)
-Adjusted Nebulosa Armor to 1300 (From 1500)
-Adjusted Nebulosa Flux Capacity to 12000 (From 15000)
-Adjusted Nebulosa Burn Speed to 8 (From 7)
-Adjusted Nebulosa Fuel/LY to 8
-Adjusted Nebulosa Fuel to 300 (From 200)
-Added Nebulosa (M)
-Added Nebulosa (SR)
-Added Moa (SR)
-Added Battlecarrier Conversion Hullmod
Title: Re: [0.9.1a] Mayasuran Navy 8.2.7 RC3
Post by: Knight Chase on December 21, 2019, 09:24:08 PM
Decks decks decks decks decks deck it's time to d-d-d-duel!

(https://i.imgur.com/TOAf4X6.png)

8.2.7 RC3
-Added Deck to Excalibur-Class
Changed frontal most small turret mounts to hybrid, changed rear most small mount to universal.
Raised OP to 100

I'm gonna repeat this message one more time, make sure you read this.

I apologize for the broken saves, if you want the update you have to give up your save. If you don't want to lose your save, wait until you're done with your current playthrough. If you message me and tell me it broke your saves, there's nothing I can do about that besides telling you not to update.

Lastly, make sure to delete the entire folder before extracting the new version in. If you fail to do this, your game will not work and give you something like "MSS_Javanicus" does not exist anymore. Do not make this mistake.

Edit 2: I've reuploaded to make sure the Stormhawks get the new ships proper with their own variants. You can spawn them with console, but I need further testing to see if they actually spawn for Stormhawk fleets. Secondly, I've optimized the file size so the zip file shouldn't be as big now for download.

Edit 3: Okay, with the help of Vayra the new Stormhawk ships are IN FOR REALS. GET IT WHILE IT'S HOT
Title: Re: [0.9.1a] Mayasuran Navy 8.2.8
Post by: Knight Chase on January 05, 2020, 07:18:39 PM
Sometimes you don't need fighters.

(https://i.imgur.com/r9rMJkJ.png)

8.2.8
-New Arjuna Sprite
Changed weapon layout, now has two large universals instead of the two medium universals. And an extra medium hardpoint missile.
OP to 240 (From 230)
-Removed Deck from Excalibur-Class
Raised OP to 105
Added two medium missile mounts.
Caliburnus Range to 1500
Refire time to 3.5 seconds (This means DPS goes up to 643 from 346)
-Added Caliburnus to Nebulosa (M)
This should make the difference between the base, elite and stormhawk version more unique and get people to stop complaining about the prongs being useless.
-Added Elite Mayasuran Guard to Mairaath.
- Changed Mairaath's Planet Description
- Port Tse and Lost Astropoli will now have a different planet description under the ownership of the Mayasurans.

EDIT: QUICK PATCH

8.2.8 RC2
-New Paintjob for Patriot (M)
-Added design type to Mayasuran hullmods
-Fixed Elite Mayasuran Guard from showing in the intel screen.

https://bitbucket.org/KnightChase/starsector-mods/downloads/Mayasuran_Navy_8.2.8_RC2.zip
Title: Re: [0.9.1a] Mayasuran Navy 8.2.8
Post by: Zerraforn on January 05, 2020, 10:07:32 PM
Long-time visitor, finally made an account here on the forum in order to properly comment on mods such as this one.

Definitely a must-have mod for me! With the ships fitting seamlessly into the vanilla game's visuals and the faction itself being based in canonical lore (if altered slightly in order to allow them to still exist), it really helps it all feel like it well and truly belongs in the Sector. What issues I do have with it are rather trivial compared to what it does right, though I'll still voice them here for the sake of feedback.

-In the 8.2.8 update, the new elite Mayasurian sub-faction shows up in the intel tab as a separate faction, which it presumably shouldn't be.

-Some mod, I'm not yet sure which one (checking through them all now, and will let you know when I find it), adds an orbital station to Mairaath. This in itself isn't an issue, but the fact that it belongs to the Persean League is. Visiting the station still leads to Mayasura's market, but the station itself belonging to the League will likely cause problems in the (admittedly unlikely) event that the League and Mayasura come to blows. I'm not sure what solution would be prudent to take, or if it even is something you can deal with on your end as it's another mod causing it, but I figured you'd like to know that there's a mod out there which may cause trouble with this one in that sense.

-The adjectives. I combed through the thread to see if it was talked on before. Thankfully I saw your explanation about Mayasurian referring to the people of Mayasura, and Mayasuran referring to the navy itself. While I can't currently think of a real-life group that has different adjectives in this way, that's not the main problem I have with this. The problem I've found is that there are some points where this rule isn't being followed, such as the intel tab referring to them as "the Mayasurans" when by the aforementioned rules the people as a whole would be known as the Mayasurians. The mod description at the beginning of the thread also contradicts the rule, referring to the entire group as the Mayasurans, while also calling it the Mayasurian fleet. Thankfully, I imagine this would be fairly simple to fix— I've even gone into the files and done so myself when playing with previous versions of the mod. Personally I think it may just be easier to pick one over the other to refer to all of it, but that's your call of course.

-The faction's description in the intel tab is incredibly long; much longer than any other faction in the base game as well as any modded one I've personally seen. It also refers to the Mayasurian fleet, which plays into the point made above. Looking back, I noticed it's actually the description used for the mission "The Last Hurrah", which I imagine is why. This is also something I've fixed for myself when using previous versions, and would be more than willing to help put together a faction description that matches the vanilla ones in terms of length and concision.

That's about all that I can think of. The only other things I can think of are lore-related, which I'm not sure if that's relevant enough to really nitpick— though I'd certainly love to get into the nitty-gritty of the story, haha. Like I said before, what this mod does right far outweighs any issues I've found with it, and what issues I have found with it I'd be more than happy to offer whatever help I can with.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.8
Post by: Knight Chase on January 05, 2020, 10:09:18 PM
Long-time visitor, finally made an account here on the forum in order to properly comment on mods such as this one.

Definitely a must-have mod for me! With the ships fitting seamlessly into the vanilla game's visuals and the faction itself being based in canonical lore (if altered slightly in order to allow them to still exist), it really helps it all feel like it well and truly belongs in the Sector. What issues I do have with it are rather trivial compared to what it does right, though I'll still voice them here for the sake of feedback.

-In the 8.2.8 update, the new elite Mayasurian sub-faction shows up in the intel tab as a separate faction, which it presumably shouldn't be.

-Some mod, I'm not yet sure which one (checking through them all now, and will let you know when I find it), adds an orbital station to Mairaath. This in itself isn't an issue, but the fact that it belongs to the Persean League is. Visiting the station still leads to Mayasura's market, but the station itself belonging to the League will likely cause problems in the (admittedly unlikely) event that the League and Mayasura come to blows. I'm not sure what solution would be prudent to take, or if it even is something you can deal with on your end as it's another mod causing it, but I figured you'd like to know that there's a mod out there which may cause trouble with this one in that sense.

-The adjectives. I combed through the thread to see if it was talked on before. Thankfully I saw your explanation about Mayasurian referring to the people of Mayasura, and Mayasuran referring to the navy itself. While I can't currently think of a real-life group that has different adjectives in this way, that's not the main problem I have with this. The problem I've found is that there are some points where this rule isn't being followed, such as the intel tab referring to them as "the Mayasurans" when by the aforementioned rules the people as a whole would be known as the Mayasurians. The mod description at the beginning of the thread also contradicts the rule, referring to the entire group as the Mayasurans, while also calling it the Mayasurian fleet. Thankfully, I imagine this would be fairly simple to fix— I've even gone into the files and done so myself when playing with previous versions of the mod. Personally I think it may just be easier to pick one over the other to refer to all of it, but that's your call of course.

-The faction's description in the intel tab is incredibly long; much longer than any other faction in the base game as well as any modded one I've personally seen. It also refers to the Mayasurian fleet, which plays into the point made above. Looking back, I noticed it's actually the description used for the mission "The Last Hurrah", which I imagine is why. This is also something I've fixed for myself when using previous versions, and would be more than willing to help put together a faction description that matches the vanilla ones in terms of length and concision.

That's about all that I can think of. The only other things I can think of are lore-related, which I'm not sure if that's relevant enough to really nitpick— though I'd certainly love to get into the nitty-gritty of the story, haha. Like I said before, what this mod does right far outweighs any issues I've found with it, and what issues I have found with it I'd be more than happy to offer whatever help I can with.

Wow such a big post! Yes, please contact me. I'm on the discord or we can do this through DMs, I'd love to have some GOOD descriptions for the lore and such, haha.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.8 RC3
Post by: Knight Chase on January 10, 2020, 02:54:02 PM
Sometimes balanced for REALS this time.

8.2.8 RC3
-Arjuna Dissipation to 800 (From 600), DP to 50 (From 45)
-Added Design Tech to the .skin files for the Conquest and other various vanilla ships with (M) skins.
-Added Javanicus (SR)
-Switched Heavy Ion Lance damage to Kinetic
-Added Viper-Class Fighter
-Changed shield flux/dam for Didymoi and Ferox to 1 (From 0)
Please forgive me, I had forgotten setting the shield flux/dam for this, as such they will be more balanced now and not invincible.

QUICK EDIT: Redownload I forgot to put the Viper into the .faction file!

(https://i.imgur.com/FixEpgS.png)
(https://i.imgur.com/B81SR0W.png)

https://bitbucket.org/KnightChase/starsector-mods/downloads/Mayasuran_Navy_8.2.8_RC3.zip

Title: Re: [0.9.1a] Mayasuran Navy 8.2.8 RC3
Post by: Botaragno on January 12, 2020, 09:56:16 AM
I am apprently missing the MSS_Heron ship hull spec. Which is odd since this mod version is up to date with 8.2.8 RC3
Title: Re: [0.9.1a] Mayasuran Navy 8.2.8 RC3
Post by: MeinGott on January 13, 2020, 08:42:38 AM
Hi; can I update from 8.2.7 to 8.2.7 RC3 without breaking save?

EDIT
oh, its not on github, guess I cant download legacys even if I wanted
Title: Re: [0.9.1a] Mayasuran Navy 8.2.8 RC3
Post by: Nurse Wolfman on January 16, 2020, 09:43:21 PM
Hey there so I recently updated my mayasuran mod to the most recent version and I got "fatal error: Ship hull spec [MSS_Javanicus] not found!" I had a look in the log with notepad++ and I found
"13770 [Thread-4] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [MSS_Javanicus] not found in ship_data.csv"

I had a look in the excel spread sheet and there isnt a specific entry for the MSS_Javanicus, at least in my copy
Title: Re: [0.9.1a] Mayasuran Navy 8.2.8 RC4
Post by: Knight Chase on January 23, 2020, 12:27:04 AM
Hey, get your MERCHANT SHIPS HERE

(https://i.imgur.com/qdly0GF.png)

8.2.8 RC4
-Adjusted Nebulosa DP/maintenance cost to 36 (From 30)
-Adjusted Mithuna's DP/maintenance cost to 35 (From 36)
-Adjusted Gaffel's DP/maintenance cost to 27 (From 30)
-Changed Javanicus Armor to 1400 (From 1600)
-Changed Javanicus Shield Efficiency to 1.0 (From 0.8)
-Changed Mithuna's Flux Capacity to 12000 (From 17000), Dissipation to 850 (From 1050)
-Changed Reiter's OP to 100 (From 80)
-Changed Stingray's frontal medium energy mount to synergy.
-Changed Peltast' converted hangar hullmod to the vanilla version, doubling cost for bombers and increasing cost for regular fighters.
-Added Stormhawk Design Types to (SR) ships.
-Added Mithuna (MM)

Download's in the original post!
Title: Re: [0.9.1a] Mayasuran Navy 8.2.8 RC4
Post by: Mr_8000 on January 25, 2020, 01:28:50 AM
After updating to the most recent version, Starsector started to crash as soon as the initial load screen ended. I then tested the mod alone with only the prerequisite lazylib and the crash still occurred. After adding Vayra's sector, loading occurs normally. Is Vayra's supposed to be required? As I didn't see it listed as a dependency in the main post.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.8 RC4
Post by: Knight Chase on January 25, 2020, 12:00:22 PM
After updating to the most recent version, Starsector started to crash as soon as the initial load screen ended. I then tested the mod alone with only the prerequisite lazylib and the crash still occurred. After adding Vayra's sector, loading occurs normally. Is Vayra's supposed to be required? As I didn't see it listed as a dependency in the main post.
Haha, oops! I think I accidentally added a dependency to Vayra's sector to it, I will have it fixed within the hour, be ready to redownload!

EDIT: REDOWNLOAD NOW
Title: Re: [0.9.1a] Mayasuran Navy 8.2.8 RC4
Post by: Knight Chase on February 13, 2020, 02:30:52 AM
I have a new ship pack/mod maybe faction in the works? Look forward to it!

(https://i.imgur.com/aEZyXgG.png)
Title: Re: [0.9.1a] Mayasuran Navy 8.2.8 RC4
Post by: BigBeans on February 13, 2020, 06:32:07 AM
Is it early High-tech themed? Cause those are some sick odyssey vibes.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.8 RC4
Post by: Sagitta on February 17, 2020, 08:58:13 AM
Is it early High-tech themed? Cause those are some sick odyssey vibes.

I think you might be on to something. That combination of blue/white/yellow looks very similar to the Archon from Ship/Weapon pack and that is described as a transitional midline/hightech design.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.9
Post by: Knight Chase on February 22, 2020, 09:10:59 PM
Final patch for this version of the game, probably. If you have problems with ships missing, you did not read the patch notes.

(https://i.imgur.com/ioVge8i.png)

8.2.9
-Added Ultraviolet Pulse Laser
-Added Heavy Weapons integration to Sarissa
READ THIS READ THIS READ THIS READ THIS
SAVEBREAKER
-Removed Raseri, Reiter, Gaffel
Title: Re: [0.9.1a] Mayasuran Navy 8.2.9 (THE FINAL VERSION)
Post by: hollow on February 24, 2020, 10:07:36 AM
why did you remove the raseri ship??
I liked it a lot  :'(
Title: Re: [0.9.1a] Mayasuran Navy 8.2.9 (THE FINAL VERSION)
Post by: BigBeans on February 24, 2020, 10:21:56 AM
Same I liked the Raseri too  :'(
Title: Re: [0.9.1a] Mayasuran Navy 8.2.9 (THE FINAL VERSION)
Post by: zamingu on February 24, 2020, 02:33:38 PM
It seems like Mayasura only sell ships with DMODS even, if i try to buy the military market ones.
Is it normal?

Love your mod!
Title: Re: [0.9.1a] Mayasuran Navy 8.2.9 (THE FINAL VERSION)
Post by: IAmLegion on February 26, 2020, 10:11:02 AM
If you want to keep the raiseri just dont update???

Anyway amazing mod.  I've had it installed from the very beginning.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.9 (THE FINAL VERSION)
Post by: Starteri on March 01, 2020, 08:31:00 AM
Amazing mod! That faction blends in so well i always use it, even in no-mod runs. And the final version is here, which is just epic. Making this mod must've been quite the journey.
however, why removing those 3 nice ships? Reiter, Raseri and Gaffel? They were collection items  ;)

Thanks for the amazing content. (Created this account just for this one message  ;D)
Title: Re: [0.9.1a] Mayasuran Navy 8.2.9 (THE FINAL VERSION)
Post by: sucateer on March 01, 2020, 05:35:12 PM
I like this mod very much, but i'll agree with the others: no Raseri? That ship is one of the very few i have seen that the AI uses its broadside capabilities to the max. Make it stand alone, at least.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.9 (THE FINAL VERSION)
Post by: Kpop on March 04, 2020, 03:06:03 PM
Is it just me or the Arjuna AI is really dumb? It rarely uses its main gun even though it could(0% flux). That said even when it does its using it to shoot at a squad of talons or something instead of the capital class raining death upon it.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.9 RC2
Post by: Knight Chase on March 25, 2020, 01:00:51 AM
Boom what up, it's your boy releasing a BRAND NEW Mayasura patch.

(https://i.imgur.com/lIacZB6.png)

8.2.9 RC2
-Cropped Excalibur sprite
-Cropped Stingray sprite
-New Javanicus (SR) Sprite, switched from .skin to new hull


Title: Re: [0.9.1a] Mayasuran Navy 8.2.9 RC3
Post by: Knight Chase on April 03, 2020, 04:21:02 AM
Mayasura is NEVER FINISHED!

8.2.9 RC3
-Viper and Khopesh (M) easier to find in market now. (Previously unimplemented.)
-Adjusted Gorgon SRM damage to 900 (From 600)
This should buff the crossbow bomber to have a potential of 3600 damage now rather than 2400 HE damage.
-Switched Perryi (M)'s role from fighter to bomber on the Javanicus (M)
This will make it act like a bomber now.
-Added Governorship to Mayasura start.
This will allow you to build industries/station on Mairaath.
-Added all blueprint packages to Mayasura start.
-Added all droppable fighters to mayasura_bp.
This will let you build everything in Mayasura's roster now.
-Removed Javanicus (SR) from mayasura_c_package, added warhawk, vayra_warhawk_modular tags.
-Fixed floater on the Moa (SR) sprite.

ALSO, MY MISSION TO ALL PEOPLE WHO START WITH MAYASURA; ACQUIRE OR BUILD EVERY SHIP ON THE ROSTER!
Title: Re: [0.9.1a] Mayasuran Navy 8.2.9 RC3
Post by: lgustavomp on April 03, 2020, 12:43:51 PM
will we see an Excalibur (M) in the future?
Title: Re: [0.9.1a] Mayasuran Navy 8.2.9 RC3
Post by: Knight Chase on April 03, 2020, 05:08:55 PM
will we see an Excalibur (M) in the future?
I need to find a suitable replacement for the Caliburnus Railgun, haha.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.9 RC3
Post by: tantananan on April 03, 2020, 10:32:09 PM
is RC3 save compatible with RC2?
Title: Re: [0.9.1a] Mayasuran Navy 8.2.9 RC3
Post by: Knight Chase on April 03, 2020, 11:58:53 PM
is RC3 save compatible with RC2?
Yes, it's only a minor patch.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.9 RC3
Post by: Luckspeare on April 04, 2020, 07:15:56 PM
Hi, new guy here.  Just wanting to save, love that Javanicus, tasty.  Great mod!
Title: Re: [0.9.1a] Mayasuran Navy 8.2.9 RC3
Post by: Knight Chase on April 04, 2020, 08:20:05 PM
Hi, new guy here.  Just wanting to save, love that Javanicus, tasty.  Great mod!
Javanicus is supposed to be my biggest battlecruiser before I introduce some... 'bigger' capitals. I'm glad you enjoy it!
Title: Re: [0.9.1a] Mayasuran Navy 8.2.9 RC3
Post by: Drazhya on April 27, 2020, 09:07:10 AM
When I use the Javanicus(SR) it has unlimited and instant replenishment of all fighter squadrons, including bombers. Furthermore, after using it once, every single carrier in my fleet gets the same effect until I reload the game. While sitting in an Onslaught's face with an otherwise-stripped-bare Javanicus(SR) and waiting for my Myrmidon bombers to kill him is funny, I get the feeling this isn't intended.

...I suppose it's worth mentioning that I've only seen this in simulations. I'm not really inclined to bring it into a real fight.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.9 RC3
Post by: Knight Chase on April 27, 2020, 12:53:40 PM
When I use the Javanicus(SR) it has unlimited and instant replenishment of all fighter squadrons, including bombers. Furthermore, after using it once, every single carrier in my fleet gets the same effect until I reload the game. While sitting in an Onslaught's face with an otherwise-stripped-bare Javanicus(SR) and waiting for my Myrmidon bombers to kill him is funny, I get the feeling this isn't intended.

...I suppose it's worth mentioning that I've only seen this in simulations. I'm not really inclined to bring it into a real fight.
You will have to bring this up with Vayra, as I don't control the Stormhawk hullmod.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.9 RC4
Post by: Knight Chase on April 29, 2020, 03:17:35 AM
Yo, new update. This one is just in preparation for the tournament in a few weeks. It is also compatible with saves if you have 8.2.9 of Mayasura still. Make sure to remove your current download by deleting the folder first then extracting the new archive.

8.2.9 RC4
-Arjuna sprite changes
-Added script to let you keep governorship of Mairaath even after losing it.
However, this only works if Mayasura as a faction has another planet/station besides Mairaath, otherwise you lose governorship forever.
-Changed Onocrotalus/Orchard projectile color
-Changed Gorgon SRM to mayasura_wp_bp (from base_bp)
-Changed Arbalest Battery to mayasura_wp_bp (from base_bp)
-Added Mayasuran Weapon Blueprint Package
-Changed Arjuna's universal mounts to ballistics.
-Added new ship system, capital jets
-Adjusted Javanicus' Acceleration stats to be lower, and thus slower.
-Adjusted Javanicus' Dissipation to 1200 (From 1300)
-Adjusted Javanicus' PPT to 600 seconds (From 720)
-Switched Javanicus' ship system from maneuevering jets to capital jets
These changes will bring the Javanicus more in line and less nimble.

-Raised Nebulosa's price to 300000 (From 230k)
-Raised Nebulosa's DP to 38 (From 36)
-Raised Javanicus' Price to 420000 (From 350k)
-Raised Mokarran's Price to 330000 (From 300k)
-Raised Mokarran's DP/maintenance to 45 (From 42)
This will match the Oddyssey in terms of pricing/DP
-Raised Arjuna's Price to 380000 (From 330k)
This is inbetween the Astral and Legion in terms of pricing.

-Raised Price of Sipahi to 8000 (From 7000)
-Raised Didymoi Price to 14000 (From 11000)
-Raised Khopesh (M) Price to 11000 (From 9000)
-Lowered Stormbreaker Price to 8000 (From 10000)
Title: Re: [0.9.1a] Mayasuran Navy 8.2.9 RC4
Post by: Chairman Suryasari on April 29, 2020, 04:31:58 AM
I'm from Java Island, Indonesia, reading those name in the ships and weapons somehow feel odd but in good way  :D :D ;)
Title: Re: [0.9.1a] Mayasuran Navy 8.2.9 RC4
Post by: Vivelaraclette on May 07, 2020, 04:54:47 AM
Hello Knight,

Amazing mod, a permanent addition to my games !
I would like to know how to unlock the mayasuran elite guard HQ for player owned Mairaath, even with console command adding of "elitemayasuranguard" it seems to be locked only for Mayasura.
Is it something easy to change in the files ? I looked in it but was not sure.

Thanks and regards,
Raclette
Title: Re: [0.9.1a] Mayasuran Navy 8.2.9 RC4
Post by: DreXav on May 08, 2020, 04:51:34 PM
Mayasuran Navy is hands down one of my favorite mods - it fits so well into the game that it could have been vanilla :) Great quality sprites, interesting and quite thoughtful variety. Their story grips my heart and I'm rooting for them every campaign.

That being said, I have played with their ships in various combinations from a light raider duty with few destroyers and fighters to full blown 30+ Mayasura-only fleet; here is some feedback based on my experience:

Mayasuran strong points:
- Consistent style, love the hammer-head styled ships, so well done
- Great variety of fighters and bombers
- Great variety of ship roles, solid core with lot of niche ships to choose from
- Lot of high mobility (heavy) ships
- Decent shield and armor values
- Generous amount of OP on Navy ships


Mayasuran weak points:
- Very poor selection of dedicated carriers to utilize its impressive repertoire of fighters and bombers
- Has very few weapons of its own, uses too many of Common weak weapons, is too dependant on player acquiring blueprints of other factions' weaponry
- Lot of the niche ships simply fail to pull their weight (some with awkward slots): Arjuna, Nebulosa, Excalibur, Sarissa, Stingray, Vigilance, Perryi, Peltast, Argentavis
- Variety of frigates feels a bit crowded considering how little impact they have, I couldn't really see their differences mattering enough


Some specific ship impression:
Capitals
Nebulosa - it has built-in frontal weapon but everything else is split between broadsides that lacks firepower and has some very awkward slot placements, see my commentary on the screen https://i.imgur.com/6WHpVrJ.png (https://i.imgur.com/6WHpVrJ.png)
AI is confused how to use it at all and player has no incentive to pilot it at all, its just too weak and awkward.

Mokarran (M)- I love this ship's style and utility. Has very good slots and angles, perfect balance between offense and defense paired up with decent mobility makes it a great flanking battleship. My fleet can always rely on it, provided I use decent weapons and none of that common trash AI loves to fit on its Mokarrans.

Javanicus (M) - this is a tough nut. Its Paladin PD seems totally broken but without it, theres serious lack of both firepower and mobility to threaten or finish off enemy ships. Paladin PD on the other hand decimates entire fighter/missile swarms and probably has bugged numbers in Combat Analytics, its just crazy: https://i.imgur.com/q8EyP7d.png (https://i.imgur.com/q8EyP7d.png)
I do love watching Paladin fire, though. Overall I wish it had either more firepower (after fixing Paladin) or staying power with some kind of damage mitigating system.

Arjuna - is my biggest disappointment in this mod. I expected a dedicated carrier to utilize all the faction fighters, instead I got really awkward ship that is coming short in every category that matters: very little firepower , built-in weapon overloads the ship with little to show for it despite huge range, a joke of ship system that doesn't help any of its roles as carrier, capital and siege weapon. No firepower and only 4 fighter bays at 50 DP. Would need a major overhaul to justify fielding it.

Mithuna - is alright as a niche flagship for exploration, but combat is not its forte and its outshined by alternatives.

 Conqueror (M) - is good as far as conquerors go, the flux and armor buff is what the ship needed. AI struggles with making Conquerors in general, but I had fun piloting it thanks to the generous flux dissipation and OP pool. Nothing wrong with the ship as it is, just AI can't handle broadsiding tactics.

Cruisers
Winghead (M) - my favorite ship in the mod and staple of my fleets: huge speed bursts allows it to relocate fast and run down any ship, you can get its shields to be very efficient, very good firepower for a chaser. Paired with its big brother Mokarran they make a formidable flanking force. The navy variant has a generous OP pool, maybe tad too much as I never felt I had to make any sacrifices when fitting it out

Moa (M) - pretty balanced cruiser to stiffen the central defense with while flanks push down. It could use a base speed boost though as I found it struggling to keep up with capitals and later disengage when needed.

Patriot (M) - is a cheap DP filler that actually competes with destroyers for slots on battle, I found it a competent harasser used to back up flanking force.

Sarissa - a mediocre ship at best, Sarissa does nothing to fix it the Mayasuran lack of good carriers, having only two hangar bays and non-fighter buffing ship system. Its slow and there are far better choices out there. Buff base speed a bit and maybe throw in extra hangar slot for +5 DP?

Herron (M) - the band-aid fix for Mayasuran carrier troubles, its relatively cheap and fast, but has no firepower and little defense due too few OP to fit anything besides fighters.

Excalibur - looks cool but ultimately a curiosity at best due its lackluster performance. Maybe buff its built-in weapon to deal extra damage to capital ships to style it like the anti-capital Ion Frigate from Homeworld series? Onslaught slayer!

Destroyers
Hammerhead (M) - looks great but its still the ol' weak Hammerhead. Little firepower and like most destroyers, it melts in fights with cruisers and capitals.

Sunder (M) - overloads fast, very fragile with terrible shields. There's zero reason to bring it into fight as you are better off with Patriot. Could use a buff to flux capacity and maybe a tweaked ship system - 1.5x firepower instead 2.0x but also lower energy flux use by 30%?

Stingray - has no utility beyond fighters, which it doesn't even buff. Might as well take the Herron.

Argentavis - I really want to like this ship but a very slow destroyer with no mobility/damage mitigation systems is just a shortlived piñata. Melts fast under pressure and cannot disengage in time. Costly for what it is, a Patriot for same cost is tankier, faster and deadlier. Would redesign it as smaller brother of Moa, buff speed and swap the drone for Moa's super shield system so it can act as a nimble bait.

Manta (M) - papermache ship thats a waste of points. Got no ideas how to salvage it.

Frigates
Nightingale - the only frigate I could give a green light. Very fast, best used to cap control points and distract enemies.

The rest of frigates: they die very fast and their weak performance seemed uniform despite variety.

Fighters and bombers

Crossbow - I found this to be the king of all fighters as a few wings can easily live through PD fire, enemy interceptors, decimate entire capitals and still be alive to harass its next prey. Potentially too strong when massed?

Ferox - plasma bombers are cool but its expensive and outshined by Crossbow.

Joker - is waste of system on Arjuna, as its host ship rarely gets in range for Joker to fire, nor it can defend Arjuna against anything, including other fighters.

Viper - it struggles to counter enemy fighters, possibly due low numbers per wing. Maybe increase to 3?

Khopesh - good ol' Khopesh is decent when massed.

As a closing note, I think the priority is getting dedicated carriers and faction weapons that specialize better than the generic guns.

EDIT: Oh yea, it could use a few more markets so it can put up a fight. Maybe absorb the Stormhawks idea and have some military camps on fringes? (Would save us from Stormhawk lagfest :D)
Title: Re: [0.9.1a] Mayasuran Navy 8.2.9 RC4
Post by: MesoTroniK on May 08, 2020, 08:17:30 PM
Paladin PD on the other hand decimates entire fighter/missile swarms and probably has bugged numbers in Combat Analytics, its just crazy: https://i.imgur.com/q8EyP7d.png (https://i.imgur.com/q8EyP7d.png)
Combat Analytics is bugged and will feed you misinformation regarding many things... And its issues are impossible to fix, thus it creates a wilderness of mirrors.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.9 RC4
Post by: DreXav on May 09, 2020, 05:20:49 AM
Paladin PD on the other hand decimates entire fighter/missile swarms and probably has bugged numbers in Combat Analytics, its just crazy: https://i.imgur.com/q8EyP7d.png (https://i.imgur.com/q8EyP7d.png)
Combat Analytics is bugged and will feed you misinformation regarding many things... And its issues are impossible to fix, thus it creates a wilderness of mirrors.
Yeah, I figured those numbers must be bugged even if it DOES decimate all missiles and fighters.
I just wish I understood what it bugs out with so I could somewhat adjust interpretation of the results
Title: Re: [0.9.1a] Mayasuran Navy 8.2.9 RC4
Post by: dead_hand on May 09, 2020, 05:47:00 AM
Paladin PD on the other hand decimates entire fighter/missile swarms and probably has bugged numbers in Combat Analytics, its just crazy: https://i.imgur.com/q8EyP7d.png (https://i.imgur.com/q8EyP7d.png)
Combat Analytics is bugged and will feed you misinformation regarding many things... And its issues are impossible to fix, thus it creates a wilderness of mirrors.
Yeah, I figured those numbers must be bugged even if it DOES decimate all missiles and fighters.
I just wish I understood what it bugs out with so I could somewhat adjust interpretation of the results

I won't be able to respond to all of your analysis but the Sarissa is a great ship, it's like an eagle on coke. What kind of loadout did you use that it didn't work out for you?
Title: Re: [0.9.1a] Mayasuran Navy 8.2.9 RC4
Post by: AxleMC131 on May 09, 2020, 03:17:41 PM
...
Manta (M) - papermache ship thats a waste of points. Got no ideas how to salvage it.
...

I suppose it's worth requesting the same judgement be made to the base Manta from Disassemble Reassemble - we've had this pointed out before by someone, where the user was calling out both versions of the Manta for being awful (and kept them in this thread, despite my requests to move discussions of the base Manta into DaRa's thread). I'd love to get your more detailed opinion on the ship, for both my sake and Knight Chase's.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.9 RC4
Post by: DreXav on May 09, 2020, 05:34:38 PM
I will begin by saying that I was reviewing Mayasuran ships first and foremost on merits of synergy within the faction, hence my focus on the naval variants than the base ones and not from perspective of them being viable or allowed for tournaments, which I wasn't told about when Knight Chase asked for feedback.

...
Manta (M) - papermache ship thats a waste of points. Got no ideas how to salvage it.
...

I suppose it's worth requesting the same judgement be made to the base Manta from Disassemble Reassemble - we've had this pointed out before by someone, where the user was calling out both versions of the Manta for being awful (and kept them in this thread, despite my requests to move discussions of the base Manta into DaRa's thread). I'd love to get your more detailed opinion on the ship, for both my sake and Knight Chase's.
The problem with Manta is that its compromised in all categories - what does it strive to be? It has bad shield efficiency of 1.0 for a destroyer, pitiful armor and lower hull points than alternatives, one hangar slot without wing-buffing system. It could be used as capper thanks to its burn drive, but then again it won't be able to contest it very well against other cappers, so you could use a much cheaper and faster frigate for that purpose. A Wolf or Medusa would be much more useful.
A carrier? As mini carrier it doesn't contribute much, maybe one good bomber at cost of everything else, but it lacks the punch and defense to get near frontline really - and for 3 DP more you can have a much more versatile Drover with two hangar bays, great reserve deployment system and four missile slots that can be fired safely. No contest here.
A harasser? Again, lacks firepower and tankiness - for mere 1 DP more you can have a Hammerhead with 25 OP more, better shield efficiency, much better armor and weapon slots. Again no contest here.

Overall Manta is a great looking ship that is spread too thin and its hard to justify bringing one over better (and more common) alternatives. Its all the more aggravating as it just amplifies the shortcomings in Mayasuran fleet composition. I believe its design must be thoroughly refocused to be workable.

I won't be able to respond to all of your analysis but the Sarissa is a great ship, it's like an eagle on coke. What kind of loadout did you use that it didn't work out for you?
I have no idea how can you say Sarissa is an Eagle on coke - it 's a 25 DP cruiser with 130 OP, 25 less than 22 DP Eagle with 155 OP. 20% armor less and sacrifices THREE medium ballistic and one energy medium slot for one large energy slot and two hangar bays but it doesn't buff its wings either nor has enough OP to work with as opposed to Eagle. Its slow for its role and outclassed by alternatives like Moa (22 DP for whooping 190 OP, great shields and generous flux capacity) and doesn't buff its wings either, so you are better off with a more specialized and cheaper dedicated carrier like a Heron, 20 DP with three hangar bays and a targeting feed system.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.9 RC4
Post by: AxleMC131 on May 09, 2020, 06:26:07 PM
Alrighty, this looks tasty.



The Manta is definitely unlike other destroyers. The closest comparable (vanilla) hull is probably the Shrike, in that it's a lightweight destroyer with swift movements, that really plays like an oversized frigate. First and foremost, you might see it as a Shrike alternative. It's really cheap for a destroyer - 22,000 credits base, when something like a Hammerhead is 40,000 - but as far as maintenance goes, the ability to field fighters qualifies for a higher monthly supply / deployment cost than you might otherwise expect.

Comparing the Manta to a heavy frigate is perhaps a better option. It gets the benefit of fast movement across the battlefield, alongside a destroyer-grade flux package (and ordnance point budget) and a fighter bay* into the mix as well. Perhaps compare as if it had a medium missile slot or similar instead of the fighter bay, since that's effectively what it sacrifices for the fighters in contrast to other similar ships. The Hammerhead is definitely a better brawler, that can't be denied, but the Manta is more effective at catching small ships and providing supporting fire. The fighters allow it to intercept a target even beyond its own weapons range, and equipping it with an EMP-armed fighter (Thunders or Claws) is a real recipe for rudeness in the Manta.

* It's worth noting that fighters get an automatic speed boost to catch up with their carrier on Regroup mode, so you can put normally slow fighters on it and they won't have a problem keeping up. By that metric, the Manta has another key strength in that it can act as a faster "delivery platform" for slow fighters than other carriers, however this is quite a high-brow exploit and not one that I really care much for.

The rest of the weapons package looks underwhelming, and that's true, it is, but the Manta also has pretty good flux stats for its weight - really good in fact: better than a Hammerhead would you believe! 4500 base flux capacity and 280 dissipation, compared to the Hammerhead's 4200/250. The Hammerhead has its AAF of course, which lets it get effectively double firepower for its flux, and it can also use much punchier weapons, but the Manta can actually handle a lot of flux from both weapons and shields. (The 1.0 efficiency shield is to prevent it from becoming TOO good at tanking on the shield.) On top of the flux, it has the Ordnance budget to afford expensive weaponry - Antimatter Blasters are a great thing to equip in the front, and Railguns or Needlers work well in some of the turrets. The wide shield means you can afford a bunch of offensive weapons in those slots, and you can easily negate nearly all PD, especially if you have an interceptor or support fighter equipped.

Finally, Burn Drive is useful both as a dash-in and a dash-out system. AI usage aside, the Manta is great at pulling the "HEY I'M HERE" move, and despite the light status it does still have some armour to take a few hits while the shield is down. Perhaps the ship's biggest downside that hurts its use as a chaser or pursuit craft is losing the zero-flux boost when its fighters are put into Engage mode, but this can be worked around with selection of fighters and/or hullmods.

One last thing: 10 base burn speed. Without any modifications you have a destroyer at frigate burn speed. It's a small thing since we have Augmented Drive Field and Sustained Burn and tugs to worry about, but it's worth noting all the same.



Despite all of this, the Manta is still only a light destroyer. It can't brawl with other destroyers and certainly can't threaten anything bigger unless you stick some kind of bombers on it. It's very much a versatile, multi-purpose ship design, with the fighters offering the majority of the intrigue there, but all those purposes generally involve beating up small ships. It absolutely CAN perform a harassing task though, but again, this requires particular fighters (don't underestimate the benefit of a wing of Broadswords, Talons or Claws). If you're trying to make a Manta tango with something like a Hammerhead at close range, it won't have a very good time without support. All told, the Manta is an oversized frigate with destroyer-level flux and a fighter bay, and performs best in an unfair fight.

I'm curious to know what roles in particular you've been trying to use the Manta in, and, if you have been using it as a pursuit ship, what exactly you've been pursuing.

Spoiler
The feedback is always appreciated. ;D And also highly interesting - as per the last time someone had this sort of argument, I pointed out that the Manta is one of the most popular ships in Disassemble Reassemble (it's basically the poster child of the mod), yet we have such a variety of playstyles in this game that it's impossible to create something everyone likes, so if this can't be resolved as an actual balance concern, then I'm afraid that's just the way of things.
[close]
Title: Re: [0.9.1a] Mayasuran Navy 8.2.9 RC4
Post by: MrFluffster on May 09, 2020, 07:15:08 PM
Finally, Burn Drive is useful both as a dash-in and a dash-out system. AI usage aside, the Manta is great at pulling the "HEY I'M HERE" move, and despite the light status it does still have some armour to take a few hits while the shield is down.

I already talked(probably a bit too much) about this on discord but I'll post this here on the forum for the sake of current discussion - in my opinion the Manta is in a pretty good place where it has its own niche and is fairly distinct from the other midline destroyers, with a strong identity. It might not be as obviously strong as Hammerhead and Sunder but its speediness, fighter bay, and system make it a pretty darn good pursuit ship as well as a fun option for piloting yourself. And while it probably would be balanced with an extra mount or changing some to hybrids, that'd affect its iconic personality a bit.
The one thing I think is undertuned in a damaging way is its turn speed, as it is slower than a Hammerhead or the closest comparsion the Shrike. This is the one buff I think this ship really needs to be more fun to pilot.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.9 RC4
Post by: Knight Chase on May 10, 2020, 12:48:07 AM
Quote
They captured ships and changed them. They did not have shields, but had powerful armor and acid weapons.

There was that kind of mod?

rather smells like a SPAZ.
Hey. Sorry to ask in this thread. Will tell you please. Previously, the game had a mod that added a faction of parasites. They captured ships and changed them. They did not have shields, but had powerful armor and acid weapons. Is there a similar mod now?
This is not relevant to my thread, why ask here?
Title: Re: [0.9.1a] Mayasuran Navy 8.2.9 RC4
Post by: dead_hand on May 10, 2020, 02:30:09 AM
...
I have no idea how can you say Sarissa is an Eagle on coke - it 's a 25 DP cruiser with 130 OP, 25 less than 22 DP Eagle with 155 OP. 20% armor less and sacrifices THREE medium ballistic and one energy medium slot for one large energy slot and two hangar bays but it doesn't buff its wings either nor has enough OP to work with as opposed to Eagle. Its slow for its role and outclassed by alternatives like Moa (22 DP for whooping 190 OP, great shields and generous flux capacity) and doesn't buff its wings either, so you are better off with a more specialized and cheaper dedicated carrier like a Heron, 20 DP with three hangar bays and a targeting feed system.

What I consider is that the fighters can help other ships if the need arises, or stick around with the ship, making it a very flexible option. More importantly the two hangar bays do not use any flux, which is great, and this is a big deal. I usually leave some weapons on the Eagle blank, because it doesn't have the flux stats to actually use all of its weapon slots, so the 'sacrifice' does not bother me very much. As you said, you also get a large energy slot on the Sarissa, so it's not lacking firepower. The Armor value is not an issue for me, I consider that if a ship gets to that point where THAT starts mattering, it's time to get it out of battle and replace it because the ship isn't adding much value to the battle.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.9 RC4
Post by: eidolad 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
Title: Re: [0.9.1a] Mayasuran Navy 8.2.9 RC4
Post by: Yubbin 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?
Title: Re: [0.9.1a] Mayasuran Navy 8.2.9 RC4
Post by: eidolad 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.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.9 RC5
Post by: Knight Chase on May 31, 2020, 05:39:02 PM
Let's go, new patch!

(https://i.imgur.com/j7TRmz3.png)

Spoiler
(https://i.imgur.com/2xURVy9.png)
[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.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.9 RC6
Post by: Discgear 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.
Title: Re: [0.9.1a] Mayasuran Navy 8.3.0
Post by: Knight Chase on June 20, 2020, 03:52:50 AM
The CHAD Mokarran, the Virgin Rampage

(https://i.imgur.com/bJnZ0xK.png)

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)
Title: Re: [0.9.1a] Mayasuran Navy 8.3.0
Post by: DeusVauly 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?

[attachment deleted by admin]
Title: Re: [0.9.1a] Mayasuran Navy 8.3.0
Post by: Sedrido 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  :)
Title: Re: [0.9.1a] Mayasuran Navy 8.3.0 RC2
Post by: Knight Chase on July 26, 2020, 09:51:35 PM
Post tournament update, HVBs/new ships are on the way soon!

(https://i.imgur.com/0Md65Vr.png)

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!
Title: Re: [0.9.1a] Mayasuran Navy 8.3.0 RC2
Post by: LifeLoser 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.

[attachment deleted by admin]
Title: Re: [0.9.1a] Mayasuran Navy 8.3.0 RC2
Post by: Knight Chase 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.
Title: Re: [0.9.1a] Mayasuran Navy 8.3.0 RC2
Post by: LifeLoser 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  :'(
Title: Re: [0.9.1a] Mayasuran Navy 8.3.0 RC2
Post by: eidolad 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?
Title: Re: [0.9.1a] Mayasuran Navy 8.3.0 RC2
Post by: Histidine 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.
Title: Re: [0.9.1a] Mayasuran Navy 8.3.0 RC2
Post by: Knight Chase on August 12, 2020, 11:19:45 PM
Just a quick update, not actual update. But I've been working on some ships!

Spoiler
(https://i.imgur.com/G47wUnu.png)
(https://i.imgur.com/UsFx2DI.png)
[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!
Title: Re: [0.9.1a] Mayasuran Navy 8.3.0 RC2 - Bug Report
Post by: Wicker on August 15, 2020, 01:09:32 PM
Bug Report:
72015 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ExceptionInInitializerError
java.lang.ExceptionInInitializerError
   at exerelin.plugins.ExerelinModPlugin.onApplicationLoad(ExerelinModPlugin.java:313)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.RuntimeException: Faction mayasura has invalid trait lowprofile
   at exerelin.utilities.ExerelinFactionConfig.loadFactionConfig(ExerelinFactionConfig.java:290)
   at exerelin.utilities.ExerelinFactionConfig.<init>(ExerelinFactionConfig.java:173)
   at exerelin.utilities.ExerelinConfig.loadSettings(ExerelinConfig.java:272)
   at exerelin.utilities.ExerelinConfig.<clinit>(ExerelinConfig.java:277)
   ... 6 more

Cause: Faction Mayasura has invalid trait lowprofile

I'm assuming this doesn't work with Exerelin?
Title: Re: [0.9.1a] Mayasuran Navy 8.3.0 RC2
Post by: AxleMC131 on August 15, 2020, 03:57:57 PM
Check that both Mayasuran Navy and Nexerelin are up to date.
Title: Re: [0.9.1a] Mayasuran Navy 8.3.0 RC2
Post by: Xobra on August 21, 2020, 06:20:52 AM
Great Faction Mod. Love to RP with it.

One thing that bothers me, is that the Base UI Color for the Mayasuran Navy is too white. Personally changed it to [235,231,180,255] for a more yellowish font.

It does confuse a bit if you can't differentiate it from Standard Text at first glance, or got other Faction that also add (very) white Faction Fonts
Title: Re: [0.9.1a] Mayasuran Navy 8.3.0 RC2
Post by: Knight Chase on August 29, 2020, 12:29:00 AM
I'll be releasing the new Mayasuran Navy very soon, so hold out for a week while I find a new hosting site!
Title: Re: [0.9.1a] Mayasuran Navy 8.3.0 RC2
Post by: HannibalMannibal on August 29, 2020, 03:34:26 PM
when you play as the mayasuran navy in nexerellin faction why cant you directly control the worlds that you take for the mayasuran navy if youre the de facto leader of the homeworld? doesnt make any sense and kills it for me, i have to create my own faction to take control of the worlds and then *** off the mayasuran navy.
Title: Re: [0.9.1a] Mayasuran Navy 8.3.0 RC2
Post by: Knight Chase on August 29, 2020, 08:16:34 PM
when you play as the mayasuran navy in nexerellin faction why cant you directly control the worlds that you take for the mayasuran navy if youre the de facto leader of the homeworld? doesnt make any sense and kills it for me, i have to create my own faction to take control of the worlds and then *** off the mayasuran navy.
Can you even consider yourself Mayasuran if you conquer the people who rely on you to lead them? Shameful.
Title: Re: [0.9.1a] Mayasuran Navy 8.3.0 RC2
Post by: Xobra on August 30, 2020, 11:14:43 AM
when you play as the mayasuran navy in nexerellin faction why cant you directly control the worlds that you take for the mayasuran navy if youre the de facto leader of the homeworld? doesnt make any sense and kills it for me, i have to create my own faction to take control of the worlds and then *** off the mayasuran navy.

Technically you only get Governorship, which means the planet (and its in-faction import/exports) still belongs to Mayasura. Which also makes the Faction still exist even though they don't have a market left.

If you want all the things you conquer for yourself use console commands to transfer the market to you.
Title: Raseri?
Post by: miniusAreas on September 16, 2020, 02:40:00 PM
Hey there! I played with this mod with version 8.2.0, back when the Raseri (in all of its broken, Mijolnir meta glory) was still around. I have fond memories of using it to punt the burnt-out husks of Ventures and Atlas MK2's into bigger and smaller ships for fun, and I'm sad to have lost it for what seems to be for good, quite possibly. Is there any chance we will ever see it back as part of this mod or a standalone version of the Raseri itself? The hole in my ramming fleet heart is currently bleeding wide open without such a glorious ship.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.9 RC4
Post by: Warhydra on September 23, 2020, 01:25:24 PM
Really like this mod, though I encounter a few problem so far.

Nebulosa (M) - Sadly the Prime version is the worst of the three, both stormhawk and regular nebulosa have more firepower on their boadsides due to having missiles/fighters. It also likes to fire the railgun wildly while it's rotating, which is a common problem with broadside ships with fixed forward weapons (Neutrino Banshee Norn has the same problem)

Arjuna (M) - The AI spams the phase teleporter as soon as it is off cool down with no rhyme nor reason, fighters will be constantly pull out of range and grouped for flak cannons, bombers get teleported out before they are properly massed. Definitely not worth giving up the flux free large gun that the Joker gives you.


Title: Re: [0.9.1a] Mayasuran Navy 8.3.0 RC2
Post by: Knight Chase on September 28, 2020, 01:50:50 AM
Alright lads, it's time.. I've switched up my upload source to github, I'll be uploading there from now on. I have more HVBs on the way, so look forward to it!

(https://i.imgur.com/Yzfnedi.png)

8.3.1
-Added Shikra Escort Carrier
-Added Shikra (M)
-Switched out the Drover for the Shikra if you choose Carrier Small (2) in Nexerelin.
The Shikra is Mayasura's new two deck carrier, it will be replacing the Stingray in the two decker role.
-Added Scaramouche Interdictor
The Scaramouche is a very fast destroyer with twin heavy ion lances.
-Added Starliner (M)
-Added Orbital Howitzer
The Starliner (M) is a heavy troop transport with a very dangerous chin cannon.
I've repurposed the Starliner Mk. II, so your saves won't break.

-Added Mokarran (K) High Value Bounty.
This one goes out to you, Kart!

-Changed Abandoned Astropolis description.
-Changed color of Onocrotalus projectiles/trail to green.
I will fluff this ingame as 'uranium' rounds!
-Stingray max flux to 4500 (From 3500)
-Made Shield Bubble Bigger
-Dissipation to 350 (From 240)
-Fighter Bays to 1 (From 2)
-Maintenance/DP to 11 (From 14)
-switched central missile to composite
-Added two smalls to the side.
-OP to 85 (From 90)
-Removed Combat/Carrier tags
The Stingray has now been changed to be more combat focused, with the addition of two smalls, its firepower has been significantly buffed with better flux handling and cheaper maintenance/DP for its new role.
Title: Re: Raseri?
Post by: Knight Chase on September 28, 2020, 01:59:26 AM
Hey there! I played with this mod with version 8.2.0, back when the Raseri (in all of its broken, Mijolnir meta glory) was still around. I have fond memories of using it to punt the burnt-out husks of Ventures and Atlas MK2's into bigger and smaller ships for fun, and I'm sad to have lost it for what seems to be for good, quite possibly. Is there any chance we will ever see it back as part of this mod or a standalone version of the Raseri itself? The hole in my ramming fleet heart is currently bleeding wide open without such a glorious ship.
The Raseri was quite the ship, but it didn't fit the mod nor did I think it had good sprite quality. I had to shelf it for now. But it will return at a later date in a different mod for sure!

Really like this mod, though I encounter a few problem so far.

Nebulosa (M) - Sadly the Prime version is the worst of the three, both stormhawk and regular nebulosa have more firepower on their boadsides due to having missiles/fighters. It also likes to fire the railgun wildly while it's rotating, which is a common problem with broadside ships with fixed forward weapons (Neutrino Banshee Norn has the same problem)

Arjuna (M) - The AI spams the phase teleporter as soon as it is off cool down with no rhyme nor reason, fighters will be constantly pull out of range and grouped for flak cannons, bombers get teleported out before they are properly massed. Definitely not worth giving up the flux free large gun that the Joker gives you.




Using broadside unfriendly loadouts with the Nebulosa (M) will make its AI weird. When I test with the default elite loadout, it broadsides and gets all guns on target. Please link me your build.
Spoiler
(https://i.imgur.com/pyZd5HN.png)
[close]

For the Arjuna (M), I'm having a coder work on AI for it; so expect great things soon!
Title: Re: [0.9.1a] Mayasuran Navy 8.3.1
Post by: Warhydra on September 29, 2020, 10:41:51 AM
Oh the problem wasnt that it cant line up to broadside, the problem was the way the AI uses forward firing weapon.
I'd post some pictures or video but I am currently evacuated due to wild fire and dont have access to my pc.
Thanks for the reply and looking forward to the Arjuna (M) changes!
Title: Re: [0.9.1a] Mayasuran Navy 8.3.1
Post by: Szasz on October 15, 2020, 10:41:43 PM
Upgrading from 8.3.0 something critical broke loading an existing save:

"Fatal: Slot id [WS0006] not found on hull [MSS_Mokarran_Elite]
Check starsector.log for more info"

Any ideas how to continue my game?
Wish I kept the old version for restore purposes.
Title: Re: [0.9.1a] Mayasuran Navy 8.3.1 RC2
Post by: Knight Chase on October 17, 2020, 11:55:23 PM
Some changes before something big!

8.3.1 RC2
-Buffed Javanicus armor to 1500 (From 1400)
This is a small incremental buff to the Javanicus' armor.
-Buffed Nebulosa DP to 35 (From 38)
The Nebulosa is meant to be the cheapest capital you can field and doesn't have the full complement of decks + weapons that my other capitals have.
-Buffed Excalibur's Deceleration to 25 (From 10)
This should make the Excalibur better in terms of AI. I would say this improves the efficiency by 1000%!
-Buffed Caliburnus Railgun's range to 1600 (From 1500)
This will also help the Excalibur's AI, since it likes to keep short range despite having a 1500 range gun.
-Changed Excalibur's Price to 90000 (From 100000)
-Changed Moa DP to 25 (From 22)
-Changed Moa Price to 140000 From (120000)
-Changed Sarissa DP to 22 (From 25)
-Changed Sarissa Price to 120000 (From 140000)
This change in price/DP should reflect their roles better. The Moa is quite the strong defensive cruiser in my line up, while the Sarissa should be equal to the Eagle's DP/Price range
Title: Re: [0.9.1a] Mayasuran Navy 8.3.1 RC3
Post by: Knight Chase on October 25, 2020, 06:13:48 PM
Oh snap son another HVB so soon?

8.3.1 RC3
-Added Heavy Ultraviolet Pulselaser
This is my FIRST Rotary gun that I've made!
-Added Scaramouche (CJ)
This one honors Cjuicy, for asking me about an HVB! I simply fulfilled his request. It doesn't have a standard portrait for now, that is in the works.

Also, I'm curious to see reviews of my weapons/hear your guy's suggestions for new weapons! Built-in or Modular!

PEW PEW PEW PEW PEW
https://streamable.com/g1boll (https://streamable.com/g1boll)
Title: Re: [0.9.1a] Mayasuran Navy 8.3.1 RC3
Post by: Szasz on October 27, 2020, 05:11:20 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
Title: Re: [0.9.1a] Mayasuran Navy 8.3.1 RC3
Post by: Knight Chase on October 27, 2020, 10:28:41 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 (http://puu.sh/GHmi3/a6b795c228.zip)
here you go!
Title: Re: [0.9.1a] Mayasuran Navy 8.3.1 RC3
Post by: Szasz 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 (http://puu.sh/GHmi3/a6b795c228.zip)
here you go!

Thanks!
Title: Re: [0.9.1a] Mayasuran Navy 8.3.1 RC3
Post by: Cyber Von Cyberus 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.
Title: Re: [0.9.1a] Mayasuran Navy 8.3.1 RC3
Post by: Mr_8000 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).
Title: Re: [0.9.1a] Mayasuran Navy 8.3.1 RC3
Post by: Knight Chase 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/1325216889757294600)

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

Title: Re: [0.9.1a] Mayasuran Navy 8.3.1 RC3
Post by: Igncom1 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.
Title: Re: [0.9.1a] Mayasuran Navy 8.3.1 RC3
Post by: Chairman Suryasari 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
Title: Re: [0.9.1a] Mayasuran Navy 8.3.1 RC3
Post by: Szasz 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.
Title: Re: [0.9.1a] Mayasuran Navy 8.3.2
Post by: Knight Chase on December 06, 2020, 05:31:32 PM
Two new very aggressive ships!

(https://i.imgur.com/5GGWiPe.png)

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
Title: Re: [0.9.1a] Mayasuran Navy 8.3.1 RC3
Post by: Knight Chase 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.
Title: Re: [0.9.1a] Mayasuran Navy 8.3.2
Post by: Agalyon 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.
Title: Re: [0.9.1a] Mayasuran Navy 8.3.2
Post by: onewhosaysgoose 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.
Title: Re: [0.9.1a] Mayasuran Navy 8.3.2
Post by: Farya 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.
Title: Re: [0.9.1a] Mayasuran Navy 8.3.2 RC2
Post by: Knight Chase 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!
Title: Re: [0.9.1a] Mayasuran Navy 8.3.2 RC2
Post by: Dazs 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 :)
Title: Re: [0.9.1a] Mayasuran Navy 8.3.2 RC2
Post by: Phoenixheart 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
Title: Re: [0.9.1a] Mayasuran Navy 8.3.2 RC2
Post by: Chairman Suryasari on January 28, 2021, 04:05:44 PM
Low stability, base quality is so low, because from lore perspective humanity having a hard time creating something new with post-collapse technology and depending on the doctrine, from that screenshot your base ship quality is 13% and get debuff 15% from low stability, the debuff only affecting individual planet.

That's why you still need nanoforge, even the corrupted one is better than nothing at all.
Title: Re: [0.9.1a] Mayasuran Navy 8.3.2 RC2
Post by: Phoenixheart on February 01, 2021, 08:01:33 AM
Even the nanoforge isn't registering, but the point of the screenshot is that the +20% from the orbital works that SHOULD be there is missing.
Title: Re: [0.9.1a] Mayasuran Navy 8.3.2 RC2
Post by: Jarvis on February 16, 2021, 12:36:32 PM
Yesterday in my Mayasuran playthrough I finally finished terraforming Mairaath into a Terran world, and the feeling of accomplishment after tearing through the Hegemony and Luddic Path to get enough resources to do so was really rewarding. My favorite playthrough so far! With such a spread of unique ships I had no problem having my entire fleet use the (M) Mayasuran variants and still had enough flexibility for the any engagement.
Title: Re: [0.9.1a] Mayasuran Navy 8.3.2 RC2
Post by: Knight Chase on March 21, 2021, 03:03:32 AM
Well Mayasurans, I've got an update in the works for you! Expect it by the end of the month!

Spoiler
(https://i.imgur.com/ImM7d4c.png)
[close]
Title: Re: [0.9.1a] Mayasuran Navy 8.3.2 RC2
Post by: Reviire on March 21, 2021, 12:44:28 PM
Hi! Could you increase the arc on the large energy hardpoints on the Moa by a few degrees? The ship struggles to fire weapons against enemies, mainly weapons that have some sort of charge-up mechanic that isn't forced to finish. Also, with how targeting works, if you try to manually control both turrets at once you can only get one to fire due to the lack of overlap.
Unless there's a workaround i don't know about?
Title: Re: [0.9.1a] Mayasuran Navy 8.3.2 RC2
Post by: Knight Chase on March 21, 2021, 10:29:02 PM
Hi! Could you increase the arc on the large energy hardpoints on the Moa by a few degrees? The ship struggles to fire weapons against enemies, mainly weapons that have some sort of charge-up mechanic that isn't forced to finish. Also, with how targeting works, if you try to manually control both turrets at once you can only get one to fire due to the lack of overlap.
Unless there's a workaround i don't know about?
The Moa is balanced by its restricted arcs, unfortunately. If I were to make it able to converge two large energies easily, it would be a higher deployment point ship and even stronger than the Winghead.
Title: Re: [0.9.1a] Mayasuran Navy 8.3.2 RC2
Post by: Reviire on March 21, 2021, 11:06:34 PM
Hi! Could you increase the arc on the large energy hardpoints on the Moa by a few degrees? The ship struggles to fire weapons against enemies, mainly weapons that have some sort of charge-up mechanic that isn't forced to finish. Also, with how targeting works, if you try to manually control both turrets at once you can only get one to fire due to the lack of overlap.
Unless there's a workaround i don't know about?
The Moa is balanced by its restricted arcs, unfortunately. If I were to make it able to converge two large energies easily, it would be a higher deployment point ship and even stronger than the Winghead.
That's a shame, because as it stands you can't fire both at the same time since the game doesn't let you fire a gun if you're aiming even slightly outside of it's arc, the ship felt lackluster compared to the other cruisers because of it.
Title: Re: [0.95a] Mayasuran Navy 8.3.3
Post by: Knight Chase on March 31, 2021, 01:56:40 PM
Spoiler
(https://i.imgur.com/1gBkqxd.png)
[close]

YOU HAVE BEEN WAITING, I ALWAYS DELIVER ON TIME.

8.3.3
-Added Iruiru Plasma Grenade Launcher
This is a very new concept for me, this is my answer for a medium energy HE weapon. If you've played a certain spartan game, you will be VERY familiar with how it works.
IT IS ALSO A SYNERGY WEAPON THANKS TO 0.95
-Added Gyrfalcon Medium Cruiser
This is what you've all been waiting for, my refit version of the falcon that does... broadsides.
-Added AI to Phase Gateway
So, this is a big gamechanger for the Arjuna (M), especially if you use it in your fleets. They now have the power to TELEPORT bombers on demand, which they could always do but not without an AI.
-Added National (M)
The National gets a hefty upgrade with its secondary energy turret being able to fire missiles now.
-Added Gyrfalcon (M)
In the SAME update, the Gyrfalcon is also getting an (M) version, with the same upgraded hybrid smalls just like the regular Elite Falcon.
-Added Scaramouche (M)
For those wanting an upgraded Interceptor, the Scaramouche upgrades its medium synergy to a large synergy, amazing for a late game fleet when you need a fast ship!
-Added Tiburo (M)
The Tiburo (M) has gone from a superfighter to a superfrigate, this upgrade gives it two small hybrids in the rear, negating weaknesses to salamanders by giving you more PD options.
-Added Excalibur (M)
You will be very interested in the Excalibur now with its AMMO switching system that can't be beat!
-Added Champion (M)
I'VE BEEN WAITING FOR THIS
-Added Mako (M) Plasma MIRV bombs.
You've all waited for this, it's finally here.
-Buffed Sentinel PD System on Javanicus (M)
So, if you didn't think the Paladin was strong enough, I've added the frag AOE from the Paladin.
-Removed Graphicslib stuff
Very much deprecated.



Title: Re: [0.95a] Mayasuran Navy 8.3.3
Post by: DroZzhat on March 31, 2021, 02:07:30 PM
Thanks for the update! I missed this one. The Hammerhead is my favorite ship, so having a mod that screams MOAR HAMMERHEADS is absolutely perfect!
Title: Re: [0.95a] Mayasuran Navy 8.3.3
Post by: Dazs on March 31, 2021, 02:28:51 PM
Hi Knight Chase! I am having a conflict crash at startup between your mod and GraphicsLib. I had the same issue when TADA was first re-released. Tartiflette and Dark Revenant figured it out and fixed it, maybe they can help.

Title: Re: [0.95a] Mayasuran Navy 8.3.3
Post by: Knight Chase on March 31, 2021, 02:35:41 PM
EDIT 2: So, figured out that there was one last graphicslib thing I needed to get rid of in my mod plugin; it's fixed now. Go ahead and redownload, everything's fixed and the link's up now.
Title: Re: [0.95a] Mayasuran Navy 8.3.3
Post by: Knight Chase on April 01, 2021, 02:33:31 AM
Thanks for the update! I missed this one. The Hammerhead is my favorite ship, so having a mod that screams MOAR HAMMERHEADS is absolutely perfect!
I'm glad to hear it! I'm also interested in feedback on the new weapons/ships and suggestions for new ones.
Title: Re: [0.95a] Mayasuran Navy 8.3.3
Post by: Achilles42x on April 01, 2021, 03:00:50 PM
I said 'no more faction mods'

And then I saw a Hammerhead Battlecruiser

It will be mine
Title: Re: [0.95a] Mayasuran Navy 8.3.3
Post by: BigBeans on April 01, 2021, 03:02:10 PM
Thanks for the update, one of my fav mods.
Title: Re: [0.95a] Mayasuran Navy 8.3.3
Post by: Agalyon on April 01, 2021, 09:29:42 PM
Blessed update, thanks for the quick work! Always love having Mayasura around.
Title: Re: [0.95a] Mayasuran Navy 8.3.3
Post by: Knight Chase on April 02, 2021, 04:24:59 AM
Thanks for the update, one of my fav mods.
Blessed update, thanks for the quick work! Always love having Mayasura around.
I kneel, my fellow kings. Thank you for using my mod!

Spoiler
(https://i.imgur.com/r3Jv8bm.png)
[close]
Title: Re: [0.95a] Mayasuran Navy 8.3.3
Post by: Knight Chase on April 03, 2021, 03:10:48 AM
So, there's this bug been going around that revolves around the AI using the Excalibur (M) crashing Starsector to desktop on unshielded ships. I've stealthily updated Mayasura with the fix, so go ahead and redownload!
Title: Re: [0.95a] Mayasuran Navy 8.3.3
Post by: Knight Chase on April 05, 2021, 04:07:01 PM
I've got a new faction in the works called the SHOGUNATE. Mayasura will be put on pause for a while until I finish this, but I'll keep updating if there's any further bugs.

Spoiler
(https://i.imgur.com/cZlT7DP.png)
[close]
Title: Re: [0.95a] Mayasuran Navy 8.3.3
Post by: Iconoclast on April 07, 2021, 07:30:57 AM
So, there's this bug been going around that revolves around the AI using the Excalibur (M) crashing Starsector to desktop on unshielded ships. I've stealthily updated Mayasura with the fix, so go ahead and redownload!

I came to post about this but happy to see it already fixed
Title: Re: [0.95a] Mayasuran Navy 8.3.3
Post by: Vensalir on April 07, 2021, 08:59:57 AM
I've got a new faction in the works called the SHOGUNATE. Mayasura will be put on pause for a while until I finish this, but I'll keep updating if there's any further bugs.

Spoiler
(https://i.imgur.com/cZlT7DP.png)
[close]

Looking forward to it, those ships look amazing.
Title: Re: [0.95a] Mayasuran Navy 8.3.4
Post by: Knight Chase on April 07, 2021, 03:59:59 PM
Alright, quick patch; but it comes with so much more than just some SIMPLE fixes!

8.3.4
-Added OFFICIAL music made by Hanawub
This is HUGE, now when you encounter Mayasura in hostile, neutral or friendly terms, you'll get an absolute banger. I hope you enjoy it!
-Fixed Graphicslib issues that made you CTD
-Fixed Excalibur (M) crashing by firing on unshielded ships.

If you've got any thoughts about the music let me know!

Title: Re: [0.95a] Mayasuran Navy 8.3.4
Post by: frozentoes on April 07, 2021, 07:31:57 PM
This looks like it should be save-compatible with 8.3.3, yes?

I'm in the middle of a Mayasura-focused run right now! I want to hear the music!

Thanks for all the work.
Title: Re: [0.95a] Mayasuran Navy 8.3.4
Post by: Knight Chase on April 07, 2021, 07:37:53 PM
This looks like it should be save-compatible with 8.3.3, yes?

I'm in the middle of a Mayasura-focused run right now! I want to hear the music!

Thanks for all the work.
This is just 8.3.3 with music added on, it's save compatible!
Title: Re: [0.95a] Mayasuran Navy 8.3.4
Post by: N3V3R on April 07, 2021, 08:25:45 PM
anyone else have an issue with the Gryfalcon not broadsiding?
Title: Re: [0.95a] Mayasuran Navy 8.3.4
Post by: Knight Chase on April 08, 2021, 04:04:32 AM
anyone else have an issue with the Gryfalcon not broadsiding?
I have fixed this now by adjusting the arcs. With the medium energy now facing directly sideways instead of being conquest-style frontal energies, it's a lot more smoother in transitioning to the broadside. Patch is out now.
Title: Re: [0.95a] Mayasuran Navy 8.3.4 RC2
Post by: darkond2100 on April 08, 2021, 05:14:17 AM
The ships and weapons in your mod look beautiful, I'm looking forward to trying these! Thank you for updating!
Title: Re: [0.95a] Mayasuran Navy 8.3.4 RC2
Post by: N3V3R on April 08, 2021, 10:11:55 AM
awesome thx for the response your mod is amazing and i dont usually play without it xD just wanted to try that ship
Title: Re: [0.95a] Mayasuran Navy 8.3.4 RC2
Post by: N3V3R on April 08, 2021, 03:50:35 PM
just so you do know the issue were fixed with the ship working as intended
Title: Re: [0.95a] Mayasuran Navy 8.3.4 RC2
Post by: Hellya on April 09, 2021, 05:01:12 PM
Holy smokes! I downloaded my fav mod, this one, and gave it a go. With the games new dynamic I can't create a fleet that jives well. What are you guys finding works?
Title: Re: [0.95a] Mayasuran Navy 8.3.4 RC2
Post by: Knight Chase on April 12, 2021, 06:37:50 PM
(https://i.imgur.com/4gcTtA0.png)

So... I was playing with the Starliner (M) today and it was a bit too slow to use the default ACG loadout I used for it. I've given it the Winghead's infernium burn for ULTRA in your face action with a liner. This'll be in the next patch!
Title: Re: [0.95a] Mayasuran Navy 8.3.4 RC2
Post by: Inhilicon on April 14, 2021, 03:58:45 PM
Hey, I've noticed the Excalibur (M)'s ship system, Variable Ammo has no description. At least not in the codex. Thought you might want to know!

EDIT: This is only when I look at the ship. When looking at the ship system alone in the codex, it has the proper description. Very odd.
Title: Re: [0.95a] Mayasuran Navy 8.3.4 RC2
Post by: Hellya on April 15, 2021, 09:06:37 PM
Is there a way to shut off starting with the colony in Nex? I asked there and they said it was  feature of this mod.
Title: Re: [0.95a] Mayasuran Navy 8.3.4 RC2
Post by: speeder on April 16, 2021, 10:01:31 AM
You can immediately give away the colony.

When you start as Mayasuran in Nex, you start with a comission, and as "governor" of the colony.

You can talk with the colony administrator on the comms screen, and "give" back the colony.

Not sure why you would do that though, they risk getting wiped out early without you having a chance to learn all blueprints and whatnot.

EDIT: repleid the guy question and forgot to post what I wanted to post :P


So I wanted to know if the mod now will use the new features to let you actually play out the mod tagline, for example some conversations with characters about terraforming, maybe interaction with the other terraforming mods and giving you rewards if you fix the planet, maybe a supership if you wipe out luddic path, etc...
Title: Re: [0.95a] Mayasuran Navy 8.3.4 RC2
Post by: Hellya on April 16, 2021, 03:31:32 PM
You can immediately give away the colony.

When you start as Mayasuran in Nex, you start with a comission, and as "governor" of the colony.

You can talk with the colony administrator on the comms screen, and "give" back the colony.

Not sure why you would do that though, they risk getting wiped out early without you having a chance to learn all blueprints and whatnot.

EDIT: repleid the guy question and forgot to post what I wanted to post :P


So I wanted to know if the mod now will use the new features to let you actually play out the mod tagline, for example some conversations with characters about terraforming, maybe interaction with the other terraforming mods and giving you rewards if you fix the planet, maybe a supership if you wipe out luddic path, etc...

Thanks for the answer. They give you all the blueprints when you start, do they not?
Title: Re: [0.95a] Mayasuran Navy 8.3.4 RC2
Post by: speeder on April 16, 2021, 06:01:51 PM
They give you a lot of them, not sure if it is all of them. Not  sure if you can get more superships if you quit the faction.  (wlel, not even sure if superships exist...)
Title: Re: [0.95a] Mayasuran Navy 8.3.4 RC2
Post by: Ruddygreat on April 19, 2021, 07:17:01 AM
Holy smokes! I downloaded my fav mod, this one, and gave it a go. With the games new dynamic I can't create a fleet that jives well. What are you guys finding works?
while I dont have a full mayasuran fleet, ive found this to be ruinously effective against damn near anything

also, what's that phase mokarran looking thing in the ship image, and how do i get one?
(https://media.discordapp.net/attachments/420339073832714241/833707205327847434/unknown.png?width=654&height=534)
Title: Re: [0.95a] Mayasuran Navy 8.3.4 RC2
Post by: Hellya on April 19, 2021, 06:41:04 PM
Holy smokes! I downloaded my fav mod, this one, and gave it a go. With the games new dynamic I can't create a fleet that jives well. What are you guys finding works?
while I dont have a full mayasuran fleet, ive found this to be ruinously effective against damn near anything

also, what's that phase mokarran looking thing in the ship image, and how do i get one?
(https://media.discordapp.net/attachments/420339073832714241/833707205327847434/unknown.png?width=654&height=534)

Thanks, why didn't I think of that?! I mean it is pretty much up there with my Doom, Hyperion, Medusa, Tempest builds.
Title: Re: [0.95a] Mayasuran Navy 8.3.4 RC2
Post by: Dexamethasone on April 21, 2021, 10:57:44 AM
Are you Indian? How do you know so much about story of Mayasur and Arjun?
Title: Re: [0.95a] Mayasuran Navy 8.3.4 RC3
Post by: Knight Chase on April 21, 2021, 12:12:37 PM
8.3.4 RC3
-Updated Zygaena sprite
-Changed Starliner (M)'s ship system from shuttlepod escort to infernium burn
This is a huge buff, this now encourages a short range albeit extremely dangerous playstyle involving the Starliner (M). With assault chainguns blazing, you can now get in range of most ships and alpha strike them with the Orbital Howitzer.
-Removed Starliner (MMA), Nebula (MMA), Mudskipper (MMA)/Shuttlepods
Didn't really use them.

Should be good for RC14 for Starsector, I've removed some of the auxiliary ships, but unless you had those ships in your campaign save, you should be fine compatibility-wise.
Title: Re: [0.95a] Mayasuran Navy 8.3.4 RC3
Post by: okj on April 21, 2021, 01:17:41 PM
I have a question, how does one acquire a Zygaena? There is supposedly no bp for it (i don't see the rare_bp tag) and Mayasuran don't have the bp either, so they don't have it in store. Am i missing something?
Title: Re: [0.95a] Mayasuran Navy 8.3.4 RC3
Post by: N3V3R on April 21, 2021, 02:05:24 PM
Is the Sarissa too good? so im using the sarissa(m) and outfitted it with 1x twin hexafire (from diable) / 2x hexafire / 2 winee EMPR / 2x sabot SRM / 2x atripos (might change these) / 2x LR PD (will switch to PD) / 2x ferox and the thing can easily kill any ship at the same DP cost
Title: Re: [0.95a] Mayasuran Navy 8.3.4 RC3
Post by: giganticats on April 21, 2021, 02:51:32 PM
update causes a crash when starting i noticed, when i reverted it back to the mods previous update it didnt crash when loading
Title: Re: [0.95a] Mayasuran Navy 8.3.4 RC3
Post by: giganticats on April 21, 2021, 03:03:43 PM
update causes a crash when starting i noticed, when i reverted it back to the mods previous update it didnt crash when loading

the error is "Fatal: Ship hull spec [MMS_Shuttlepod] not found!"
Title: Re: [0.95a] Mayasuran Navy 8.3.4 RC3
Post by: Grindfather on April 21, 2021, 04:05:09 PM
Bump.

Getting the same crash with error "Fatal: Ship hull spec [MMS_Shuttlepod] not found!"
Title: Re: [0.95a] Mayasuran Navy 8.3.4 RC3
Post by: Knight Chase on April 21, 2021, 04:32:11 PM
update causes a crash when starting i noticed, when i reverted it back to the mods previous update it didnt crash when loading

the error is "Fatal: Ship hull spec [MMS_Shuttlepod] not found!"

Bump.

Getting the same crash with error "Fatal: Ship hull spec [MMS_Shuttlepod] not found!"

The patch notes read that Shuttlepods are removed, lads. If you didn't remove the entire folder before hand and replace it with a fresh extract; there would be no problem. Secondly, I've removed all traces of the Mayasuran shuttlepod from the game, those were only used on the Starliner (M), Starliner (MMA), Nebula (MMA) and Mudskipper (MMA). Since the Starliner (M) uses infernium burn instead of shuttlepod escort, there should also be no problem. Lastly, I did say these would break saves; I apologize.
Title: Re: [0.95a] Mayasuran Navy 8.3.4 RC3
Post by: DerkaDur on April 26, 2021, 09:57:40 AM
Hey there, wondering if there's a way to find the Javanicus(M) in the hull data folder? Still running the 0.9.1a version if that makes a difference.
Title: Re: [0.95a] Mayasuran Navy 8.3.4 RC3
Post by: Knight Chase on April 26, 2021, 12:45:02 PM
Hey there, wondering if there's a way to find the Javanicus(M) in the hull data folder? Still running the 0.9.1a version if that makes a difference.
It's not a hull, it's a .skin file.
Title: Re: [0.95a] Mayasuran Navy 8.3.4 RC3
Post by: DerkaDur on April 26, 2021, 02:50:48 PM
Hey there, wondering if there's a way to find the Javanicus(M) in the hull data folder? Still running the 0.9.1a version if that makes a difference.
It's not a hull, it's a .skin file.


Ok, is there a way to find all the edit options i'd get from a ship data spreadsheet? I can see the ordnance points, but is there a way to see the armor or max speed?
Title: Re: [0.95a] Mayasuran Navy 8.3.4 RC3
Post by: Knight Chase on April 26, 2021, 09:24:41 PM
Hey there, wondering if there's a way to find the Javanicus(M) in the hull data folder? Still running the 0.9.1a version if that makes a difference.
It's not a hull, it's a .skin file.


Ok, is there a way to find all the edit options i'd get from a ship data spreadsheet? I can see the ordnance points, but is there a way to see the armor or max speed?
With a skin, you can only adjust certain stats. Your best bet would be to edit the base hull in the .csv
Title: Re: [0.95a] Mayasuran Navy 8.3.4 RC3
Post by: qinta on April 27, 2021, 07:05:55 AM
 am experiencing a bug with the current version of Mayasura (8.3.4 RC3) and Nexelerin (0.10.0e). Nexelerin seems to be overriding Mayasura's relations with all vanilla factions, setting them all to neutral. I tested with only Mayasura and Nexelerin enabled, plus required libraries. I tried a couple other factions one at a time with Nex, and their relations don't seem to be overridden, so it appears to just be an issue between Mayasura and Nexelerin.
Title: Re: [0.95a] Mayasuran Navy 8.3.4 RC3
Post by: DerkaDur on April 27, 2021, 08:31:33 AM
Hey there, wondering if there's a way to find the Javanicus(M) in the hull data folder? Still running the 0.9.1a version if that makes a difference.
It's not a hull, it's a .skin file.


Ok, is there a way to find all the edit options i'd get from a ship data spreadsheet? I can see the ordnance points, but is there a way to see the armor or max speed?
With a skin, you can only adjust certain stats. Your best bet would be to edit the base hull in the .csv

Ok got it, thanks  :)
Title: Re: [0.95a] Mayasuran Navy 8.3.4 RC3
Post by: Luck0318 on April 27, 2021, 11:53:12 AM
Hi there, i got the following error: any idea what could it be?


26874 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy (data\hulls\skins\MSS_Shuttlepod_Mud.skin)]
26948 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [MSS_Shuttlepod] not found!
java.lang.RuntimeException: Ship hull spec [MSS_Shuttlepod] not found!
   at com.fs.starfarer.loading.M.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.ShipHullSpecLoader.new(Unknown Source)
   at com.fs.starfarer.loading.ShipHullSpecLoader.Ó00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.public(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.95a] Mayasuran Navy 8.3.4 RC3
Post by: ApolloStarsector on April 28, 2021, 11:35:01 AM
Love the absolute banger soundtracks, especially the hostile one. In fact, I copied it and renamed it "faction_generic_market_01_neutral_var02.ogg" and inserted it into the music.bin in my core folder, just so I could hear it more often. In any case, just wanted to show my appreciation for this excellent mod.
Title: Re: [0.95a] Mayasuran Navy 8.3.4 RC3
Post by: RedScorpion on April 28, 2021, 06:43:07 PM
am experiencing a bug with the current version of Mayasura (8.3.4 RC3) and Nexelerin (0.10.0e). Nexelerin seems to be overriding Mayasura's relations with all vanilla factions, setting them all to neutral. I tested with only Mayasura and Nexelerin enabled, plus required libraries. I tried a couple other factions one at a time with Nex, and their relations don't seem to be overridden, so it appears to just be an issue between Mayasura and Nexelerin.

My anecdotal experience is similar, though I've found they get replaced with the expected relations after about two months (hegemony hate them, etc.). Playing commissioned/governor under Mayasura through Nex's setup. Currently pretty much everyone is at war with them (doing starfarer as well), trying to invade. Good times  :)
Title: Re: [0.95a] Mayasuran Navy 8.3.4 RC3
Post by: Perq on May 10, 2021, 12:31:35 AM
Love the absolute banger soundtracks, especially the hostile one. In fact, I copied it and renamed it "faction_generic_market_01_neutral_var02.ogg" and inserted it into the music.bin in my core folder, just so I could hear it more often. In any case, just wanted to show my appreciation for this excellent mod.

While I like the music itself I don't think that it fits as a background music. Compared to base game it sticks out too much. That is not how "game music" is made, at least not one that is supposed to be faction flavor/theme.     
I like the mod itself (the ships are very creative and actually useful), but the moment I run into any Mayasuran fleet/station I want to take my headphones off. It has waaaaaaaaaaay too much base and is way too fast/energetic for background music, which (sadly) makes it annoying for me. :(
Title: Re: [0.95a] Mayasuran Navy 8.3.4 RC3
Post by: envenger on May 13, 2021, 10:25:16 AM
How do i get the phaseships? I couldn't find it in the starting mods given to me.
Title: Re: [0.95a] Mayasuran Navy 8.3.4 RC3
Post by: Warnoise on May 15, 2021, 09:30:25 AM
I stumbled upon one of the mayasuran ships, the Moa-class Cruiser.

That thing is OP as hell bro xD

Has insane weaponry, insane defense (8 small energy) and insane offense (2large energy, 2 medium ballistic, 1 medium missile and 1 medium hybrid) and to top it off fortress shield and all that for 25dp?

This is a capital ship in a cruiser package
Title: Re: [0.95a] Mayasuran Navy 8.3.4 RC3
Post by: Hellya on May 15, 2021, 10:40:27 AM
I stumbled upon one of the mayasuran ships, the Moa-class Cruiser.

That thing is OP as hell bro xD

Has insane weaponry, insane defense (8 small energy) and insane offense (2large energy, 2 medium ballistic, 1 medium missile and 1 medium hybrid) and to top it off fortress shield and all that for 25dp?

This is a capital ship in a cruiser package

And yet, the champion is still a better package. You will get this when you use that ship a bit. I actually don't use. I pretty much play Mayasuran exclusively. Lets just say it blows up really easy and doesn't really bring more heat do to flux capping out.
Title: Re: [0.95a] Mayasuran Navy 8.3.4 RC3
Post by: Knight Chase on July 01, 2021, 03:14:51 AM
Look forward to an update this week!

I've got some stuff planned, haha.
Spoiler
(https://i.imgur.com/CdxrPuQ.png)
[close]
Title: Re: [0.95a] Mayasuran Navy 8.3.4 RC3
Post by: BigBeans on July 01, 2021, 07:03:09 AM
Look forward to an update this week!

I've got some stuff planned, haha.
Spoiler
(https://i.imgur.com/CdxrPuQ.png)
[close]

New boat looks nice  :)
Title: Re: [0.95a] Mayasuran Navy 8.3.5
Post by: Knight Chase on July 01, 2021, 10:45:05 PM
GET EXCITED FOR A NEW CAPITAL FOR THE MAYASURANS, THE SKYBREAK!


8.3.5
-Returned the Mokarran's frontal composite medium hardpoint mounts
This how the Mokarran originally was like, it's fitting to be returned back to normal.
-Added Skybreak (M)
A Nia and Luzaitis special, but you'll enjoy my rendition with its Infernium Burn!

Spoiler
(https://i.imgur.com/HgmYzGD.png)
[close]

EDIT; I actually left a shogunate variant in there, please redownload if you've downloaded 2 hours from this post!

Title: Re: [0.95a] Mayasuran Navy 8.3.4 RC3
Post by: Nia Tahl on July 01, 2021, 10:50:45 PM
Look forward to an update this week!

I've got some stuff planned, haha.
Spoiler
(https://i.imgur.com/CdxrPuQ.png)
[close]

New boat looks nice  :)

thx
Title: Re: [0.95a] Mayasuran Navy 8.3.5
Post by: Damienov on July 02, 2021, 03:03:02 AM
you might just forgot this, but the link to download at the bottom is not updated yet

(https://i.imgur.com/ks70WbM.png)
Title: Re: [0.95a] Mayasuran Navy 8.3.5
Post by: Knight Chase on July 02, 2021, 04:39:35 AM
you might just forgot this, but the link to download at the bottom is not updated yet

(https://i.imgur.com/ks70WbM.png)
Thank you, I fixed it!
Title: Re: [0.95a] Mayasuran Navy 8.3.5
Post by: Jade Tendency on July 02, 2021, 07:11:12 AM
How bad will it break my saves?
Title: Re: [0.95a] Mayasuran Navy 8.3.5
Post by: Knight Chase on July 02, 2021, 01:05:47 PM
How bad will it break my saves?
Not at all, I just added ships, didn't remove anything.
Title: Re: [0.95a] Mayasuran Navy 8.3.5
Post by: ASSIMKO on July 05, 2021, 04:07:14 AM
Save compatible?
Title: Re: [0.95a] Mayasuran Navy 8.3.5
Post by: Malorn on September 01, 2021, 08:21:31 AM
Hmm, I'm getting a crash that I'm pretty sure is Mayasuran related. I think this because it always happens when I am inside the Mayasura system, and in several cases I've observed it to occur when the Mayasuran navy engages an enemy. My guess is that it is trying to load one of the ships, but failing in some way.

Spoiler
7563678 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ArrayIndexOutOfBoundsException: -1
java.lang.ArrayIndexOutOfBoundsException: -1
   at java.util.ArrayList.elementData(Unknown Source)
   at java.util.ArrayList.get(Unknown Source)
   at com.fs.starfarer.api.plugins.impl.CoreAutofitPlugin.doFit(CoreAutofitPlugin.java:464)
   at com.fs.starfarer.api.impl.campaign.fleets.DefaultFleetInflater.inflate(DefaultFleetInflater.java:422)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.createFleetTooltip(Unknown Source)
   at com.fs.starfarer.campaign.E.o00000(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

If I manage to leave the system rapidly enough after loading the game, the error doesn't occur, but if I repeat my prior actions, or simply stay in the system, it's a very consistent error.

This is the only faction mod I am using, and it is up to date. I really enjoy the balance and design of the mod, so I am hoping not to have to remove it when I start a new game.
Title: Re: [0.95a] Mayasuran Navy 8.3.5
Post by: Ruddygreat on September 01, 2021, 09:08:27 AM
Hmm, I'm getting a crash that I'm pretty sure is Mayasuran related. I think this because it always happens when I am inside the Mayasura system, and in several cases I've observed it to occur when the Mayasuran navy engages an enemy. My guess is that it is trying to load one of the ships, but failing in some way.

Spoiler
7563678 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ArrayIndexOutOfBoundsException: -1
java.lang.ArrayIndexOutOfBoundsException: -1
   at java.util.ArrayList.elementData(Unknown Source)
   at java.util.ArrayList.get(Unknown Source)
   at com.fs.starfarer.api.plugins.impl.CoreAutofitPlugin.doFit(CoreAutofitPlugin.java:464)
   at com.fs.starfarer.api.impl.campaign.fleets.DefaultFleetInflater.inflate(DefaultFleetInflater.java:422)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.createFleetTooltip(Unknown Source)
   at com.fs.starfarer.campaign.E.o00000(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

If I manage to leave the system rapidly enough after loading the game, the error doesn't occur, but if I repeat my prior actions, or simply stay in the system, it's a very consistent error.

This is the only faction mod I am using, and it is up to date. I really enjoy the balance and design of the mod, so I am hoping not to have to remove it when I start a new game.

this is a vanilla bug with spawning s-modded fleets, get away from the system for a while and the fleet'll eventually despawn
Title: Re: [0.95a] Mayasuran Navy 8.3.5
Post by: Malorn on September 01, 2021, 11:59:54 AM
this is a vanilla bug with spawning s-modded fleets, get away from the system for a while and the fleet'll eventually despawn

Is there a way to alter files to exclude s-modded fleets, then? Normally I would be happy to just work around a rare bug, but this is starting to occur more and more often as time goes on. The Marasurans are expanding, which I suspect is the reason this is happening more and more often. At this rate I am going to have to stop playing this save and start a new game.

Alternatively, could you point me at where this bug was discussed, so I could gather some more information there?

Title: Re: [0.95a] Mayasuran Navy 8.3.5
Post by: Palaiologos on September 05, 2021, 05:31:26 AM
Great mod there! Loved the vanilla style aesthetics. One thing though, would you consider changing the drone system of the Argentavis into a build-in LPC?
Title: Re: [0.95a] Mayasuran Navy 8.3.5
Post by: Steamzhou on September 13, 2021, 09:59:33 PM
Best RolePlay mod so far (More ship and weapons plz plz plz)
Title: Re: [0.95a] Mayasuran Navy 8.3.5
Post by: geminitiger on September 18, 2021, 07:10:58 AM
The Marasurans are expanding, which I suspect is the reason this is happening more and more often. At this rate I am going to have to stop playing this save and start a new game.

I find this odd, they only have 1 planet and no orbital station, they always get wrecked in a couple months in my games.
Title: Re: [0.95a] Mayasuran Navy 8.3.5
Post by: MrMagolor on September 19, 2021, 11:32:02 AM
Found a bug(?): the Stormhawk fighter bays do not count as normal ones (at least on the Nebulosa (SR)), so you cannot install Expanded Deck Crew.
Title: Re: [0.95a] Mayasuran Navy 8.3.5
Post by: Godvana on September 20, 2021, 06:18:34 AM
I think the Mayasurans might need a early game buff, they always get steamrolled by Hegemony
Title: Re: [0.95a] Mayasuran Navy 8.3.5
Post by: geminitiger on September 21, 2021, 12:59:48 AM
I think the Mayasurans might need a early game buff, they always get steamrolled by Hegemony
I thought that about Exhaulted but this game they are doing great, Mayasurans never have a problem in my games either. Sometimes factions do just get hosed before they get started, especially the in Varya's Sector.  ;D


Really love this mod, the ships and faction fit right into the game seamlessly, one of my top2 faction mods. (I think both this and VIC are 10/10 mods)
Title: Re: [0.95a] Mayasuran Navy 8.3.5
Post by: Godvana on September 22, 2021, 05:53:20 AM
I think you're probably right on VS being the issue, I think the Hegemony is a little too strong.
Title: Re: [0.95a] Mayasuran Navy 8.3.5
Post by: DownTheDrain on September 22, 2021, 06:42:25 AM
I think you're probably right on VS being the issue, I think the Hegemony is a little too strong.

I don't think VS is the main issue.
I don't use it and the Mayasurans never amount to anything in my games unless I personally help them out. They start with a single planet and powerful enemies so that shouldn't come as much of a surprise.

Lovely ships though...
Title: Re: [0.95a] Mayasuran Navy 8.3.5
Post by: Knight Chase on September 27, 2021, 10:36:59 PM
EXPECT AN UPDATE THIS WEEK; Mayasura will be known as the BIG gun faction.
Spoiler
(https://i.imgur.com/x3URGby.png)

(https://i.imgur.com/ykkAemr.png)
[close]
Title: Re: [0.95a] Mayasuran Navy 8.3.5
Post by: Knight Chase on September 27, 2021, 10:56:26 PM
Found a bug(?): the Stormhawk fighter bays do not count as normal ones (at least on the Nebulosa (SR)), so you cannot install Expanded Deck Crew.
Haha, not a bug. Kind of intended, since it's a conversion like the converted hangars hullmod, you get fighter bays but they really aren't standard since I add them through a skin. I've added the same hullmod to the Nebulosa (M) so look forward to that.

I think the Mayasurans might need a early game buff, they always get steamrolled by Hegemony
I thought that about Exhaulted but this game they are doing great, Mayasurans never have a problem in my games either. Sometimes factions do just get hosed before they get started, especially the in Varya's Sector.  ;D


Really love this mod, the ships and faction fit right into the game seamlessly, one of my top2 faction mods. (I think both this and VIC are 10/10 mods)


Awww thank you. I'm pretty proud of Astarat for making VIC such a nice mod. I made a couple of the fighters for the faction as well.

Great mod there! Loved the vanilla style aesthetics. One thing though, would you consider changing the drone system of the Argentavis into a build-in LPC?

Not sure, the drone system is meant to have it soak up damage for you on the very tip of your front hull when your shields are down. Making it an LPC would mean adding a deck and it's meant to be more like a fully armored chunky destroyer.

One last thing, if you have any opinions about ship balance etc, post em. I'm looking to buff some ships back to usefulness instead of retiring them.
Title: Re: [0.95a] Mayasuran Navy 8.3.5
Post by: Godvana on September 29, 2021, 10:48:20 PM
Looking forward to the new update, definitely in my top 3 faction mods along with Kadur Remnant and Tiandong.

Ship balance wise I feel like the Argentavis is a little to expensive for what it does, it seems to suffer with flux shortages with 4 medium guns, its elongated shape makes it hard to avoid damage which further compounds on to the aforementioned flux issues and with a cost of 15 id rather just have a light cruiser in its place like the Falcon or the Tahlan Phoca, both of which cost the same. Just seems like it has a bit of an identity crisis; to big to function as a destroyer, too small to function as a cruiser. But that's just my opinion.
Title: Re: [0.95a] Mayasuran Navy 8.3.5 RC2
Post by: Knight Chase on October 02, 2021, 10:59:10 PM
When you hear those cannons go boom..

(https://i.imgur.com/nDsFoP2.jpg)

8.3.5 RC2
-Changed Skybreak's name to Skysplitter
-Changed Nebulosa (M)'s frontal large railgun to a deck, added Mega Ultraviolet Pulselaser.
This significant change in role will definitely change how you build the Nebulosa (M) along with giving it a very hefty gun and fighters to match.
-Changed Skysplitter's two front large mounts to the Avenger.
So, this change removes the modulars in exchange for the new gun, I hope you have fun with it!
-Added Invasion Mission that can be taken while under commission to take over the Lost Astropolis and Port Tse Station in the Mayasura system.
-Finally fixed relation bug in Nex, so you will be hostile to almost everyone and have allies with the persean league.
Title: Re: [0.95a] Mayasuran Navy 8.3.5 RC2
Post by: Nilands on October 03, 2021, 04:40:12 AM
Woo! I guess I like the idea of only Excalibur having the big cannon
Title: Re: [0.95a] Mayasuran Navy 8.3.5 RC2
Post by: Godvana on October 04, 2021, 02:59:03 AM
I just want to say, the Avenger is so much YES  ;D
Title: Re: [0.95a] Mayasuran Navy 8.3.5 RC2
Post by: DrTechman42 on October 04, 2021, 10:53:47 AM
Knight Chase, you've been asking for ship feedback, right? May I bring your attention to the Excalibur? I feel like something is wrong about it's flux dissipation. Even if you max out vents it cannot sustain continuous firing from the railgun. A ship that is built with a single weapon in mind is not capable of firing it without overloading. It just feels weird.

On a semi related note, I've talked to Alex on twitter and he says that he plans to remove the Ranged Mastery skill. And, considering the fact that Nebulosa now does not have it's railgun, how abot a specialised capital ship who's gimmick would be being as far from the enemy as possible? Mayasura is about big integrated guns now. So how about an even bigger gun than an Excalibur? With some fun low-scale side effects like in Superweapons Arsenal (physics going wild due to all the energy in play)? Maybe with a ship system like the Neutrino Corp. Jackhammer (you stay still, but get some damage and range boost for a small period of time)?

It's just a wish though, as I hate being close to the enemy. There is nothing noble in getting your crew get killed due to hull damage. Now that Nebulosa is different it's either using the Paragon as a flagship (no fun) or getting close and personal (ethical problems). Mostly what I'm asking for is to keep in mind a possible need for rebalance due to Ranged Mastery skill going out of the window.

Thanks for a great mod! May Mairaath be green again!
Title: Re: [0.95a] Mayasuran Navy 8.3.5 RC2
Post by: Knight Chase on October 04, 2021, 06:13:12 PM
Knight Chase, you've been asking for ship feedback, right? May I bring your attention to the Excalibur? I feel like something is wrong about it's flux dissipation. Even if you max out vents it cannot sustain continuous firing from the railgun. A ship that is built with a single weapon in mind is not capable of firing it without overloading. It just feels weird.

On a semi related note, I've talked to Alex on twitter and he says that he plans to remove the Ranged Mastery skill. And, considering the fact that Nebulosa now does not have it's railgun, how abot a specialised capital ship who's gimmick would be being as far from the enemy as possible? Mayasura is about big integrated guns now. So how about an even bigger gun than an Excalibur? With some fun low-scale side effects like in Superweapons Arsenal (physics going wild due to all the energy in play)? Maybe with a ship system like the Neutrino Corp. Jackhammer (you stay still, but get some damage and range boost for a small period of time)?

It's just a wish though, as I hate being close to the enemy. There is nothing noble in getting your crew get killed due to hull damage. Now that Nebulosa is different it's either using the Paragon as a flagship (no fun) or getting close and personal (ethical problems). Mostly what I'm asking for is to keep in mind a possible need for rebalance due to Ranged Mastery skill going out of the window.

Thanks for a great mod! May Mairaath be green again!

I personally don't think having a sniper ship be flux neutral while firing is balanced. You are shooting extremely high damage slugs for 2000+ damage, and as a sniper, taking your time between shots instead of spamming it should be key. Look to the Arjuna for having high DPS kinetic.

In regards to a sniper capital; there will be one in the works, but perhaps not in guns but missiles like an arsenal ship.

Also, the Avenger has 1000 range, it is a very CHUNKY and meaty gun. You will find its range with ITU to be satisfactory; it matches the thermal pulse cannon for damage and you shouldn't be dissatisfied with using it.
Title: Re: [0.95a] Mayasuran Navy 8.3.5 RC2
Post by: Szasz on October 07, 2021, 05:10:34 PM
Knight Chase, you've been asking for ship feedback, right? May I bring your attention to the Excalibur? I feel like something is wrong about it's flux dissipation. Even if you max out vents it cannot sustain continuous firing from the railgun. A ship that is built with a single weapon in mind is not capable of firing it without overloading. It just feels weird.

Spoiler
On a semi related note, I've talked to Alex on twitter and he says that he plans to remove the Ranged Mastery skill. And, considering the fact that Nebulosa now does not have it's railgun, how abot a specialised capital ship who's gimmick would be being as far from the enemy as possible? Mayasura is about big integrated guns now. So how about an even bigger gun than an Excalibur? With some fun low-scale side effects like in Superweapons Arsenal (physics going wild due to all the energy in play)? Maybe with a ship system like the Neutrino Corp. Jackhammer (you stay still, but get some damage and range boost for a small period of time)?

It's just a wish though, as I hate being close to the enemy. There is nothing noble in getting your crew get killed due to hull damage. Now that Nebulosa is different it's either using the Paragon as a flagship (no fun) or getting close and personal (ethical problems). Mostly what I'm asking for is to keep in mind a possible need for rebalance due to Ranged Mastery skill going out of the window.

Thanks for a great mod! May Mairaath be green again!
[close]

I personally don't think having a sniper ship be flux neutral while firing is balanced. You are shooting extremely high damage slugs for 2000+ damage, and as a sniper, taking your time between shots instead of spamming it should be key. Look to the Arjuna for having high DPS kinetic.

In regards to a sniper capital; there will be one in the works, but perhaps not in guns but missiles like an arsenal ship.

Also, the Avenger has 1000 range, it is a very CHUNKY and meaty gun. You will find its range with ITU to be satisfactory; it matches the thermal pulse cannon for damage and you shouldn't be dissatisfied with using it.

The Excalibur(M) feels quite balanced rn, probably a bit overvalued DP wise but it can be built flux neutral -even with shields up- with Flux Regulation (skill), max vents and Flux Distributor (hullmod) and it is a very capable fire support like that.
What's broken about it is the graphical glitch on dead entities that make it look like invisible plasma grenades are misfiring, the AIs tendency to ineffectively spam cluster ammo against shielded enemies (non-piloted Excalibur > non-piloted Excalibur(M) ), leading pip unchanged on the snail-like anti-matter shell and the missing system description. Oh and by a hair's breadth misses that repeatedly don't detonate. I can do that on an Atlas Mk.II on purpose but sadly it happens quite often even unintentionally. They tend to, however detonate prematurely near an untargeted enemy.

Sadly some Mayasuran ships are so OP starved I could not make anything out of them when I did a destroyer run.

I like how prototype phase cloak does not count towards Phase Corps' peak operating time, thus not reducing the bonus on my Harbinger.

edit: looky what I found

ps. Can you make plasma grenades work against phase ships? Sticks onto them, they go into p-space, fuse timer runs off aaand... nothing happens. - correction: they glitch the same as with dead targets and deal no damage

[attachment deleted by admin]
Title: Re: [0.95a] Mayasuran Navy 8.3.5 RC2
Post by: Godvana on October 07, 2021, 07:52:08 PM
More ship feedback, this time on the updated Nebulosa (M)

- I think its too strong for its OP cost, it gets the prime warship hullmod (better flux, better fighter refits, lower bomber cost, better armour), two fighters bays, and the excellent Avenger cannon only at the cost of 10 OP and a large missile slot. I would restrict the Avenger to the original Nebulosa firing arc (so it cant pass over the bridge) and drop one of the fighter slots.
- As much as I love it, I think the Avenger is also a little op. Personally I would bump its range down to 900. Seems fair considering how versatile it is (like the Mjolnir Cannon)
- Its also possible for me to fit the converted hangar hullmod on the Nebulosa (M), shouldn't be possible as it already has hangars.
Title: Re: [0.95a] Mayasuran Navy 8.3.5 RC2
Post by: Knight Chase on November 12, 2021, 04:08:10 AM
update SOON
Spoiler
(https://i.imgur.com/Ia9NDrL.png)
[close]
Title: Re: [0.95a] Mayasuran Navy 8.3.5 RC2
Post by: IonDragonX on November 12, 2021, 05:29:23 AM
update SOON
Spoiler
(https://i.imgur.com/Ia9NDrL.png)
[close]
Its a good sprite but my first impression was 'a hair crimper'.
Title: Re: [0.95a] Mayasuran Navy 8.3.5 RC2
Post by: Nuggnugg on November 12, 2021, 01:15:43 PM
Im doing my first run with a Mayasuran commission. It's alot of fun, but it doesent seem like the faction employs governors on their colonies (i did the start where you got governship over the main planet).
Is this normal or maybe there is some sort of compatability issue? It is annoying me more than it should :<
Title: Re: [0.95a] Mayasuran Navy 8.3.5 RC2
Post by: Kieck on November 17, 2021, 08:45:00 PM
How can I turn off the reputation override? I'd like to have nexerelin handle faction relations, and it appears they're overridden by a script.
Title: Re: [0.95a] Mayasuran Navy 8.3.5 RC2
Post by: Havoc on November 19, 2021, 01:16:43 PM
is eccm and rocket  skill working with plasmabombs from mako frigate?
the additional rockets hull mod works
Title: Re: [0.95a] Mayasuran Navy 8.3.5 RC2
Post by: Corelious on November 20, 2021, 05:13:11 PM
update SOON
Spoiler
(https://i.imgur.com/Ia9NDrL.png)
[close]

Bruhhhhhhhhhhhh dat aft tho
Title: Re: [0.95a] Mayasuran Navy 8.3.5 RC2
Post by: Havoc on December 07, 2021, 04:40:56 AM
hi. how to terraform Mayasura?
I would like to end my run with terraform of the planet.
I have some mods , but I think  gene lab is not for terraforming
Title: Re: [0.95a] Mayasuran Navy 8.3.5 RC2
Post by: eidolad on December 09, 2021, 08:16:36 PM
Skysplitter is a heck of a battlecruiser, exactly the dasher/killer I was looking for...and still has to careful of getting in over its head against other capital ships or cruiser groups.
Title: Re: [0.95a] Mayasuran Navy 8.3.5 RC2
Post by: Mikomikomiko on December 09, 2021, 10:31:02 PM
hi. how to terraform Mayasura?
I would like to end my run with terraform of the planet.
I have some mods , but I think  gene lab is not for terraforming

I used DIY Planets https://fractalsoftworks.com/forum/index.php?topic=17556.0

Took the Ice Giant neighbor, setup a water transport structure there, then built the receiving structure in Mairaath. From there, it's just a waiting game.
Title: Re: [0.95a] Mayasuran Navy 8.3.5 RC2
Post by: Knight Chase on December 10, 2021, 07:59:57 PM
So, I've decided to delay my patch of 0.95a and I'll be putting it towards the NEW Starsector patch. But for that to happen, I gotta wait for several libs to update first.
Title: Re: [0.95.1a] Mayasuran Navy 8.3.6
Post by: Knight Chase on December 12, 2021, 05:21:55 AM
The fated day has come...

8.3.6
-Changed Gyrfalcon from midline BP to Mayasura_W BP
-Finally fixed PL Revanchist claim on Mairaath
-Buffed Mithuna cargo capacity from 550 to 1200
-Lowered Avenger's range to 900 from 1000
-Lowered Avenger's firerate to 0.18 refire from 0.15
-Lowered Caliburnus firerate to 5 seconds from 3.5
-Lowered Caliburnus range to 1300 from 1600
-Lowered Caliburnus damage to 2000 from 2250
Title: Re: [0.95.1a] Mayasuran Navy 8.3.6
Post by: Killsode on December 12, 2021, 09:54:04 PM
Big boom cannon time :D
bit of a sidenote, but i just noticed the mayasura hammerhead's left medium mount is literally one more pixel to the left than it should be
Title: Re: [0.95.1a] Mayasuran Navy 8.3.6
Post by: Inhilicon on January 05, 2022, 03:29:07 PM
I love this mod. If ship blue, it good. The ships look great. Mayasurans and Stormhawks forever!
Title: Re: [0.95.1a] Mayasuran Navy 8.3.6
Post by: DecoyGrenadeOut on January 14, 2022, 09:04:04 PM
Is there any way I can get the Nebulosa (M) with the big railgun back?
Title: Re: [0.95.1a] Mayasuran Navy 8.3.6
Post by: Shadowkiller on January 15, 2022, 02:31:59 PM
1st off I would like to say that I absolutely love this mod. really enjoyed reclaiming the home System and brining life back to Mairaath.

But in the course of my game I realized that there is a major balancing issue with one of the ships. The Mako plasma bombers are insane!!! I built about 7 of them at the beginning of my game because I really liked the description and concept and im serious when I say these few ships wrought devastation and ruin to the enemies of Mayasura beyond imagining. They're fast enough to bounce around between onslaughts with the strike potential of capital ships, even when they get overloaded they're often able to get out of harm's way because they're so nimble. Their power is particularly obvious when they're put up against certain other modded ships, full fleets of Diable and O.R.A just die to only 7 makos. I've only seen them weak against fighters because they're the only ships that can keep up. The problem is exasperated with officers and bonuses from other mods as you can imagine.  I'm not really good with balancing so I'm not going to suggest any course of action, all i knows is these things wreak house.

[attachment deleted by admin]
Title: Re: [0.95.1a] Mayasuran Navy 8.3.6
Post by: Killsode on January 30, 2022, 07:46:19 PM
well, i'm not quite sure if its the invasion of mayasura, or of tibicena so i'll post this in both threads
actually this might be iron shell

Spoiler
189153 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  - Updating rebellion on Tibicena: day 40
189153 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Stability: 0.0
189153 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Initial force strengths: 216.70895, 176.6397
189153 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Government engagement strength: 17.24658
189153 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Rebel engagement strength: 12.068234
189154 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Updated force strengths: 216.36446, 175.51845
189154 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Conflict intensity: 25.545357
189379 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  - Updating rebellion on Mairaath: day 133
189379 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Stability: 0.0
189379 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Initial force strengths: 192.7756, 70.44268
189379 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Government engagement strength: 17.18594
189379 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Rebel engagement strength: 8.586287
189380 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Updated force strengths: 192.77628, 69.153404
189380 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Conflict intensity: 15.277426
189933 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager  - Added trade fleet route from Ailmar to Charon Processing Plant
190161 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel  - Created AnalyzeEntityMissionIntel: Domain-era Probe, faction: pirates
191017 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.intel.SystemBountyIntel  - Starting bounty at market [Lucifron], 1800 credits per frigate
191186 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.intel.SurveyPlanetMissionIntel  - Created SurveyPlanetMissionIntel: The Imp, faction: Hegemony
191314 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager  - Added trade fleet route from Citadel Arcadia to Korovin
192175 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager  - Added trade fleet route from Sivie to Kapteyn Starworks
192424 [Thread-3] INFO  exerelin.campaign.fleets.VultureFleetManager  - Dangerous fleet count: 3
192424 [Thread-3] INFO  exerelin.campaign.fleets.VultureFleetManager  - Dangerous fleet count: 3
192491 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  - Updating rebellion on Tibicena: day 41
192491 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Stability: 0.0
192491 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Initial force strengths: 216.36446, 175.51845
192491 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Government engagement strength: 16.493303
192491 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Rebel engagement strength: 14.948279
192491 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Updated force strengths: 215.69429, 174.61653
192491 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Conflict intensity: 25.432617
192727 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  - Updating rebellion on Mairaath: day 134
192727 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Stability: 0.0
192727 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Initial force strengths: 192.77628, 69.153404
192727 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Government engagement strength: 15.048723
192727 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Rebel engagement strength: 6.8622236
192727 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Updated force strengths: 192.84248, 67.991646
192727 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Conflict intensity: 15.132206
193653 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel  - Created AnalyzeEntityMissionIntel: Domain-era Probe, faction: Hegemony
193831 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager  - Added trade fleet route from Port Tse Franchise Station to Cydonia
194066 [Thread-3] INFO  exerelin.campaign.intel.groundbattle.GBUtils  - Setting garrison damage for Tibicena: 0.283
194072 [Thread-3] INFO  sound.public  - Cleaning up music with id [campaign_music_part_2_v28.ogg]
194081 [Thread-7] INFO  sound.public  - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
194356 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
194356 [Thread-9] INFO  sound.OooO  - Playing music with id [miscallenous_corvus_campaign_music.ogg]
194454 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: java.lang.Math.floorDiv(II)I
java.lang.NoSuchMethodError: java.lang.Math.floorDiv(II)I
   at data.scripts.eis_modPlugin$MarketCheckTariffs4.reportEconomyMonthEnd(eis_modPlugin.java:514)
   at com.fs.starfarer.campaign.CampaignEngine.reportEconomyMonthEnd(Unknown Source)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfMonthStuff(Unknown Source)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.95.1a] Mayasuran Navy 8.3.6
Post by: Farya on February 06, 2022, 04:00:55 AM
Could you please possibly make MM and SH variants of your ships rarely appear on Hegemony/Persean markets should there be no Varya's Sector installed? Ships are very nice but you can only console command them or find a blueprint for one somehow.
Title: Re: [0.95.1a] Mayasuran Navy 8.3.6
Post by: Knight Chase on February 06, 2022, 05:50:11 PM
Could you please possibly make MM and SH variants of your ships rarely appear on Hegemony/Persean markets should there be no Varya's Sector installed? Ships are very nice but you can only console command them or find a blueprint for one somehow.
Wouldn't make sense for them to appear on non Vayra faction markets. However, I might be able to get away with occasionally putting them in Mairaath's market.
Title: Re: [0.95.1a] Mayasuran Navy 8.3.6
Post by: Knight Chase on February 06, 2022, 05:53:53 PM
Also, I promise a big boy update this month. New ship(s), weapons and skins for my existing ships so stuff like the Loyalist (M) and a modular variant of the Nebulosa. Which will have options like the classic railgun, avenger, etc.
Title: Re: [0.95.1a] Mayasuran Navy 8.3.6
Post by: FreonRu on February 21, 2022, 06:22:29 AM
Good day.

With each new game with the nexerelin mod, my Mayasura faction is destroyed literally in the first year (mainly by the Hegemony). How to secure Mayasura from this? How about joining Mayasura with someone in an alliance, for example with any of the opponents of the Hegemony?
Title: Re: [0.95.1a] Mayasuran Navy 8.3.6
Post by: Melcyna on February 21, 2022, 07:00:53 AM
They already are I think? With the Persean League iirc, but not sure how much this helps them at the early part of a game because that's where they are the most vulnerable.

They basically have only 1 world (with no starbase at that at the start) and they are immediately up against the Hegemony and the Luddic Church which can at times result in a literal back to back raid, invasion or worse... raid AND invasion from both (sometimes both coming at overlapping time so it's a literal party with 2-3 hostile invasion + raid fleet all massacring the system's meager defenders which cannot pose much of a resistance even with the elite guard HQ)

If they by luck survive this early phase though, they usually can more or less defend themselves reasonably... and if they managed to successfully colonize another place, that usually secure their safety.

If I am playing as the Mayasuran myself, I guarantee their survival by basically rushing to get the hammerhead BC (Mokarran I think?), which is probably still one of the best capital ship that the Mayasuran have due to the combination of high maneuverability (with the system active it literally can turn to face a frigate coming from the rear in seconds and it allows you to move fast enough to stay out of effective range of most other capital ship) and massed frontal facing firepower most of it located right at the front of the ship which gives it a reasonable range advantage (which is absolutely needed to kill the massive number of capital ships that you can end up having to fight) and a battlestation at least on the main planet to help defend it from the numerous fleet coming at it.

In one of my playthrough, with the battlestation and my BC essentially parked next to it, I had to repel 4 invasion + raid fleet almost back to back from Hegemony and Luddic Church, with just enough time gap in between fight and their fleet's travel time (+ they waste time chase after the puny defense fleet) to repair my fleet. Usually by the point the Battlestation is up, and if I have the BC ready in time... I am reasonably confident that no matter how many fleet the Hegemony and Luddic Church throw at the planet... I can fight them off.
Title: Re: [0.95.1a] Mayasuran Navy 8.3.6
Post by: TinchoX on March 02, 2022, 01:27:00 AM
Hello! Did you release 8.3.6 already?? Because the download link says 8.3.6 but the file inside is 8.3.5 or so it says so in the mod_info.json
Looking forward for the latest version!
Title: Re: [0.95.1a] Mayasuran Navy 8.3.6
Post by: Nameless on March 21, 2022, 02:25:15 PM
They already are I think? With the Persean League iirc, but not sure how much this helps them at the early part of a game because that's where they are the most vulnerable.

They basically have only 1 world (with no starbase at that at the start) and they are immediately up against the Hegemony and the Luddic Church which can at times result in a literal back to back raid, invasion or worse... raid AND invasion from both (sometimes both coming at overlapping time so it's a literal party with 2-3 hostile invasion + raid fleet all massacring the system's meager defenders which cannot pose much of a resistance even with the elite guard HQ)

All playthroughs I have to end up gifting them systems in order for them to survive. I think their base system can really use some upgrade and strengthening as a whole.
Title: Re: [0.95.1a] Mayasuran Navy 8.3.6
Post by: Daynen on March 30, 2022, 11:26:35 PM
I just docked at a mayasuran port for maybe the first time; I've had them installed for awhile but I think I just never actually landed at one of their planets...

and HOT DAMN that port music, son!  Had me doin' stank face, nodding along and ALL that ***.  WOO, that's some thousand-and-one-Arabian-nightclubs-worthy beats, bro.  Mayasurans can hang with me anytime.
Title: Re: [0.95.1a] Mayasuran Navy 8.3.6
Post by: Obsidian Actual on March 31, 2022, 01:01:32 AM
Mayasurans can hang with me anytime.

Careful what you post on the comms network, spacer. You wouldn't want to be flagged on one of COMSEC's watchlists now, would you?

In all seriousness, it's not everyday you find a faction mod -- and a good one at that -- with a custom Nexerelin start which grants you a free colony.
Title: Re: [0.95.1a] Mayasuran Navy 8.3.6
Post by: WMGreywind on March 31, 2022, 11:34:43 AM
Quote from: Obsidian Actual link=topic=13239.msg362080#msg362080
In all seriousness, it's not everyday you find a faction mod -- and a good one at that -- with a custom Nexerelin start which grants you a free colony.

That honestly is my favorite part of Mayasura's Nexerelin start. Truly makes us the instrument of the Mayasuran Phoenix's revival.
Title: Re: [0.95.1a] Mayasuran Navy 8.3.6
Post by: DrTechman42 on April 19, 2022, 05:45:32 AM
Knight Chase, is everything alright? Haven't heard anything from you for the last couple of months and these months were rough to say the least. Hope you are doing well.
Title: Re: [0.95.1a] Mayasuran Navy 8.3.6
Post by: Knight Chase on April 30, 2022, 10:46:52 AM
Knight Chase, is everything alright? Haven't heard anything from you for the last couple of months and these months were rough to say the least. Hope you are doing well.
Not dead yet!
I've recently been on some super long vacations; so no time for modding or streaming, but I'm alive.

I've got a couple ships that I'm working on and I've been looking at the blogposts as well for inspiration, so look forward to it!
Title: Re: [0.95.1a] Mayasuran Navy 8.3.6
Post by: DrTechman42 on May 02, 2022, 12:15:21 AM
Not dead yet!
We are this close to such a phrase not being a joke. What a time to be alive...
Title: Re: [0.95.1a] Mayasuran Navy 8.3.6
Post by: Knight Chase on May 30, 2022, 05:52:52 AM
Hiya gamers, I've got some ART to show from the lovely MirageComedy!

https://imgur.com/a/4j2W6LP (https://imgur.com/a/4j2W6LP)

Also, I plan on releasing the update sometime next month. I'm doing some polish on a couple new ships and possibly looking into adjusting a couple others. Let me know if you like the art, got any feedback on ships; I can address anything.


Spoiler
(https://i.imgur.com/6Wh3UDE.png)
(https://i.imgur.com/naL0lql.png)
[close]
Title: Re: [0.95.1a] Mayasuran Navy 8.3.6
Post by: nukularpower on May 31, 2022, 09:01:07 AM
Looking forward to the update - that ship looks nifty!
Title: Re: [0.95.1a] Mayasuran Navy 8.3.6
Post by: rawkhawklives on June 08, 2022, 02:47:12 AM
Hi, I am working on making some strikecraft, and was wondering if it was okay for me to tinker with your Viper and upgrade it into a player-controlled strikecraft with updated livery and loadout to be released as a mini-mod expansion, possibly alongside an A-Wing and Y-wing Strikecraft. Full credit to you for your splendid work, of course. I was inspired by the person who made the Plunderin Strikecraft mod for Roiders, which is a series of Strikecraft modifications of vanilla and Roider wings. No hard feelings if its a no, I'm gonna have to learn spriting eventually.
Title: Re: [0.95.1a] Mayasuran Navy 8.3.6
Post by: Knight Chase on June 08, 2022, 04:05:10 AM
Hi, I am working on making some strikecraft, and was wondering if it was okay for me to tinker with your Viper and upgrade it into a player-controlled strikecraft with updated livery and loadout to be released as a mini-mod expansion, possibly alongside an A-Wing and Y-wing Strikecraft. Full credit to you for your splendid work, of course. I was inspired by the person who made the Plunderin Strikecraft mod for Roiders, which is a series of Strikecraft modifications of vanilla and Roider wings. No hard feelings if its a no, I'm gonna have to learn spriting eventually.
Haha, sure go ahead.
I'll probably release the update next week around monday. So look forward to it!
Title: Re: [0.95.1a] Mayasuran Navy 8.3.6
Post by: Jade Tendency on June 08, 2022, 05:44:34 AM
Will it be save compatible?
Title: Re: [0.95.1a] Mayasuran Navy 8.3.7
Post by: Knight Chase on June 13, 2022, 12:03:10 PM
Three new ships, balance changes and a return of an old favorite!

(https://i.imgur.com/MVeuORM.png)

8.3.7
-Added Iapetus-Class Supertanker
Big thanks to WMGreywind and Yunru for finally giving me a logistics fuel tanker!
-Added Carnwennan-Class Railgun Frigate
-Added Spartan-Class Super Destroyer
-Added Ballistic Rangefinder as a built-in to the Javanicus
-Returned Nebulosa (M) to its Railgun form
Haha, it just feels better to use than the Avenger. Sorry for taking so long!
-Removed Active time on Safeties Switch
So this means you can have it on FOREVER.
-Fixed Zygaena and Nightingale phase cloaks to normal vanilla phase cloak.
Temporary fix until I can figure out the custom visuals.
-Changed Avenger firerate from 0.18 to 0.1 refire time.
-Lowered Avenger range from 900 to 800
-Changed Avenger damage type from ENERGY to FRAGMENTATION.
-Lowered Plasma Bomb Launcher damage from 200 to 100.
This should lower the Mako (M)'s damage significantly; but still give plenty of damage to hurt bigger ships.
Title: Re: [0.95.1a] Mayasuran Navy 8.3.7
Post by: DrTechman42 on June 13, 2022, 12:16:32 PM
Damn, that's a big supertanker. I like how it's similar to Unsung. Will go nicely along an actual Unsung.

Thanks for an update!
Title: Re: [0.95.1a] Mayasuran Navy 8.3.7
Post by: WMGreywind on June 13, 2022, 12:19:34 PM
As a representative of the premier seller of AM-Fuel and AM-fuel accessories in the Persean Sector, I approve of this update.
Title: Re: [0.95.1a] Mayasuran Navy 8.3.7
Post by: Knight Chase on June 13, 2022, 01:06:49 PM
As a representative of the premier seller of AM-Fuel and AM-fuel accessories in the Persean Sector, I approve of this update.
Aha. I forgot as the supreme director of Mayasura... to set the max relationship of Sindria from 0.0 to around 0.40; so you should be able to form an alliance in Nex.
Redownload if you've downloaded within the past hour!
Title: Re: [0.95.1a] Mayasuran Navy 8.3.7
Post by: Satirical on June 15, 2022, 12:19:09 PM
wtf anime update? epic!!!
Title: Re: [0.95.1a] Mayasuran Navy 8.3.7
Post by: Kakroom on June 16, 2022, 01:50:01 AM
wtf anime update? epic!!!

Yeah I'm getting a very strong urge to go back on my decision not to play with this
Title: Re: [0.95.1a] Mayasuran Navy 8.3.7
Post by: Meelock on June 17, 2022, 01:07:46 AM
I wish this mod had an option where Mayasuran has already taken over all of the astropoli, or at least a version where the abandoned astropolis is colonized. I immediately colonized the abandoned astropolis and renamed it the Reclaimed Astropolis using the Terraforming and Station Building mod, but was very slightly disappointed that there was no option to do so through the mod.
The ships are amazing in this mod all things considered, the amount of unnecessary lore you added is outstanding and of the highest quality. I especially like the hammerhead battleship and the mine laying support ship. The (M) type ships feel almost overtuned, but that might just be because of the commissioned crew's bonuses, very fun. Thank you for making this mod!
Title: Re: [0.95.1a] Mayasuran Navy 8.3.7
Post by: Arthur_The_Ok on June 25, 2022, 07:17:29 PM
Game crashed when I pressed ESC. Seeing the crash log, I'm assuming it failed to load the MM variant of the Moreya, but I don't know why

22360524 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull [mm_moreya] variant [mm_moreya_variant]: slot id [WS0023] not found for weapon [atropos]
java.lang.RuntimeException: Ship hull [mm_moreya] variant [mm_moreya_variant]: slot id [WS0023] not found for weapon [atropos]
   at com.fs.starfarer.loading.specs._.o00000(Unknown Source)
   at com.fs.starfarer.title.Object.M.super(Unknown Source)
   at com.fs.starfarer.title.Object.M.render(Unknown Source)
   at com.fs.starfarer.title.Object.M.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.E.I.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.N.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.K.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
Title: Re: [0.95.1a] Mayasuran Navy 8.3.7
Post by: Knight Chase on June 26, 2022, 02:48:12 AM
Game crashed when I pressed ESC. Seeing the crash log, I'm assuming it failed to load the MM variant of the Moreya, but I don't know why

22360524 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull [mm_moreya] variant [mm_moreya_variant]: slot id [WS0023] not found for weapon [atropos]
java.lang.RuntimeException: Ship hull [mm_moreya] variant [mm_moreya_variant]: slot id [WS0023] not found for weapon [atropos]
   at com.fs.starfarer.loading.specs._.o00000(Unknown Source)
   at com.fs.starfarer.title.Object.M.super(Unknown Source)
   at com.fs.starfarer.title.Object.M.render(Unknown Source)
   at com.fs.starfarer.title.Object.M.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.E.I.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.N.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.K.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)

I've got no such ship like that in my mod.
Title: Re: [0.95.1a] Mayasuran Navy 8.3.7
Post by: Arthur_The_Ok on June 26, 2022, 03:24:26 AM
Sorry for posting on the wrong thread. I just assumed it was a ship from Mayasura because of the "mm" at the start of the ship id, since some of  the ship variants have "MM" in parenthesis
Title: Re: [0.95.1a] Mayasuran Navy 8.3.7
Post by: Killsode on August 07, 2022, 11:57:43 AM
Tiny little nitpick i just noticed again. the mayasura hammerhead's left medium slot is offset juuust one pixel to the left.
Title: Re: [0.95.1a] Mayasuran Navy 8.3.7
Post by: Nilands on August 14, 2022, 01:29:46 AM
Another excuse to keep doing Mayasura playthroughs
Title: Re: [0.95.1a] Mayasuran Navy 8.3.7
Post by: Psyentific on August 14, 2022, 03:59:30 PM
are the shipgirls in the OP available as portraits?
Title: Re: [0.95.1a] Mayasuran Navy 8.3.7
Post by: vicegrip on August 14, 2022, 06:16:33 PM
A few small bugs and other things I've noticed playing this excellent mod.

The description for Mairaath has the phrase "What remains is a charred yet unbroken, the carefully..." which is probably missing a word after unbroken.

The custom planet descriptors for Mayasura conquered core worlds for Nexerelin doesn't seem to work. In my game Jangala at least is showing the default message despite being held by Mayasura.

Also it would be nice in modded games that allow stations to be built or settle if the description for the Abandoned Astropolis around Mairaath could get a fitting colony descriptor once it gets rebuilt.

The Stormbreaker's weapon Heavy Mauler (Fighter) has the rare_bp tag in weapon_data.csv so it can show up as a buildable weapon.

Excalibur (M) ship system Variable Ammo and Influence Minelayer (Fighter) have no descriptions, and the Joker Protocol and Safties Switch abilities have no type description (no descriptor text for DRONE_LAUNCHER and STAT_MOD type I'm guessing?).

The Avenger weapon exists in the codex in two different forms with different icons. Not sure where the second variety is supposed to appear but one should probably have the restricted tag to make it not show up in the codex.

HE/KE/cluster dummy weapons should also have the restricted tag.

Orbital Howitzer weapon description "attached to the Starliner (M)s belly" is a little awkward. Might want to change to "attached to the belly of the Starliner (M)."

Onocrotalus Autocannon manufacturing icon is huge. Looks fine in inventory and on ships so I'm not sure what's causing it. Compare to Arbalest Battery under known blueprints to see the difference in size.

The Starliner (M) using the same description text for the base hull after the variant text is a bit weird. You could potentially create a custom entry in descriptions.csv and have the .skin descriptionId point to that if you ever wanted to write different base text for a variant. Same for the Scaramouche (CJ) which still mentions the baked in Heavy Ion Lances despite the switch to Heavy UV Pulse Lasers.

Also this is a very minor nitpick, but ships like the Hammerhead (M), Sunder (M), and Vigilance (M) being new .ship designs rather than a .skin mod of the base ship breaks any other mod's alterations to the ship's descriptions. I know that making a new ship with similar visuals to a core model yet with different stats for modding purposes, rather than resorting to hidden hull mods, is just easier and cleaner, and I doubt most people would ever notice, but as someone who wrote more detailed lore for those ships it's sad to see them missing from the full codex.

The ship and weapon lineup images for this mod could probably use an update, since several of the new ship additions are buried near the end of the thread.

Finally, not a bug but a matter of personal opinion, but the Triple Beam Cannon seems to be very underwhelming despite the high paper DPS. Compared to the Heavy UV Pulse Laser that does hard flux damage, it hits like a wet noodle against anything with even semi decent shields. As for other beam weapons, taking into consideration the shield busting spike damage of the Tachyon Lance or the armor stripping ability of the High Intensity Laser, and it really has very little to offer for such a high flux cost, high fitting cost, and range penalty on top of everything else. I want to like this weapon so much but it just doesn't work when almost anything else is available.

Anyway, keep up the great work. I look forward to your next update.
Title: Re: [0.95.1a] Mayasuran Navy 8.3.7
Post by: Knight Chase on August 28, 2022, 05:05:15 AM
RELEASE TODAY FELLAS
BE PREPARED
Title: Re: [0.95.1a] Mayasuran Navy 8.3.7
Post by: Killsode on August 28, 2022, 05:39:10 AM
RELEASE TODAY FELLAS
BE PREPARED

OOGABOOGA
Title: Re: [0.95.1a] Mayasuran Navy 8.3.7
Post by: Hrothgar on August 28, 2022, 11:41:32 AM
RELEASE TODAY FELLAS
BE PREPARED

(https://media4.giphy.com/media/jxzEhHBMmH7tm/200.gif)
Title: Re: [0.95.1a] Mayasuran Navy 8.3.7
Post by: Oni on August 28, 2022, 11:50:52 AM
Since we're talking while waiting for the update, I've been curious about something for a while:

When you join the Mayasuran faction through Nexerelin it puts you in charge of the faction instead of just Commissioned by them (as you are with every other faction).

Was there a reason you didn't make "get placed in charge of everything" as a Custom Start or Custom Scenario, which are different options, and leave the generic faction section as a conventional Commission?  ???
Title: Re: [0.95.1a] Mayasuran Navy 8.3.7
Post by: Knight Chase on August 28, 2022, 05:28:39 PM
It's time.

Spoiler
(https://i.imgur.com/yapwBmK.png)
[close]

8.3.8
-Changed Avenger damage type from FRAGMENTATION TO ENERGY.
-Lowered Avenger damage from 250 to 200.
-Added ammo system to the Avenger.
This basically makes the Avenger feel like a bigger auto pulse laser. Use with expanded mags for full effect and 6.5 seconds of nonstop firing.

-Removed two medium missile mounts from Skysplitter (M)
-Added two decks to Skysplitter (M)
So this setup reflects the Mayasuran doctrine better with a focus on battlecarriers. Also, new sprite.

-Added Loyalist (M)
-Added Carnwennan (M)
-Added Spartan (M)
-Added Victory (M)

-Added in new Fleet Commander.

-Added 11 NEW SHIPGIRL portraits
Big thanks to Auxilia Genome for the art!

-Fixed Hammerhead left hardpoint position by 2 pixels.
-Fixed some descriptions
-Removed rare_bp from heavy mauler (fighter)

-Raised DPS of the Triple Beam Cannon to 1000 (From 750)
-Raised damage of the Triple Beam Cannon to 533 (From 400)
-Flux effiency of Triple Beam Cannon to 1.0 (From 1.37)

-Raised damage/sec of Heavy Ion Lance to 1000 (From 450)
This will let the Heavy Ion Lance compete with the Tachyon Lance in terms of soft flux damage for shields.
Title: Re: [0.95.1a] Mayasuran Navy 8.3.8
Post by: Dadada on August 29, 2022, 07:40:35 AM
:D Dope! Thank you man! :D
Also: Could there be an (Vayra) Skysplitter with bays in the Stormhawk Republic?
Title: Re: [0.95.1a] Mayasuran Navy 8.3.8
Post by: CerealPiecemaker on August 31, 2022, 08:37:17 PM
I've come across a bug in the current 8.3.8 release, probably only affecting Linux since it's a case-sensitivity thing:
Code
java.lang.RuntimeException: Error loading [graphics/mayasura/ships/MSS_Superdes_Elite.png]
Line 11 of MSS_Spartan_Elite.skin references
Code
"spriteName":"graphics/mayasura/ships/MSS_Superdes_Elite.png",
while the image is:
graphics/mayasura/ships/MSS_SuperDes_Elite.png

Changing that allows everything to load normally.
Title: Re: [0.95.1a] Mayasuran Navy 8.3.8
Post by: Knight Chase on September 02, 2022, 09:33:40 PM
I've come across a bug in the current 8.3.8 release, probably only affecting Linux since it's a case-sensitivity thing:
Code
java.lang.RuntimeException: Error loading [graphics/mayasura/ships/MSS_Superdes_Elite.png]
Line 11 of MSS_Spartan_Elite.skin references
Code
"spriteName":"graphics/mayasura/ships/MSS_Superdes_Elite.png",
while the image is:
graphics/mayasura/ships/MSS_SuperDes_Elite.png

Changing that allows everything to load normally.
Donezo'd

8.3.8 RC2
-Changed rear large mounts of Victory (M) to composite.
*Someone* wanted semibreves.
-Fixed capitalization problem for the Spartan (M).
This should fix the linux problem.
-Updated dialogue for Pyotr
Title: Re: [0.95.1a] Mayasuran Navy 8.3.8 RC2
Post by: juzek666 on September 03, 2022, 11:32:19 AM
Found small problem on Linux:

Code
238745 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [graphics/mayasura/ships/MSS_SuperDes.png] resource, not found in

This is probably the same problem as the CerealPeacemaker mentioned above. After changing name of the png to MSS_SuperDes.png it loads ok.

By the way, thank you for your work! This is one of my favorite faction mods.
Title: Re: [0.95.1a] Mayasuran Navy 8.3.8 RC2
Post by: Knight Chase on September 03, 2022, 12:06:34 PM
Found small problem on Linux:

Code
238745 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [graphics/mayasura/ships/MSS_SuperDes.png] resource, not found in

This is probably the same problem as the CerealPeacemaker mentioned above. After changing name of the png to MSS_SuperDes.png it loads ok.

By the way, thank you for your work! This is one of my favorite faction mods.
woops, forgot to add des in my bad, gonna upload it immediately
Title: Re: [0.95.1a] Mayasuran Navy 8.3.8 RC2
Post by: Knight Chase on September 03, 2022, 12:08:47 PM
The deed is done.
Title: Re: [0.95.1a] Mayasuran Navy 8.3.8 RC2
Post by: Droll on September 03, 2022, 04:57:44 PM
I don't mean to sound ungrateful or rude but if I were to remove all of the ship girl portraits at player.faction and portraits the mod wouldn't cause any problems right?

Alternatively, would the shipgirls show up as random characters on player fleets and colonies or is it literally just a choice for player portraits? Cuz if that's the case no problem.
Title: Re: [0.95.1a] Mayasuran Navy 8.3.8 RC2
Post by: Knight Chase on September 03, 2022, 09:05:42 PM
I don't mean to sound ungrateful or rude but if I were to remove all of the ship girl portraits at player.faction and portraits the mod wouldn't cause any problems right?

Alternatively, would the shipgirls show up as random characters on player fleets and colonies or is it literally just a choice for player portraits? Cuz if that's the case no problem.
It's just for the player faction, I kinda expected people to sorta go halfsies on liking them or not. You won't see this in any Mayasuran fleets.
Title: Re: [0.95.1a] Mayasuran Navy 8.3.8 RC2
Post by: Killsode on September 04, 2022, 01:48:00 AM
It's just for the player faction, I kinda expected people to sorta go halfsies on liking them or not. You won't see this in any Mayasuran fleets.

Could you have it be a toggleable option in the config?
Title: Re: [0.95.1a] Mayasuran Navy 8.3.8 RC2
Post by: Egren on September 06, 2022, 10:12:54 AM
Is 8.3.8 RC2 save compatible with 8.3.7? A short clarification regarding save compatibility in the OP would probably be appreciated by many.

Thanks for all the work you've put into this mod so far!
Title: Re: [0.95.1a] Mayasuran Navy 8.3.8 RC2
Post by: Darkspire91 on September 07, 2022, 07:56:51 PM
I really liked the two medium missile slots on the Skysplitter. But I can see how the lack of aircraft goes against the battlecarrier doctrine the faction follows.
Title: Re: [0.95.1a] Mayasuran Navy 8.3.8 RC2
Post by: datamancer on September 20, 2022, 03:05:42 PM
Is 8.3.8 RC2 save compatible with 8.3.7? A short clarification regarding save compatibility in the OP would probably be appreciated by many.

Thanks for all the work you've put into this mod so far!

You should be careful if you have one of the old Skysplitters built. I had two of them in my fleet stash of my homeworld and had to do some save file editing in order to recover the save. It wasn't too bad, thankfully, because I'm comfortable with XML and knew in general what I was looking for, but it's not strictly save-compatible due to the changes made in that hull.
Title: Re: [0.95.1a] Mayasuran Navy 8.3.8 RC2
Post by: Havoc on September 29, 2022, 12:28:00 AM
hi, something is broken in the actual build

[Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [graphics/mayasura/ships/MSS_SuperDes.png] resource, not found in [/home/notevil/Games/starsector/./mods

the MSS_SuperDes.png  does exist


8.3.7 works :)
Title: Re: [0.95.1a] Mayasuran Navy 8.3.8 RC2
Post by: bodeshmoun on October 03, 2022, 07:57:56 AM
[...] the MSS_SuperDes.png  does exist [...]
Under linux ? It is the usual case sensitive error tests under windows does not detect.
On previous page, similar problems were described.
Rename mayasura/ships/MSS_Superdes.png in mayasura/ships/MSS_SuperDes.png
Tested, and works after rename.

By the way, great mod !
Title: Re: [0.95.1a] Mayasuran Navy 8.3.8 RC2
Post by: FreonRu on October 14, 2022, 09:47:19 AM
I like this modification. The ships correspond to the general style of the ships from the base game and therefore they do not cause rejection. Very beautiful work.

But with every game I have the same problem with this modification, not an error, but a problem.

Playing with nexerelin, the Mayasura fraction is destroyed literally in the first cycle by the combined forces of hegemony and the iron shell. The faction has only one planet at its disposal and cannot produce a huge number of patrol fleets. I understand that it is impossible to make this faction an equal player in this alliance. Maybe the faction will have a predisposition to ally with strong factions in order to survive? Or a completely ugly suggestion on my part - is it possible to use this modification only as a set of ships and weapons, without introducing an additional faction into the game?
Title: Re: [0.95.1a] Mayasuran Navy 8.3.8 RC2
Post by: Trawn91 on October 25, 2022, 01:56:21 AM
Hi guys. First of all, great mod. I like the visual compliance with vanilla ships the most. I am especially fan of Javanicus and Arjuna (their visuals). Hence the question: How do you guys go about equipping Javanicus? I was so hyped when I got my hand on it and now I cant make it work. First problem is that it is broadsider. Meaning only half of her guns will ever fire. Worse, if you broadside, you cant finish your target with missile slots (which are fixed forwards) and if I am facing forwards to use those torps and 2 large ballistic slots, I have no PDs (in those small slats facing sidewards). Really awkward layout. I might try looking of rthe SF variant since the corvette squad is also meh, 3 fighter squads can do more for sure (at least you can equip torp bombers and then go full kinetic with the ship.
Thanks for suggestions
Title: Re: [0.95.1a] Mayasuran Navy 8.3.8 RC2
Post by: raptormother on October 25, 2022, 06:14:39 AM
The Javanicus isn't that different in concept from a Conquest. Choose which side you want to broadside with, put mostly cheap/PD weapons on the other side, and put either tracking missiles on the front, or expend all ammunition of your front torpedoes before you get into broadside range

Instead, I wanted to ask something: I've seen a "Joker" drone in the codex which sounds amazing, but for the life of me, I can't find any blueprint or wing anywhere. Is it only a built in wing, or can it actually be acquired?

Title: Re: [0.95.1a] Mayasuran Navy 8.3.8 RC2
Post by: Hrothgar on October 25, 2022, 06:18:17 AM
Joker is inbuild system wing on ... I think Arjuna. Random weapon included.
Title: Re: [0.95.1a] Mayasuran Navy 8.3.8 RC2
Post by: Tigasboss on October 29, 2022, 12:29:03 PM
what do you guys build on the Skysplitter (M)? It just feels inferior the regular one to me cause of the lack of high energy focus and the ammo system in the avenger. The regular one doesn't look as cool but it kills stuff way faster with 2 triple beam cannons.
Title: Re: [0.95.1a] Mayasuran Navy 8.3.8 RC2
Post by: Killsode on October 29, 2022, 08:54:43 PM
what do you guys build on the Skysplitter (M)? It just feels inferior the regular one to me cause of the lack of high energy focus and the ammo system in the avenger. The regular one doesn't look as cool but it kills stuff way faster with 2 triple beam cannons.

The other variants have significantly better DPS capabilities thanks to high energy focus, but the M variant's built-in cannon is basically like two autopulse lasers in one, with significantly better flux stats. The M variant has lots of flux headroom and an astonishing amount of speed if you've got the ship ability skill.
Title: Re: [0.95.1a] Mayasuran Navy 8.3.8 RC2
Post by: Tigasboss on October 30, 2022, 04:48:19 PM
what do you guys build on the Skysplitter (M)? It just feels inferior the regular one to me cause of the lack of high energy focus and the ammo system in the avenger. The regular one doesn't look as cool but it kills stuff way faster with 2 triple beam cannons.

The other variants have significantly better DPS capabilities thanks to high energy focus, but the M variant's built-in cannon is basically like two autopulse lasers in one, with significantly better flux stats. The M variant has lots of flux headroom and an astonishing amount of speed if you've got the ship ability skill.

Yea after putting some cryoflamers on it it works better.

Unrelated but can anyone produce a Victory (M)? When i put it on custom production it pays the money but it doesnt make the ship.
It works when i produce it via pirates or another faction, but not when i do it.
Title: Re: [0.95.1a] Mayasuran Navy 8.3.8 RC3
Post by: Knight Chase on November 22, 2022, 11:34:24 PM
Spoiler
(https://i.imgur.com/QHpS2hB.png)
[close]

8.3.8 RC3
-Changed Moa's large energy arcs from 185 to 210.
This should make the Moa more reliable in converging all of its weapons.
-Fixed Heavy Ion Lance builtins on the Scaramouche.
Now they should have the same damage as the modular version.
-Added Rhea-Class Superheavy Cruiser
This is the penultimate Mayasuran cruiser,  capable of huge broadsides typical of your average playstyle along with a sizable missile array.

New update!
Title: Re: [0.95.1a] Mayasuran Navy 8.3.8 RC3
Post by: Jade Tendency on November 22, 2022, 11:47:00 PM
6 converging mediums? You are gonna make me start a new game.
Title: Re: [0.95.1a] Mayasuran Navy 8.3.8 RC3
Post by: ThisIsJustAFormality on November 28, 2022, 01:44:50 AM
I just want to check, because these numbers seem off. Are the built in Heavy Ion Lances on the Scaramouche/(M) meant to have 15,000 damage? The codex listing for the weapon lists a (still high but more reasonable) 1,800 damage. I've double checked that I'm on the latest 8.3.8 RC3 release as well. Wondering if it's a bug or a feature. Those things evaporate anything they get in range in to the point where I don't want to use the ship, sadly.

[attachment deleted by admin]
Title: Re: [0.95.1a] Mayasuran Navy 8.3.8 RC3
Post by: Knight Chase on November 28, 2022, 12:25:17 PM
I just want to check, because these numbers seem off. Are the built in Heavy Ion Lances on the Scaramouche/(M) meant to have 15,000 damage? The codex listing for the weapon lists a (still high but more reasonable) 1,800 damage. I've double checked that I'm on the latest 8.3.8 RC3 release as well. Wondering if it's a bug or a feature. Those things evaporate anything they get in range in to the point where I don't want to use the ship, sadly.
Oh woops, there's an extra 0 at the end let me push a patch.
Title: Re: [0.95.1a] Mayasuran Navy 8.3.8 RC3
Post by: Supereor on December 13, 2022, 04:31:40 PM
My game crashes on startup whenever I try to use this mod with the Linux version of Starsector.  Works just fine with the Windows version, however.
Title: Re: [0.95.1a] Mayasuran Navy 8.3.8 RC3
Post by: TheDeviL234 on December 15, 2022, 08:20:58 AM
My game crashes on startup whenever I try to use this mod with the Linux version of Starsector.  Works just fine with the Windows version, however.
The issue is with sprite filenames and their references in code. Linux is case-sensitive whereas windows is not.
To get the mod working you will have to rename 1 file located in mayasuran navy/graphics/mayasura/ships/
MSS_Superdes.png ---> MSS_SuperDes.png
Title: Re: [0.95.1a] Mayasuran Navy 8.3.8 RC3
Post by: Supereor on December 15, 2022, 05:04:01 PM
My game crashes on startup whenever I try to use this mod with the Linux version of Starsector.  Works just fine with the Windows version, however.
The issue is with sprite filenames and their references in code. Linux is case-sensitive whereas windows is not.
To get the mod working you will have to rename 1 file located in mayasuran navy/graphics/mayasura/ships/
MSS_Superdes.png ---> MSS_SuperDes.png
That did it, it works now!  Thank you!
Title: Re: [0.95.1a] Mayasuran Navy 8.3.8 RC3
Post by: Droll on January 09, 2023, 10:43:44 AM
My game crashes on startup whenever I try to use this mod with the Linux version of Starsector.  Works just fine with the Windows version, however.
The issue is with sprite filenames and their references in code. Linux is case-sensitive whereas windows is not.
To get the mod working you will have to rename 1 file located in mayasuran navy/graphics/mayasura/ships/
MSS_Superdes.png ---> MSS_SuperDes.png
That did it, it works now!  Thank you!

I'm going to add that the mod searches for MSS_SuperDes.png but also looks for MSS_Superdes_Elite.png. That inconsistent capitalization made me "fix" the latter which caused a crash too. Just a warning that inconsistent capitalization like this is going to cause problems on linux.
Title: Re: [0.95.1a] Mayasuran Navy 8.3.8 RC3
Post by: Tigasboss on January 11, 2023, 06:14:25 PM
Just wanted to say that this is my fav mod both lorewise and shipwise, it has great designs and i love the mayasurans rising up against the hegemonkeys. My only complaint is the fact that the Mokorran has a ballistic large mount instead of an energy one like his smaller brother Winghead :v. Besides that great mod!
Title: Re: [0.95.1a] Mayasuran Navy 8.3.9
Post by: Knight Chase on January 26, 2023, 01:27:01 AM
WELCOME TO MAYASURA

https://github.com/KnightShii/Starsector/raw/master/Mayasuran%20Navy%208.3.9%20RC2.zip

8.3.9 RC2
-Renamed Mammoth in files to Onbu Railgun, this makes it so that when you select the Onbu Railgun in the hullmod thing, it shows you bright yellow texture
-Adjusted Onbu Railgun sound lower to half volume
might still be loud, haha
-Changed Spartan filename to MSS_Spartan.png and elite Version to MSS_Spartan_Elite.png
this should fix the linux version, I apologize!

8.3.9
-Added in weapon swapping to Skysplitter (M)
Base Weapon for the Skysplitter is the Avenger
Secondary Weapon is the Mark IX Rotary Autocannon, which is the Avenger but kinetic.
Tertiary Weapon is the Tiger Grenade Launcher which fires high explosive grenades that explode on proximity or max range. Use with ballistic configuration or ITU to maximize range and firepower.
Quaternary Weapon is the Onbu Railgun, which is a massive double barreled fragmentation railgun that shoots really fast and destroys hull on impact.

-Added in system swapping to Skysplitter (M)
Base Version of the Skysplitter is the SPEED CONFIGURATION, with Infernium Burn as its main system.
Version B of the Skysplitter is the ENERGY CONFIGURATION, which swaps out the system to High Energy Focus and swaps the medium mounts out for energy mounts. (Do note you'll have to click on and off of the ship for it to work in the refitting screen.
Version C of the Skysplitter is the OVERDRIVEN CONFIGURATION, which swaps out the system to Safeties Switch and gives it a COOL paintjob.
Version D of the Skysplitter is the BALLISTIC CONFIGURATION, which swaps out the system to Accelerated Ammo Feeder.

-Added in new fighter wing, Aznable.

Spoiler
(https://i.imgur.com/g8sIzOx.png)
(https://i.imgur.com/OA6BaKf.png)
(https://i.imgur.com/TPKDbuH.png)
(https://i.imgur.com/oqzvIRW.png)
(https://i.imgur.com/UbbyzUT.png)
[close]

Title: Re: [0.95.1a] Mayasuran Navy 8.3.9
Post by: Killsode on January 26, 2023, 12:23:57 PM
My oh My~ Are those new fighters armaa styled? I'll have to get my hands on a skysplitter-M pronto
Title: Re: [0.95.1a] Mayasuran Navy 8.3.9 RC2
Post by: Killsode on January 27, 2023, 01:18:24 AM
New patch?
Title: Re: [0.95.1a] Mayasuran Navy 8.3.9 RC2
Post by: Psyentific on January 27, 2023, 02:24:29 AM
(https://cdn.discordapp.com/attachments/512356777451323393/1068253520517668894/image.png)

A high-damage, high-velocity, twin-linked frag 'railgun' that actually shoots a jet of plasma.
Now where have I seen this before...?

(https://cdn.discordapp.com/attachments/512356777451323393/1068253520794497084/image.png)

Did VIC steal the Onbu prototypes and reverse-engineer them into the Laidlaw guns? Or did Mayasura steal a Heavy Laidlaw to make it better?
Either way, I'm sure VIC's legal flotillas have already been dispatched.
Title: Re: [0.95.1a] Mayasuran Navy 8.3.9 RC2
Post by: radekplug on January 29, 2023, 05:18:59 AM
Time to drop catgirl virus on mayasura. :)
Title: Re: [0.95.1a] Mayasuran Navy 8.3.9 RC2
Post by: JaKinGs on February 02, 2023, 02:15:23 AM
Hello, I am a Chinese guy and my friend and I always like your work very much. Now I want to translate it into Chinese, and I hope to get your authorization. Thank you.
Title: Re: [0.95.1a] Mayasuran Navy 8.3.9 RC2
Post by: Knight Chase on February 02, 2023, 03:28:48 AM
Hello, I am a Chinese guy and my friend and I always like your work very much. Now I want to translate it into Chinese, and I hope to get your authorization. Thank you.
Yes, go ahead
Title: Re: [0.95.1a] Mayasuran Navy 8.3.9 RC2
Post by: Psyentific on February 02, 2023, 04:00:34 PM
Time to drop catgirl virus on mayasura. :)
you cannot virusbomb the mayasurans. it will only make them stronger.
Title: Re: [0.95.1a] Mayasuran Navy 8.3.9 RC2
Post by: RenegadeCEO on February 06, 2023, 01:31:30 AM
Just tried to run the new patch (8.3.9 RC2) after having been playing a game with 8.3.8 RC3 and I get the attached error.

Is the new version supposed to be compatible with save games running old version or did i find a lovely bug?
Title: Re: [0.95.1a] Mayasuran Navy 8.3.9 RC2
Post by: Overseer on February 06, 2023, 08:13:56 AM
So I have essentially photoshopped some custom portraits for this mod. Considering the Arabic sounding theme, I've taken upon myself to basically "borrow" some Space Arabs and Normal Arabs images and made it work. I was hoping that I can convince some people to help make some more of these. I am quite happy with the result I've made, but I feel quantity is sorely needed. I've so far created eight, I am uploading four of them. I will upload the rest in the following post.
Title: Re: [0.95.1a] Mayasuran Navy 8.3.9 RC2
Post by: Overseer on February 06, 2023, 08:16:23 AM
And these are the rest of the Space Arabs I've made. Have fun! (Actually, now that I think about it, I feel like I might've not actually photoshopped Maya6 from any where. I don't remember where I got Maya6. I might've taken this from one of the portrait mods and just forgot I did that. Either way, this portrait is fitting, so I'm leaving it here.)
Title: Re: [0.95.1a] Mayasuran Navy 8.3.9 RC2
Post by: Crilltic on February 10, 2023, 06:37:07 PM
Got a bug to report.

Trying to inspect a derelict Skysplitter (M) in the Mayasura system (I think the special fleet got in a fight and lost it), got me this null.pointer exception.


Title: Re: [0.95.1a] Mayasuran Navy 8.3.9 RC2
Post by: turtlebacons on February 12, 2023, 06:03:41 PM
for some reason legio from tahlan mod immediately targets this faction every run and destroys mayasura with one fleet, i dont get it?????
Title: Re: [0.95.1a] Mayasuran Navy 8.3.9 RC2
Post by: Requiemfang on February 12, 2023, 07:18:03 PM
Just bad luck I guess or RNGesus just doesn't want to play ball, Mayasura is still standing in my game.
Title: Re: [0.95.1a] Mayasuran Navy 8.3.9 RC2
Post by: Icezera on February 19, 2023, 04:48:27 PM
So are invading Port Tse and Lost Astropolis the only 'quests' in this version?
Title: Re: [0.95.1a] Mayasuran Navy 8.3.9 RC2
Post by: Szasz on February 21, 2023, 01:32:24 PM
Got a bug to report.

Trying to inspect a derelict Skysplitter (M) in the Mayasura system (I think the special fleet got in a fight and lost it), got me this null.pointer exception.

Title: Re: [0.95.1a] Mayasuran Navy 8.3.9 RC2
Post by: Chaos_admiral on February 25, 2023, 06:54:58 AM
I got a fatal null error when I built the skysplitter (m) and went to get it from colony storage
Title: Re: [0.95.1a] Mayasuran Navy 8.3.9 RC2
Post by: Lappers on March 15, 2023, 11:41:36 AM
I just had that Skysplitter crash happen to me, so I guess that's not fixed yet?
Title: Re: [0.95.1a] Mayasuran Navy 8.3.9 RC2
Post by: Bummelei on March 16, 2023, 02:22:36 AM
I have a question. Is there a way to get Zygaena besides the console? I've never seen this ship for as long as I play.
Title: Re: [0.95.1a] Mayasuran Navy 8.3.9 RC2
Post by: HopeFall on March 16, 2023, 03:47:11 AM
I wasn't really too interested in trying this mod. But now I see a bunch of Space Waifus on the front page and I'm not so sure anymore.
Title: Re: [0.95.1a] Mayasuran Navy 9.0.0
Post by: Knight Chase on March 17, 2023, 01:47:06 PM
https://github.com/KnightShii/Starsector/raw/master/Mayasuran%20Navy%209.0.0.zip

9.0.0
-Added new Sprite for Tiger Grenade Launcher
-Added new weapons for Aznable Mech
These are gonna be the vulcan head and the triple beam cannon condensed into a pistol for the Aznable's arm
-Buffed Manta (M)
I've added a medium hybrid hardpoint to the front center of this thing. I've also changed the small energy hardpoints up front to be missile mounts. All of the small turrets have been turned into hybrid plus I've given this thing more OP, 95 from 75.
-Changed Nailer/Nailer (M)
I've  changed the Nailer to be a medium-light frigate like the Perryi with twin 'Nail' Cannons that are basically miniatuarized triple beam cannons. You'll find its ability to pursue its enemies with built-in firepower and especially if you install high scatter amplifier, it is a force to be reckoned with.
These changes represent myself wanting to see people use some of my under utilized ships.
-Added Vishnu-class Battleship
This is one of the largest capital ships I have ever made. It outscales all of my current ships and can serve as the ULTIMATE fleet anchor. However, it is slow and equipped with capital jets limiting your mobility. One thing to note is that the Vishnu has an Advanced Targeting Core, you'll be able to provide support from quite a distance.
-Changed back flag to old flag
people seem to like the old flag more it seems
-Switched Neutral theme to Friendly theme

Spoiler
(https://i.imgur.com/nTTI90F.png)
(https://i.imgur.com/PvpMwU4.png)
[close]

Title: Re: [0.95.1a] Mayasuran Navy 9.0.0
Post by: Dadada on March 17, 2023, 01:50:39 PM
Thank you for the update! Dope changes, I too like the old flag better; looking forward to see the new juggernaut, I hope it delivers, death to my enemies that is.  8)
Title: Re: [0.95.1a] Mayasuran Navy 9.0.0
Post by: Oni on March 17, 2023, 01:58:18 PM
....-Changed back flag to old flag
people seem to like the old flag more it seems....
Did they? I liked it fine... hopefully you put it in the options players can pick when they found their own faction.  8)
Title: Re: [0.95.1a] Mayasuran Navy 9.0.0
Post by: Lordzias on March 18, 2023, 12:33:12 PM
Not sure if intended but there are psd files left in Aznable's directory. As for the flag- the new one didn't fit well with the vanilla ones tbh.
Title: Re: [0.95.1a] Mayasuran Navy 9.0.0
Post by: Chaos_admiral on March 18, 2023, 03:04:58 PM
I still get the null error when making the skysplitter (M) even with mayasuran mod having the latest patch and the only mod with nexerlin but it only happens when the ship has d mods i didn't get a crash when I used console commands to add a pristine nano forge to my colony below it the error in log file let me know if there is anything wrong on my end also love the new super ship:
java.lang.NullPointerException
   at data.hullmods.MSS_SkysplitterM_system.applyEffectsBeforeShipCreation(MSS_SkysplitterM_system.java:60)
   at com.fs.starfarer.combat.entities.Ship.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs._.o00000(Unknown Source)
   at com.fs.starfarer.title.Object.M.super(Unknown Source)
   at com.fs.starfarer.title.Object.M.render(Unknown Source)
   at com.fs.starfarer.coreui.Oo0o.o00000(Unknown Source)
   at com.fs.starfarer.ui.OoO0.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.fleet.FleetMemberView.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.coreui.G.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.e.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.coreui.publicsuper.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.coreui.X.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0OO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.N.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.OO0O.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.N.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.do.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0Oo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
Title: Re: [0.95.1a] Mayasuran Navy 9.0.0 RC2
Post by: Knight Chase on March 19, 2023, 02:37:30 AM
I HAVE FINALLY FIXED THE SKYSPLITTER (M) BUG, REJOICE

https://github.com/KnightShii/Starsector/raw/master/Mayasuran%20Navy%209.0.0%20RC2.7z

9.0.0 RC2
-FIXED SKYSPLITTER (M) BUG FINALLY
Okay so if you get a D-modded Skysplitter, it will lack the swap hullmod for the system. However, if you restore the Skysplitter, you will gain access to the base Skysplitter hull and be able to swap systems again. I hope this fixes it for those that have problems!
-Adjusted volume for Mark VII cannons to 25%
I've noticed it was a bit loud! I have turned it down, haha.

Spoiler
(https://i.imgur.com/MgC3kJY.png)
(https://i.imgur.com/mVXC3gK.png)
(https://i.imgur.com/xqscand.png)
[close]
Title: Re: [0.95.1a] Mayasuran Navy 9.0.0 RC2
Post by: Marodeur on March 19, 2023, 07:07:19 AM
Thx for volume fix. Tried the new ship yesterday night and nearly got a heart attack  ;D ;D
Title: Re: [0.95.1a] Mayasuran Navy 9.0.0 RC2
Post by: Whitey on March 19, 2023, 09:32:18 AM
I've enjoyed this mod for a number of years, and I'm happy to see it's progress each time I come back to the game. However, I've noticed some vanilla-unfriendly portraits got snuck in, and I don't see it documented on the forum page (unless I missed it?) or a config option to disable these anime profile pictures.

I originally picked this mod, many years ago at this point, because it was one of the few faction mods that was vanilla-inspired. These portraits aren't really what I was expecting to be added without a notice.

Would it be too much to ask for a config option or an upfront notice about anime portraits being included?
Title: Re: [0.95.1a] Mayasuran Navy 9.0.0 RC2
Post by: Killsode on March 19, 2023, 10:25:56 AM
However, I've noticed some vanilla-unfriendly portraits got snuck in, and I don't see it documented on the forum page (unless I missed it?)

Uhm... they're right on the front page? I believe they're only really used as player portraits anyway. all else fails, you should be able to simply delete the portraits from the files.
Title: Re: [0.95.1a] Mayasuran Navy 9.0.0 RC2
Post by: Whitey on March 19, 2023, 12:30:40 PM
However, I've noticed some vanilla-unfriendly portraits got snuck in, and I don't see it documented on the forum page (unless I missed it?)

Uhm... they're right on the front page? I believe they're only really used as player portraits anyway. all else fails, you should be able to simply delete the portraits from the files.

The inclusion of anime art on the front page is not the same as adding it to the list of features on the front page. "Mayasuran Anime Portraits, available to player and Mayasuran Officers" would be more reflective of what to expect in the new updates.

I've been enjoying the mod for years, my first comment is a handful of months after it was released. I'm just asking for it to be listed in the features and have a config, especially for those of us returning to the mod once the new game update drops.
Title: Re: [0.95.1a] Mayasuran Navy 9.0.0 RC2
Post by: Killsode on March 19, 2023, 12:49:00 PM
The inclusion of anime art on the front page is not the same as adding it to the list of features on the front page.

Respectfully, it pretty much does. The front page of the mod will set expectations, if you see anime stuff there, you should expect anime stuff in the mod.
But yes, i will agree it should be noted and added as a config setting. Iron Shell does has a similar problem.
Title: Re: [0.95.1a] Mayasuran Navy 9.0.0 RC2
Post by: IAmLegion on March 19, 2023, 01:29:53 PM
Stop guilt tripping the mod author about a few anime pictures.  You have the power at your fingertips. Starsector\mods\Mayasuran Navy\.

The author is under no obligation to make allowances for people who complain on the forum instead of clicking 20 times and solving their problem.  This is a free product made out of the authors creativity and time investment.
Title: Re: [0.95.1a] Mayasuran Navy 9.0.0 RC2
Post by: Takeru on March 19, 2023, 02:02:40 PM
The Aznable fighter feels really OP, they might not deal as much initial damage up front like bombers but Aznables have such a powerful armament that can't be shot down like a missiles and they're durable and fast enough to deal great damage before they die. If the enemy ship doesn't have any omni shield, the Aznable can do quite a number on their engine as well since they will float around firing their weapons. Most fighters that could deal some damage to ships used a much weaker weapon such as Light Mortars and are often slow. After the 9.0.0 patch, they even gained the Triple Beam Cannon to deal more damage, the Assault Chaingun means they could already do good damage to any ship without omni shields.

I did several solo fight test in the Simulation with no Character Fleetwide Skills, Officers or built in hullmods of a Heron with 3 Aznable Fighters vs an Eagle, Dominator and Onslaught. The Aznable absolutely dumpstered the Eagle and Dominator. The Onslaught didn't die or take heavy damage instantly but the Aznables still managed to deal decent damage and I think the Heron might eventually be able to kill it with enough time. While a solo battle in the Simulation is not a completely accurate test of a real battle since there likely won't be only one ship, it kinda goes the other way too since it means in a real battle you could multiple carrier spam with full Aznable fighters. I think its kinda showing something is way too overtuned with the Aznable fighter. Maybe reduce its speed greatly so its more in tune with other Heavy Fighters that are slow so easy to shoot down or change its weapon completely since other Heavy fighters capable of some damage to larger ships usually use a weaker weapon such as Light Mortars.
Title: Re: [0.95.1a] Mayasuran Navy 9.0.0 RC2
Post by: Requiemfang on March 19, 2023, 02:07:10 PM
ignore the people putting down the anime stuff, do what you want it's your mod. You are under no obligation to cave into people's demands here.
Title: Re: [0.95.1a] Mayasuran Navy 9.0.0 RC2
Post by: TandemCharge on March 22, 2023, 10:53:13 PM
Vishnu my new dearly beloved ship. Guns on it slaps harder than my dad's belt. Ignore the people ranting about the anime, they're just cowards ;D
Title: Re: [0.95.1a] Mayasuran Navy 9.0.0 RC2
Post by: Killsode on March 23, 2023, 04:28:29 AM
Alright well at this point i think we've got more people complaining about people complaining about weebery, than people complaining about the weebery XD
Title: Re: [0.95.1a] Mayasuran Navy 9.0.0 RC2
Post by: HopeFall on March 23, 2023, 05:27:01 PM
The weebery on the front page now makes me confused. I was genuinely thinking I'd see something like Iron Shell or UAF with customized characters you'd talk to and develop relationships with/contacts. But that's not the case. Future plans maybe?

As a small aside, it'd be cool if you had the option (maybe a market setting? Iunno) to swap music. I find their enemy music so amazing, and while the good terms music is good, it doesn't get your blood pumping for beating up the Hedge quite as well.

As an aside, I wish I could rip Iron Shell away from Hedge alliance. Mayonaisse, Gestalt Decivilized, and Iron Bucketz would make a great group. I'd invite Anime Space Pilots, but they're overpowered.
Title: Re: [0.95.1a] Mayasuran Navy 9.0.0 RC2
Post by: Killsode on March 25, 2023, 06:09:28 AM
I've had the strangest bug with trying to build a vishnu. I managed to get a blueprint for it and set it to build, but after many many months seeing it still eating 175k worth of construction i realized it was ever finishing. I just watched the "effort put into uncompleted projects" go from about 850,000/900,000 to 175,000/900,000...
I dont even know where i would go to report this, is this a problem with the ship, or is it a problem with high ticket ships!?
Title: Re: [0.95.1a] Mayasuran Navy 9.0.0 RC2
Post by: SCMDR_Aramantha on March 27, 2023, 06:42:35 PM
Some bugs that I encountered while playing this awesome mod of yours!

In the custom production page there is a Sarissa and Sarissophoroi which are the same ships.


Also in the custom production page the Iapetus Supertanker a ship from PAGSM is labeled as Mayasuran.
Title: Re: [0.95.1a] Mayasuran Navy 9.0.0 RC2
Post by: Killsode on March 28, 2023, 02:14:37 PM
Also in the custom production page the Iapetus Supertanker a ship from PAGSM is labeled as Mayasuran.

That version of the Iapetus is supposed to specifically be a mayasuran one, Its the base unmolested 'civilian' one.
Title: Re: [0.95.1a] Mayasuran Navy 9.0.0 RC2
Post by: Takeru on March 31, 2023, 12:23:17 AM
The Armored Box Launcher built on on the the Vishnu seems to be able to be acquired from weapon dealers and salvaging. Considering it costs 2 OP to equip and is essentially a super Harpoon Pod, I assume its not intentional.
Title: Re: [0.95.1a] Mayasuran Navy 9.0.0 RC2
Post by: MrBad151 on April 04, 2023, 07:18:07 AM
I've had the strangest bug with trying to build a vishnu. I managed to get a blueprint for it and set it to build, but after many many months seeing it still eating 175k worth of construction i realized it was ever finishing. I just watched the "effort put into uncompleted projects" go from about 850,000/900,000 to 175,000/900,000...
I dont even know where i would go to report this, is this a problem with the ship, or is it a problem with high ticket ships!?

I am getting the same bug.  Instead of getting the ship I get a bunch of supplies, fuel and crew.  I also got this but on another ship but I don't remember which one, but I do know the skysplitter works as I have built on of those.  I am in the middle of building a couple of other Mayasuran ships so I may edit to update info on those.
Title: Re: [0.95.1a] Mayasuran Navy 9.0.0 RC3
Post by: Knight Chase on April 04, 2023, 08:11:52 PM
9.0.0 RC3
-Fixed Armored Box Launcher being found as a droppable, sorry

https://github.com/KnightShii/Starsector/raw/master/Mayasuran%20Navy%209.0.0%20RC3.7z
Title: Re: [0.95.1a] Mayasuran Navy 9.0.0 RC2
Post by: mantafloppy on April 05, 2023, 09:04:47 AM
I've had the strangest bug with trying to build a vishnu. I managed to get a blueprint for it and set it to build, but after many many months seeing it still eating 175k worth of construction i realized it was ever finishing. I just watched the "effort put into uncompleted projects" go from about 850,000/900,000 to 175,000/900,000...
I dont even know where i would go to report this, is this a problem with the ship, or is it a problem with high ticket ships!?

Pretty sure i had a similar bug. I was'nt giving it out all my attention at first, but after 6-8 month that i though the thing should be close to done, it was'nt ; there was still over half to do.

So i cant give much detail on what happen because i was'nt expecting a probleme, but it take way over the right time/credit to build for sure.
Title: Re: [0.95.1a] Mayasuran Navy 9.0.0 RC3
Post by: Junker99 on April 05, 2023, 08:54:04 PM
Want to say I always noticed Mayasuran system and it's story. It seemed like a light of hope for the sector to be better if only due to their terraforming technology. Also for some reason about their last stand I can't get the song for the battle of the line out of my head when trying that mission. Just want to say love it so far and wonder does do the gaggle of ship girls in post one appear in any sort of story content >.>?!
Title: Re: [0.95.1a] Mayasuran Navy 9.0.0 RC3
Post by: SmileForever on April 06, 2023, 09:37:49 AM
I have met a especially strange problem with the newest version 9.0.0 RC3. The Skysplitter (M) battlecrusier is somehow classified as a civilian ship, which makes its ai always try to avoid combat and act akwardly in auto mode. I'm currently not sure how its triggered, but it seems to be quite common, even in campaigns or simulations. Don't know if thats just me?(http://2023-04-07.png)
Title: Re: [0.95.1a] Mayasuran Navy 9.0.0 RC3
Post by: MrBad151 on April 11, 2023, 08:35:07 AM
Any hope of getting the Vishnu fixed?  The Mayasuran's are expecting me to lead them to victory over the Heg and we need a suitable anchor ship for our Victory fleet!
Title: Re: [0.95.1a] Mayasuran Navy 9.0.0 RC4
Post by: Knight Chase on April 11, 2023, 07:34:14 PM
9.0.0 RC4
-Added Rhea for realsies
I forgot to add it in to the blueprint pile for mayasura
-Added Rhea (M)
My first MODULAR armor ship
-Added Gryphon (M)
This Gryphon has +250 dissipation, +2000 flux capacity and +10 OP points in exchange for -0.2 shield efficiency.
Also the frontal missile mounts have been converted to synergy mounts, so have fun with that.
-Added Mule (M)
not in for real yet
-Added Charged UV Pulse Cannon
not in for real yet
-Added PORTRAITS
surprise lmao

Spoiler
(https://i.imgur.com/nJRJa0r.png)
[close]

https://github.com/KnightShii/Starsector/raw/master/Mayasuran%20Navy%209.0.0%20RC4.7z
Title: Re: [0.95.1a] Mayasuran Navy 9.0.0 RC4
Post by: SmileForever on April 11, 2023, 11:33:00 PM
(http://2023-04-12.jpg)
Still got the same problem with the RC4: the Skysplitter (M) is identified as some kind of civilian craft. Haven't installed any mods except LazyLib and Mayasuran Navy.
Title: Re: [0.95.1a] Mayasuran Navy 9.0.0 RC4
Post by: Jade Tendency on April 12, 2023, 03:10:45 AM
What happens if you put an aggressive officer in it?
Title: Re: [0.95.1a] Mayasuran Navy 9.0.0 RC4
Post by: Oni on April 12, 2023, 07:47:25 AM
The newest RC4 download just tripped my virus scanner (this file specifically 'Trojan:Script/Wacatac.H!ml') and it auto-quarantined the zip file.

Any ideas what that's about?  ???
Title: Re: [0.95.1a] Mayasuran Navy 9.0.0 RC5
Post by: Knight Chase on April 13, 2023, 04:32:37 AM
https://github.com/KnightShii/Starsector/raw/master/Mayasuran%20Navy%209.0.0%20RC5.7z

9.00 RC5
Moved civilian tag from Skysplitter (M) to Iapetus-Class
extreme woopsie, it's fixed now.
Title: Re: [0.95.1a] Mayasuran Navy 9.0.0 RC5
Post by: YourLocalMairaaboo on April 13, 2023, 10:20:32 AM
Is the fix save compatible?
Title: Re: [0.95.1a] Mayasuran Navy 9.0.0 RC5
Post by: scorpico69 on April 15, 2023, 02:34:33 AM
@Knight Chase

1. Music on Mairaath is too loud compared to the rest of the game.

2. Damage Type on Triple Beam Cannon is wrong. Should be High Explosive (Beam) like the High Intensity Laser, if you want it to be Anti Armor.

3. Some ships like the Scaramouche have differrent weapon mounts/systems than their regular counterparts. Bug or feature?
Title: Re: [0.95.1a] Mayasuran Navy 9.0.0 RC4
Post by: mantafloppy on April 15, 2023, 06:29:08 AM
The newest RC4 download just tripped my virus scanner (this file specifically 'Trojan:Script/Wacatac.H!ml') and it auto-quarantined the zip file.

Any ideas what that's about?  ???

A quick google search tell me its a false positive most of the time, and there no reason to be anything different this time.

Windows defender is bad with Zip apparently. Might worth updating Windows Defender.

https://www.reddit.com/r/computerviruses/comments/x1af2y/any_chance_that_trojanscriptwacatachml_is_not/
https://www.reddit.com/r/antivirus/comments/121947n/windows_defender_claims_an_old_zip_file_has/
https://community.home-assistant.io/t/false-positive-trojan-script-wacatac-h-ml/552056
Title: Re: [0.95.1a] Mayasuran Navy 9.0.0 RC5
Post by: Knight Chase on April 20, 2023, 08:02:28 PM
Hi gamers. I'll be releasing a NEW mod next month called The "Shogunate". They'll be a hightech Japanese themed faction with an emphasis on high tech weaponry but medieval theming.
(https://i.imgur.com/ARpxHhI.png)
Title: Re: [0.95.1a] Mayasuran Navy 9.0.0 RC5
Post by: MrNage on April 20, 2023, 10:15:11 PM
Hi gamers. I'll be releasing a NEW mod next month called The "Shogunate". They'll be a hightech Japanese themed faction with an emphasis on high tech weaponry but medieval theming.

Will short-range (energy) jousting be involved?
Title: Re: [0.95.1a] Mayasuran Navy 9.0.0 RC5
Post by: Vensalir on April 21, 2023, 01:40:34 AM
Hi gamers. I'll be releasing a NEW mod next month called The "Shogunate". They'll be a hightech Japanese themed faction with an emphasis on high tech weaponry but medieval theming.
(https://i.imgur.com/Yikr4V9.png)

Totally looking forward to it; those sprites are gorgeous !
Title: Re: [0.95.1a] Mayasuran Navy 9.0.0 RC5
Post by: Dadada on April 21, 2023, 03:30:03 AM
>They'll be a hightech Japanese
>hightech
[excited High Tech lover noises]
Title: Re: [0.95.1a] Mayasuran Navy 9.0.0 RC5
Post by: LatvianFryingChicken on April 23, 2023, 06:45:17 AM
Hi I have a problem, when I enable the mod, the game throws this error and crashes on startup
486906 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [MSS_Shuttlepod] not found!
Title: Re: [0.95.1a] Mayasuran Navy 9.0.0 RC5
Post by: Guardsmen83 on April 29, 2023, 06:49:56 AM
how do i get the mayasuran navy to like me?
Title: Re: [0.95.1a] Mayasuran Navy 9.0.0 RC5
Post by: sirfenixx on April 29, 2023, 07:51:21 PM
how do i get the mayasuran navy to like me?
do misions, pirate exterminations or if you have nexerelin you can get prisioners droped after battle and you can trade them for credits or reputation in special function
Title: Re: [0.95.1a] Mayasuran Navy 9.0.0 RC5
Post by: SCMDR_Aramantha on April 30, 2023, 08:22:18 AM
Hi gamers. I'll be releasing a NEW mod next month called The "Shogunate". They'll be a hightech Japanese themed faction with an emphasis on high tech weaponry but medieval theming.
(https://i.imgur.com/ARpxHhI.png)

OOooooh pretty, I will eagerly await your new mod.
I also demand to see cute kitsunes and catgirls lol.
Title: Re: [0.95.1a] Mayasuran Navy 9.0.0 RC5
Post by: sectorscythe on May 03, 2023, 08:55:09 AM
In my current playthrough, I gave them a whole system worth of planets. Since in my game, the hegemony almost wipe them out in the first cycle of my game lol. At least now they have a chance to fight back.

Sad thing is right after I gave them the whole system, they started preparing an expedition fleet to my colony to disrupt my markets. LOL

how do i get the mayasuran navy to like me?
do misions, pirate exterminations or if you have nexerelin you can get prisioners droped after battle and you can trade them for credits or reputation in special function
Title: Re: [0.95.1a] Mayasuran Navy 9.0.0 RC5
Post by: ArkaneKannon on May 03, 2023, 05:29:33 PM
Is it intentional for the Manta to be missing from the Mayasura BP? I started a fresh campaign with a couple but they aren't in the custom order menu.
Title: Re: [0.95.1a] Mayasuran Navy 9.0.0 RC5
Post by: Sanrai on May 07, 2023, 03:52:30 PM
Mayasuran Navy appears to function just fine by simply raising the version number to .96.
Title: Re: [0.96a] Mayasuran Navy 10.0.0 RC1
Post by: Knight Chase on May 08, 2023, 12:40:00 AM
10.0.0 RC1
-New Conquest Sprite
-New Heron Sprite
-Fixed Pyotr for 0.96a
-Added Pegasus (M)
-Added Crusader (M)
this is a battlecarrier version of the Champion-class.

WELCOME TO 0.96a of Mayasura. I highly recommend you use this with Nexerelin which has an unofficial version on the last page on its forum page.

https://github.com/KnightShii/Starsector/raw/master/Mayasuran%20Navy%2010.0.0%20RC1.7z

(https://i.imgur.com/yjqgIXj.png)
Title: Re: [0.96a] Mayasuran Navy 10.0.0 RC1
Post by: memeextremist on May 08, 2023, 01:41:48 AM
KC has not abandoned us!! thanks mane
Title: Re: [0.96a] Mayasuran Navy 10.0.0 RC1
Post by: BreadedBlunt on May 08, 2023, 01:32:06 PM
lookin like Didymoi minelayer is bugged, get a ctd when it launchs its payload.

170451 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.prototype.Utils.void(Unknown Source)
   at com.fs.starfarer.combat.ai.Oo0O.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.missile.MissileAI.acquireAndPrepare(Unknown Source)
   at com.fs.starfarer.combat.ai.missile.MissileAI.seekTarget(Unknown Source)
   at com.fs.starfarer.combat.ai.missile.MissileAI.advance(Unknown Source)
   at com.fs.starfarer.combat.ai.GuidedProximityFuseAI.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Steps to repeat, fresh install with just lazylib and maya navy, any sim battle with Didymoi wing
Title: Re: [0.96a] Mayasuran Navy 10.0.0 RC1
Post by: Guardsmen83 on May 08, 2023, 01:54:28 PM
thanks KC!!
Title: Re: [0.96a] Mayasuran Navy 10.0.0 RC1
Post by: Knight Chase on May 08, 2023, 06:08:56 PM
lookin like Didymoi minelayer is bugged, get a ctd when it launchs its payload.

170451 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.prototype.Utils.void(Unknown Source)
   at com.fs.starfarer.combat.ai.Oo0O.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.missile.MissileAI.acquireAndPrepare(Unknown Source)
   at com.fs.starfarer.combat.ai.missile.MissileAI.seekTarget(Unknown Source)
   at com.fs.starfarer.combat.ai.missile.MissileAI.advance(Unknown Source)
   at com.fs.starfarer.combat.ai.GuidedProximityFuseAI.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Steps to repeat, fresh install with just lazylib and maya navy, any sim battle with Didymoi wing
I will get this fixed soon. Thank you for letting me know!
Title: Re: [0.96a] Mayasuran Navy 10.0.0 RC1
Post by: SpaceDrake on May 09, 2023, 09:00:11 PM
Hmm, I'm getting that exact same crash, except I'm not using Mayasuran Navy at all. I'm having a much harder time repeating it, though.

Earlier, we were having consistent issues with the Energon Bazooka because its projectiles are meant to use the same arming code as phase mines, but Alex changed the name of the missiletype of it from phase_mine to phase_charge (Alex messed with mines this patch). It's likely something similar here, if the Didymoi mines were based on an existing vanilla missiletype. From the GuidedProximityFuseAI entry, I'm guessing it's the same issue here.

(Frustratingly, I'm now getting a similar crash in a different combat, but I cannot find the culprit since it's not invoking a FuseAI, just the MissileAI, and in other combats all the suspects seem to behave.)
Title: Re: [0.96a] Mayasuran Navy 10.0.0 RC1
Post by: Draconis13 on May 12, 2023, 12:55:55 AM
Getting a crash as well related to a Maya bounty fleet.

ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [MSS_big_rotary] not found in weapon_data.csv
3679 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [MSS_Gandiva_S] not found in weapon_data.csv

Seems to be some issues with the weapons. I noticed one of the big energy weapons is only 200 credits without a description as well.
Title: Re: [0.96a] Mayasuran Navy 10.0.0 RC1
Post by: 6chad.noirlee9 on May 17, 2023, 12:25:50 PM
whenever i use the hull ability of the destroyer sized mech i get a crash
Title: Re: [0.96a] Mayasuran Navy 10.0.0 RC1
Post by: TalRaziid on May 17, 2023, 02:24:55 PM
whenever i use the hull ability of the destroyer sized mech i get a crash
mayasura has a mech ship?
Title: Re: [0.96a] Mayasuran Navy 10.0.0 RC1
Post by: A_Random_Dude on May 17, 2023, 04:01:13 PM
Not a "ship" per se, just fighters.

Edit: took a look just to be sure and yep. No destroyer sized mech here. Maybe he's mistaking that mod for Arma Armatura? It does have like two destroyer mobile armors.
Title: Re: [0.96a] Mayasuran Navy 10.0.0 RC1
Post by: TalRaziid on May 17, 2023, 07:25:42 PM
Not a "ship" per se, just fighters.

Edit: took a look just to be sure and yep. No destroyer sized mech here. Maybe he's mistaking that mod for Arma Armatura? It does have like two destroyer mobile armors.
Yeah i knew about the wing. Does seem likely its mistaken for an Arma mobile armor or cataphract
Title: Re: [0.96a] Mayasuran Navy 10.0.0 RC1
Post by: 6chad.noirlee9 on May 19, 2023, 07:59:54 AM
you guys were right its a new ship from armaa.  i thought it was mayasura because in nexerelin custom start it shows up in the list of ships for mayasura
Title: Re: [0.96a] Mayasuran Navy 10.0.0 RC1
Post by: Oelopaca on May 19, 2023, 07:47:53 PM
Muy Buenas.

Starsector>mods>Mayasuran Navy>graphics>mayasura>portraits

*delete the portrait of the manga girls and replace them with that of normal women and changing the file name*

NOW! it is one of the best mods, if not the best, both for the graphic art of the ships and for its setting and history in general.

Well done Señor Knight Chase!

No hard feelings  ;P

Translated by Google. Hasta la vista, baby.

Title: Re: [0.96a] Mayasuran Navy 10.0.0 RC1
Post by: MartianSpy on May 20, 2023, 06:35:37 AM
It seems that the charge UV pulse Cannon can be purchased at the high end seller in prism freeport, I assume this is not intended behavior.
Title: Re: [0.96a] Mayasuran Navy 10.0.0 RC1
Post by: YourLocalMairaaboo on May 20, 2023, 09:55:21 AM
So, why are most, but not all, (M) ships blocked from reverse-engineering with IndEvo?
Title: Re: [0.96a] Mayasuran Navy 10.0.0 RC1
Post by: DrTechman42 on May 22, 2023, 11:32:14 PM
Knight Chase, at your convinience, please add the new shoot-through-missiles-and-fighters that Gauss and Mjolnir cannons now have to the spinal railguns. It's relatively annoying.
And yes, the Charged UV Pulse Cannon drops randomly and costs 30 (or 300) credits. Clearly unintended.
Title: Re: [0.96a] Mayasuran Navy 10.0.0 RC1
Post by: Nevrodin on May 28, 2023, 10:30:38 PM
Thank you so much for the update, I noticed that the 'Crusader (M)' lacks the 'Mayasura Prime Warship' hullmod and thought I'd let you know. Wonderful work as always.
Title: Re: [0.96a] Mayasuran Navy 10.0.0 RC1
Post by: PreConceptor on May 29, 2023, 12:51:59 PM
So since vanilla now has a Gorgon missile, will you rename it in a next patch? nvm it looks like they don't appear ingame any more (?)
Title: Re: [0.96a] Mayasuran Navy 10.0.0 RC1
Post by: Farya on June 01, 2023, 11:00:32 PM
Could you possibly add more Nex starts with Mithuna? Persean League or independent start would be fitting for base variant as new Explorer option.
Title: Re: [0.96a] Mayasuran Navy 10.0.0 RC2
Post by: Knight Chase on June 07, 2023, 05:31:15 AM
10.0.0 RC2
-Fixed Didymoi Minelayer
New missile behavior means it activates as soon as it gets in range rather than a timer. While unfortunate, I can't change this I think.
-Added pass through to the Mark VII projectiles, Caliburnus Railgun projectiles, Charged UV Pulse Cannon Projectiles.
These are all big projectiles with a lot of damage. So have fun sniping multiple fighters at once!
-Increased refire time of Mark VII to 12 seconds.
-Increased refire time of Armored Box Launcher to 12 seconds.
Both of these weapons will be keeping their massive alpha damage, however, you will have to be more deliberate with your shots.
-Increased the damage of the Orbital Howitzer from 1200 to 2000.
With how unwieldy this gun is, it deserves MORE damage.

https://github.com/KnightShii/Starsector/raw/master/Mayasuran%20Navy%2010.0.0%20RC2.7z

(https://i.imgur.com/pIElRRy.png)
Title: Re: [0.96a] Mayasuran Navy 10.0.0 RC2
Post by: sectorscythe on June 07, 2023, 08:10:15 AM
Havent updated to the 0.96a starsector yet but nice looking update. Sad that the Didymoi Minelayer have to be that way.

*Am I already dead Kenshiro~san?*
Title: Re: [0.96a] Mayasuran Navy 10.0.0 RC2
Post by: Malorn on June 12, 2023, 03:41:55 AM
Wow, the number of ships continues to grow. I almost wonder if it might be time to consider splitting the ship roster, adding a second faction. In keeping with the Mayasura theme, maybe an exodus branch, some colony located far outside of the core worlds. Planning to return home and punish the Hegemony after building up in secret?

Right now it feels like Mayasura has a WW2 Germany design ethos, all variants all the time.  ;D
Title: Re: [0.96a] Mayasuran Navy 10.0.0 RC2
Post by: renasma on June 23, 2023, 07:19:43 AM
Hello, I'm very confused by the Winghead. It has heavy weapons integration for large weapons but it doesn't have any large weapon mounts?
Title: Re: [0.96a] Mayasuran Navy 10.0.0 RC2
Post by: Zyrithithrall on June 24, 2023, 02:10:30 PM
Hello, I'm very confused by the Winghead. It has heavy weapons integration for large weapons but it doesn't have any large weapon mounts?

It very much does have a large Energy mount in the back.
Title: Re: [0.96a] Mayasuran Navy 10.0.0 RC2
Post by: Takeru on June 27, 2023, 03:36:03 AM
The Onbu Railgun from Skysplitters can be salvaged from battle at least. I assume its a bug since it costs 0 OP to equip.

(https://i.imgur.com/BF1WIot.png)
Title: Re: [0.96a] Mayasuran Navy 10.0.0 RC2
Post by: Killsode on August 05, 2023, 05:35:14 AM
There appears to be a bug with the Pegasus (m) where it cant be built from custom production, and it never shows up in player factions fleets. i thought it might have been a cost issue but the Iapetus IS-15000 from PAGSM functions fine.
Title: Re: [0.96a] Mayasuran Navy 10.0.0 RC2
Post by: NotMirageComedy on August 07, 2023, 04:18:09 AM
So I've enjoyed this mod for a number of years, and I'm happy to see it's progress each time I come back to the game. However, I've noticed some vanilla-unfriendly portraits got snuck in, and I don't see it documented on the forum page (unless I missed it?) or a config option to disable these anime profile pictures. I originally picked this mod, many years ago at this point, because it was one of the few faction mods that was vanilla-inspired. These portraits aren't really what I was expecting  >:( >:( >:(
Title: Re: [0.96a] Mayasuran Navy 10.0.0 RC2
Post by: Battenburga on August 07, 2023, 07:10:47 AM
Hello, I seem to have a bug related to portraits in this mod?

"ERROR com.fs.graphics.for  - Error loading [graphics/portraits/mcp/mayasura_01.png] resource, not found in [E:\Games\Starsector\starsector-core\..\mods" It repeats this same error for several other mayasura_x portraits, yet I cannot find anything with that name in the folders.
Title: Re: [0.96a] Mayasuran Navy 10.0.0 RC2
Post by: A_Random_Dude on August 07, 2023, 07:11:52 AM
So I've enjoyed this mod for a number of years, and I'm happy to see it's progress each time I come back to the game. However, I've noticed some vanilla-unfriendly portraits got snuck in, and I don't see it documented on the forum page (unless I missed it?) or a config option to disable these anime profile pictures. I originally picked this mod, many years ago at this point, because it was one of the few faction mods that was vanilla-inspired. These portraits aren't really what I was expecting  >:( >:( >:(

That mod's front page artworks are literal thirst traps using said portrait characters as the main attraction. If you expected the mod itself to not have any kind of weeb degeneracy in it, you had high hopes.

In any case, you can just replace the portraits you don't like with vanilla ones. And even if you don't, the only time you see is during character creation. No npc will ever use it iirc.
Title: Re: [0.96a] Mayasuran Navy 10.0.0 RC2
Post by: A_Random_Dude on August 07, 2023, 07:26:37 AM
Hello, I seem to have a bug related to portraits in this mod?

"ERROR com.fs.graphics.for  - Error loading [graphics/portraits/mcp/mayasura_01.png] resource, not found in [E:\Games\Starsector\starsector-core\..\mods" It repeats this same error for several other mayasura_x portraits, yet I cannot find anything with that name in the folders.

Means there's a portrait missing. Maybe re download the mod and see if the problem persists. If it does, then you might need to either add portraits that'll have the ID, or remove it from the .faction using them.

Edit: tested it myself just to be sure, had no problem. So yep, just deleting and reinstalling the mod should fix the issue.
Title: Re: [0.96a] Mayasuran Navy 10.0.0 RC2
Post by: Battenburga on August 07, 2023, 07:33:38 AM
Hello, I seem to have a bug related to portraits in this mod?

"ERROR com.fs.graphics.for  - Error loading [graphics/portraits/mcp/mayasura_01.png] resource, not found in [E:\Games\Starsector\starsector-core\..\mods" It repeats this same error for several other mayasura_x portraits, yet I cannot find anything with that name in the folders.

Means there's a portrait missing. Maybe re download the mod and see if the problem persists. If it does, then you might need to either add portraits that'll have the ID, or remove it from the .faction using them.

Thanks I tried that, but no, it wasn't right as Mayasure doesn't have an "mcp" folder, so I don't know where this is coming from. But thank you for the assistance.
Title: Re: [0.96a] Mayasuran Navy 10.0.0 RC2
Post by: A_Random_Dude on August 07, 2023, 07:38:05 AM
Oh wait. Missed that part, my bad. Weird then. Good luck finding the source of the issue then!
Title: Re: [0.96a] Mayasuran Navy 10.0.0 RC2
Post by: Battenburga on August 07, 2023, 07:44:35 AM
Solved it, another mod was asking me to make portraits with the mayasuran prefix, no idea why.
Title: Re: [0.96a] Mayasuran Navy 10.0.0 RC2
Post by: JoeyJoeJoeShabadooooooo on August 17, 2023, 07:58:07 AM
Thirst trap aaaaah mod page
Title: Re: [0.96a] Mayasuran Navy 10.0.0 RC2
Post by: Alex on August 19, 2023, 08:06:35 AM
I've cleaned up the OP. Please keep things safe-for-work, preferably erring on the side of caution where it's clearly questionable, and please consider this an official warning.
Title: Re: [0.96a] Mayasuran Navy 10.0.0 RC2
Post by: Knight Chase on August 20, 2023, 01:13:10 AM
I've cleaned up the OP. Please keep things safe-for-work, preferably erring on the side of caution where it's clearly questionable, and please consider this an official warning.
No problem, Alex!
Title: Re: [0.96a] Mayasuran Navy 10.0.1 RC1
Post by: Knight Chase on August 21, 2023, 12:50:03 AM
10.0.1 RC1
-No more shadow on Vishnu's Mark VII guns
-Added Victory M and Vishnu M to buildables for Mayasura.
This basically means you should  be able to build the Vishnu and Victory M successfully now
-Added in System swap to Victory (M)
So, I've added plasma jets, high energy focus and mine strike as variants of the Victory (M), each with their own unique paint job. I look forward to seeing your builds!

(https://i.imgur.com/CCabDiJ.png)

https://github.com/KnightShii/Starsector/raw/master/Mayasuran%20Navy%2010.01%20RC1.7z
Title: Re: [0.96a] Mayasuran Navy 10.0.1 RC1
Post by: DeClare249 on August 21, 2023, 02:14:42 AM
Another update for one of the best Midline mod packs out there? I love the buff the Victory (M) received. Really hard pressed on what to pick plasma jets, high energy focus or the OG the, after burners. Keep up the good work!

Edit: Do you ever plan to add the Eagle from vanilla Starsector to Mayasura's arsenal?
Title: Re: [0.96a] Mayasuran Navy 10.0.1 RC1
Post by: Knight Chase on August 21, 2023, 08:45:52 PM
Another update for one of the best Midline mod packs out there? I love the buff the Victory (M) received. Really hard pressed on what to pick plasma jets, high energy focus or the OG the, after burners. Keep up the good work!

Edit: Do you ever plan to add the Eagle from vanilla Starsector to Mayasura's arsenal?
Not at the moment, no. In lore reason is that the Eagles got badly damaged after the attack and were forced to be converted to the Sarissophoroi-class.
Title: Re: [0.96a] Mayasuran Navy 10.0.1 RC1
Post by: DeClare249 on August 21, 2023, 09:57:26 PM
Another update for one of the best Midline mod packs out there? I love the buff the Victory (M) received. Really hard pressed on what to pick plasma jets, high energy focus or the OG the, after burners. Keep up the good work!

Edit: Do you ever plan to add the Eagle from vanilla Starsector to Mayasura's arsenal?
Not at the moment, no. In lore reason is that the Eagles got badly damaged after the attack and were forced to be converted to the Sarissophoroi-class.

A shame I love the Eagle from Vanilla. Regardless, the Sarissophoroi and the baby Eagle (Falcon) will nourish me for the moment. Also, by chance do you have a patreon or Ko-fi? I would love for you to continue this amazing Midline Mod.
Title: Re: [0.96a] Mayasuran Navy 10.0.1 RC1
Post by: Palaiologos on August 27, 2023, 01:46:56 AM
Hello again, the Zyrith Thrall portrait doesn't seem to be loadable. At the bounty page and fleet encounter, where the portrait should be is pitch black. Also the Zyrith(M) is lacking a description.

Edit: After deeper playthrough I found that the HVB ships are buildable by contacts, not sure if that's intended behavior. The Crusader(M) doesn't have the Mayasuran Prime hullmod either.
Title: Re: [0.96a] Mayasuran Navy 10.0.1 RC1
Post by: zacharywere on September 03, 2023, 08:11:53 PM
do you think Mayasuran Navy will have incorporated industrial industry's from ashes domain or is that thinking to far   
Title: Re: [0.96a] Mayasuran Navy 10.0.1 RC1
Post by: Meelock on September 06, 2023, 09:01:15 PM
Is there a reason the Iapetus is not part of the schematics pack? It has not been part of the pack for a while, and I don't understand the reason at present, as it was in the past. Tysm for updates.
Title: Re: [0.96a] Mayasuran Navy 10.0.1 RC1
Post by: Palaiologos on September 18, 2023, 07:21:33 AM
Hello again, the Zyrith Thrall portrait doesn't seem to be loadable. At the bounty page and fleet encounter, where the portrait should be is pitch black. Also the Zyrith(M) is lacking a description.

Edit: After deeper playthrough I found that the HVB ships are buildable by contacts, not sure if that's intended behavior. The Crusader(M) doesn't have the Mayasuran Prime hullmod either.

So I've started a new run with Vayra's Sector and found a interesting fact. The HVBs with Vayra's Sector are functioning normally, while in MagicBounty they always come with an lvl 14 Admiral. The Zyrith's Portrait can display in a HVB pop-up message, but it is still black in the Bounty page.
Title: Re: [0.96a] Mayasuran Navy 10.0.1 RC1
Post by: dazric on October 26, 2023, 06:11:03 AM
I am unclear on what this does, exactly. Does it add markets controlled by Mayasura? Which ones?
Title: Re: [0.96a] Mayasuran Navy 10.0.1 RC1
Post by: Meelock on October 27, 2023, 06:42:44 PM
I am unclear on what this does, exactly. Does it add markets controlled by Mayasura? Which ones?
It lets you control the world of mairaath, a former vassal of the persean league, that hates luddics and heggies. If you don't play as them, it adds some cool ships, a few bounties, and a tiny faction, and thats all.
Title: Re: [0.96a] Mayasuran Navy 10.0.1 RC1
Post by: AnMGQfan on November 05, 2023, 06:15:39 AM
Hi. I dont understand how you are suposed to start the mission to retake port tse and lost astropolis... I am commissioned and at 100 reputation with the mayasuran but I get no missions nor I can give them the astropolis when I attack them... am I missing something ?
Title: Re: [0.96a] Mayasuran Navy 10.0.1 RC1
Post by: Shakesepare on November 05, 2023, 01:09:36 PM
Hi. I dont understand how you are suposed to start the mission to retake port tse and lost astropolis... I am commissioned and at 100 reputation with the mayasuran but I get no missions nor I can give them the astropolis when I attack them... am I missing something ?
I do believe you have to talk to the main defense fleet commander, from memory I believe that's how you start those missions
Title: Re: [0.96a] Mayasuran Navy 10.0.1 RC1
Post by: AnMGQfan on November 07, 2023, 06:38:50 AM
I do believe you have to talk to the main defense fleet commander, from memory I believe that's how you start those missions

I didn't find the "main defense fleet"... if you mean "the vengeance of mairaath" fleet, talking their admiral doesn't start the quests...
Title: Re: [0.96a] Mayasuran Navy 10.0.1 RC1
Post by: Clockwokis on November 07, 2023, 06:59:30 AM
does this mod have a contact for mayasura?
Title: Re: [0.96a] Mayasuran Navy 10.0.1 RC1
Post by: Artarion on November 08, 2023, 07:45:32 AM
I do believe you have to talk to the main defense fleet commander, from memory I believe that's how you start those missions

I didn't find the "main defense fleet"... if you mean "the vengeance of mairaath" fleet, talking their admiral doesn't start the quests...
It used to be Vengeance fleet, now you need to talk to someone from planet contacts.
Title: Re: [0.96a] Mayasuran Navy 10.0.1 RC1
Post by: Farya on November 18, 2023, 03:01:03 AM
Could you possibly add a "lore friendly" mode toggle that simply adds non-prime ships to the League, but without the faction itself by default?
Title: Re: [0.96a] Mayasuran Navy 10.0.1 RC1
Post by: Ranger Dimitri on November 28, 2023, 11:58:20 AM
So, got to ask, is all the shipgirl artwork your doing? Also are the amount linked to all there is or is there perhaps more to be had? Of course, the main focus is for the faction and ships, but nothing wrong with appreciating some quality artwork presented to help give some real character to the ships in question!
Title: Re: [0.96a] Mayasuran Navy 10.0.2 RC1
Post by: Knight Chase on December 05, 2023, 05:51:39 PM
https://github.com/KnightShii/Starsector/raw/master/Mayasuran%20Navy%2010.0.2%20RC1.7z

10.0.2 RC1
-Added Vice Admiral and Vice Admiral's Godsplitter (M) plus unique weapon(s)
-Fixed Iapetus-Class being part of the Mayasuran Navy bluprint package
-Added Vishnu-class to blue print package for Mayasura
-Changed Rhea-class six medium ballistic mounts to three ballistic mounts
-Adjusted Rhea's  dissipation from 600 to 1000.
-Adjusted Rhea's flux/shield from 1.2 to 1.0
-Adjusted Rhea's max speed from  35 to 45
-Changed Crusader (M) to a Rhea-class conversion
-Starliner (M) shield converted to Omni from Front
-Added a couple of other NPCs too

NOT SAVE COMPATIBLE

Spoiler
(https://i.imgur.com/BGcpLru.png)
[close]
Spoiler
(https://i.imgur.com/V6HzoCw.png)
[close]
Spoiler
(https://i.imgur.com/dqkO2eT.png)
[close]
Title: Re: [0.96a] Mayasuran Navy 10.0.2 RC1
Post by: Knight Chase on December 05, 2023, 06:01:22 PM
woops let me push out another patch real quick

edit: I accidentally left out a variant file, should be good to go now.
go ahead and redownload
Title: Re: [0.96a] Mayasuran Navy 10.0.2 RC1
Post by: The K Man on December 05, 2023, 06:08:51 PM
https://github.com/KnightShii/Starsector/raw/master/Mayasuran%20Navy%2010.02%20RC1.7z

10.0.2 RC1
-Added Vice Admiral and Vice Admiral's Godsplitter (M) plus unique weapon(s)
-Fixed Iapetus-Class being part of the Mayasuran Navy bluprint package
-Added Vishnu-class to blue print package for Mayasura
-Changed Rhea-class six medium ballistic mounts to three ballistic mounts
-Adjusted Rhea's  dissipation from 600 to 1000.
-Adjusted Rhea's flux/shield from 1.2 to 1.0
-Adjusted Rhea's max speed from  35 to 45
-Changed Crusader (M) to a Rhea-class conversion
-Starliner (M) shield converted to Omni from Front
-Added a couple of other NPCs too

Spoiler
(https://i.imgur.com/BGcpLru.png)
[close]
Spoiler
(https://i.imgur.com/V6HzoCw.png)
[close]
Spoiler
(https://i.imgur.com/dqkO2eT.png)
[close]

i was literally just updating my mod list, incredible damn timing cuz this is one of my favorite mods.
Glory to Mairaath and the Mayasuran Navy.
Title: Re: [0.96a] Mayasuran Navy 10.0.2 RC1
Post by: SolowingWitch on December 06, 2023, 12:07:21 AM
63118 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull variant [MSS_Crusader_Elite] not found!
java.lang.RuntimeException: Ship hull variant [MSS_Crusader_Elite] not found!
   at com.fs.starfarer.loading.new.o00000(Unknown Source)
   at com.fs.starfarer.loading.new.o00000(Unknown Source)
   at com.fs.starfarer.loading.V$Oo.getFPCost(Unknown Source)
   at com.fs.starfarer.loading.V.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.oo0000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.public(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Updated from 10.0.0 to 10.0.2 RC1 and getting this crash now. Not sure if anything else would be needed to diagnose the issue, but I'm open to provide anything else necessary. Crashes immediately upon starting loading.
Title: Re: [0.96a] Mayasuran Navy 10.0.2 RC1
Post by: Shogouki on December 06, 2023, 12:20:40 AM
63118 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull variant [MSS_Crusader_Elite] not found!
java.lang.RuntimeException: Ship hull variant [MSS_Crusader_Elite] not found!
   at com.fs.starfarer.loading.new.o00000(Unknown Source)
   at com.fs.starfarer.loading.new.o00000(Unknown Source)
   at com.fs.starfarer.loading.V$Oo.getFPCost(Unknown Source)
   at com.fs.starfarer.loading.V.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.oo0000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.public(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Updated from 10.0.0 to 10.0.2 RC1 and getting this crash now. Not sure if anything else would be needed to diagnose the issue, but I'm open to provide anything else necessary. Crashes immediately upon starting loading.

Is this a new game or is this from a save that originally used an older version of the mod?  I only ask as the update post says that this newest version isn't compatible with saves using the previous version.
Title: Re: [0.96a] Mayasuran Navy 10.0.2 RC1
Post by: SolowingWitch on December 06, 2023, 02:08:12 AM
Is this a new game or is this from a save that originally used an older version of the mod?  I only ask as the update post says that this newest version isn't compatible with saves using the previous version.
[/quote]

Not upon loading the save, upon loading the game with the mod installed. Update: Worked on the third uninstall and reinstall, for some reason?
Title: Re: [0.96a] Mayasuran Navy 10.0.2 RC1
Post by: Knight Chase on December 08, 2023, 05:06:34 AM
63118 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull variant [MSS_Crusader_Elite] not found!
java.lang.RuntimeException: Ship hull variant [MSS_Crusader_Elite] not found!
   at com.fs.starfarer.loading.new.o00000(Unknown Source)
   at com.fs.starfarer.loading.new.o00000(Unknown Source)
   at com.fs.starfarer.loading.V$Oo.getFPCost(Unknown Source)
   at com.fs.starfarer.loading.V.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.oo0000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.public(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Updated from 10.0.0 to 10.0.2 RC1 and getting this crash now. Not sure if anything else would be needed to diagnose the issue, but I'm open to provide anything else necessary. Crashes immediately upon starting loading.

I may have accidentally forgot a variant file when I first uploaded. But all the links are up to date now, sorry!

ALSO, not save compatible. I've added a buncha NPCs and other junk. There's somethings that happen when you take over both Port Tse and Lost Astropolis!
Title: Re: [0.96a] Mayasuran Navy 10.0.2 RC1
Post by: Killsode on December 24, 2023, 03:11:12 PM
Noticed something odd about the Rhea class superheavy cruiser, the normal rhea in the codex has four large ballistics, the medium ballistic between the larges up the front is a large has a fourth large placed atop it for some reason. its not like that with the actually accessible variants, or the (M) variant in the codex.

The normal rhea literally just has an extra large mount set below the middle medium. its seemingly inaccessible, but its there.
Title: Re: [0.96a] Mayasuran Navy 10.0.2 RC1
Post by: JuxJux on December 25, 2023, 06:26:29 PM
Heya, I can't seem to commission with mayasura. Is there a hidden requirement to doing so? Or did I maybe break it by using Nex?
Title: Re: [0.96a] Mayasuran Navy 10.0.2 RC1
Post by: Killsode on December 26, 2023, 12:54:52 AM
Heya, I can't seem to commission with mayasura. Is there a hidden requirement to doing so? Or did I maybe break it by using Nex?

are you at a high enough reputation with them? Have you made sure you're not commissioned with anyone else?
Title: Re: [0.96a] Mayasuran Navy 10.0.2 RC1
Post by: JuxJux on December 26, 2023, 01:26:54 AM
I'm definitely not commissioned with anyone else. What's the rep requirement? I thought it was 15

Edit: To be clear, I can't find the option to commission with them at all. None of the contacts offer it.
Title: Re: [0.96a] Mayasuran Navy 10.0.2 RC1
Post by: JuxJux on December 26, 2023, 11:19:26 AM
The issue seems to be a lack of administrators for Mayasura, since I think you can only commission through them. I don't think you can turn in survey data or AI cores either. Is there a way to fix this in my current save, by running a command or something?
Title: Re: [0.96a] Mayasuran Navy 10.0.2 RC1
Post by: Killsode on December 26, 2023, 12:14:45 PM
Oh... huh... Uh, i supposing gifting them a colony? Those eventually get administrators, right?
Title: Re: [0.96a] Mayasuran Navy 10.0.2 RC1
Post by: JuxJux on December 26, 2023, 01:31:15 PM
I got around it with the console commands mod, and then once i reclaim lost acropolis and the other market those both have administrators. thanks for the help!
Title: Re: [0.96a] Mayasuran Navy 10.0.2 RC1
Post by: Birb II on January 02, 2024, 02:17:44 PM
Just realised Pyotr and Mark from blody Highfleet :DDDDD. Pls somehow in the future add a custom quest(or quest line) to get the sevastopol somehow, it would be so cool.
Or don't the mod is already one of my all time favourites, great artstyle, music is awsome and the ships+Pyotr and with his little breathing device gave me such a nostalgic shock. Keep up the great work!
Title: Re: [0.96a] Mayasuran Navy 10.0.2 RC1
Post by: Tank Hunter Silas on January 18, 2024, 07:58:28 PM
You should have lead with you can have space Iowa's
Title: Re: [0.96a] Mayasuran Navy 10.0.2 RC1
Post by: Alesha170 on February 03, 2024, 01:33:21 PM
The autofit for Manta-class (M) has errors, both autofit variants ignore existence of medium mount and leave it empty.
Also Akinci Drone Gunship doesn't autofit, it's not placed where it supposed to, even if on variant preview it does exist.
Title: Re: [0.96a] Mayasuran Navy 11.0.0 RC1
Post by: Knight Chase on February 08, 2024, 09:44:44 AM
https://github.com/KnightShii/Starsector/raw/master/Mayasuran%20Navy%2011.0.0.7z

11.0.0 RC1
-Added in the Paladin (M)
This is the Cruiser Champion made by my friend Zyrithithrall!
Adjusted the frontal medium synergy hardpoint on the Aurora (M) to be Built-in
-Changed it to the Avenger
lmao, hahahaha
-Adjusted the Winghead system to be Accelerated Ammo Feeder
-Adjusted Winghead's Speed to 70 from 50
SPEED
-Adjusted the Mokarran system to be Accelerated Ammo Feeder
-Adjusted Mokarran's shields to be 1.0 efficiency and 270 shield arc from 210.
-Adjusted Mokarran's frontal medium energy turrets to Hybrid.
BUFF
-Removed active flare module
-Removed Peltast-Class frigate
-Adjusted Crusader (M)'s armor from 1200 to 1000 base.
-Adjusted Crusader  (M)'s base dissipation from 1000 to 800
-Adjusted Crusader (M)'s DP from 25 to 30
-Removed National-Class Battlecruiser
-Removed Nebulosa-Class Battlecruiser
They'll be back maybe?????
-Removed 6 small frontal mounts from the Excalibur, replaced it with a singular medium ballistic 360 mount at the rear
This should help immensely with the AI
-Changed Excalibur's medium missile mounts to composite
This will also help the Excalibur stay at range like it was meant to.

DO NOT ATTEMPT TO USE THIS WITH THE 10.0.2 RC1 SAVE
THAT IS FOR 0.96a STARSECTOR


(https://i.imgur.com/yKQy7V6.png)
Title: Re: [0.97a] Mayasuran Navy 11.0.0 RC1
Post by: hefewy on February 08, 2024, 12:28:16 PM
Any particular reason you removed the National and Nebulosa outright?
Title: Re: [0.97a] Mayasuran Navy 11.0.0 RC1
Post by: Knight Chase on February 08, 2024, 08:09:35 PM
Any particular reason you removed the National and Nebulosa outright?
They weren't popular ships and I wanted to downsize.
Title: Re: [0.97a] Mayasuran Navy 11.0.0 RC1
Post by: Hellya on February 09, 2024, 04:49:44 PM
Getting an error on startup:

"Fatal Ship Hull spec (MSS_Naional} not found!
Title: Re: [0.97a] Mayasuran Navy 11.0.0 RC1
Post by: Knight Chase on February 09, 2024, 09:28:53 PM
Getting an error on startup:

"Fatal Ship Hull spec (MSS_Naional} not found!
I see someone who's been naughty and using Mayasuran Navy before my official patch.
Title: Re: [0.97a] Mayasuran Navy 11.0.0 RC1
Post by: Hellya on February 09, 2024, 11:09:37 PM
I saw .97a and I clicked the download. Bad, Hellya.
Title: Re: [0.97a] Mayasuran Navy 11.0.0 RC1
Post by: Strauss_hd on February 10, 2024, 04:05:33 PM
I use ver 10.0.2 RC1, and since the new version removed 2 ship, I get error with my save file.
It seem the ship being use by some faction?
How can i solved this issue?
Can I just copy the hull file from older version to the new version or wait for hotfix?

Thanks
Title: Re: [0.97a] Mayasuran Navy 11.0.0 RC1
Post by: Knight Chase on February 10, 2024, 06:31:06 PM
I use ver 10.0.2 RC1, and since the new version removed 2 ship, I get error with my save file.
It seem the ship being use by some faction?
How can i solved this issue?
Can I just copy the hull file from older version to the new version or wait for hotfix?

Thanks
again, that's for the 0.96a version of Starsector
not compatible
Title: Re: [0.97a] Mayasuran Navy 11.0.0 RC1
Post by: Strauss_hd on February 10, 2024, 07:35:54 PM
I use ver 10.0.2 RC1, and since the new version removed 2 ship, I get error with my save file.
It seem the ship being use by some faction?
How can i solved this issue?
Can I just copy the hull file from older version to the new version or wait for hotfix?

Thanks
again, that's for the 0.96a version of Starsector
not compatible
True, but i change the gameversion in the mod_info and the mod still working even until ver 0.97a-RC8.
But now I stuck when I want to use the new version =.=.
Guess I will stuck with 10.0.2 RC1 until I finished my run.
Title: Re: [0.97a] Mayasuran Navy 11.0.0 RC1
Post by: secondcircle on February 11, 2024, 09:54:04 AM
I've downloaded the latest version, and am trying to start a new game using only this mod and it's requirement. I can't seem to figure out how to get a commission? There is only one mayasuran planet, and there is no npc on it that is giving out comissions? Is there some other way to get a comission?
Title: Re: [0.96a] Mayasuran Navy 10.0.2 RC1
Post by: secondcircle on February 11, 2024, 10:04:29 AM
The issue seems to be a lack of administrators for Mayasura, since I think you can only commission through them. I don't think you can turn in survey data or AI cores either. Is there a way to fix this in my current save, by running a command or something?

Is this intentional ? Seems like you should be able to get a commission if just doing vanilla starsector with this one mod installed.
Title: Re: [0.97a] Mayasuran Navy 11.0.0 RC1
Post by: apogee4lyfe69 on February 21, 2024, 09:07:12 AM
It's May, 207 and this just happened:

(https://i.imgur.com/2Kq4ROW.png)

I've been using this mod since 8.3.8 and I've never seen this happen before without player intervention. All I've done this run is Space Trucking and bounties, I haven't even started the galatia quest yet. I legit thought that Mairaath had some sort of scripted immunity to getting capped. It is cool, except I now have the option of either colonizing and handing a size 3 colony over to Mayasura and hoping they can claw their way back (unlikely) or going to war with the Heg.

Is there any way to actually make Mairaath uncappable? I love this mod too much to let Nexerelin get in the way. As it is, I don't think it's intended for this to happen as the Vengeance of Mairaath defender fleet is just sitting in orbit of Mairaath destroying any Hegemony fleets that come near or pop out of the planet.

Also RIP the National, I couldn't understand how to use it effectively but I loved the design and concept. At least we still have the Patriot.
Title: Re: [0.97a] Mayasuran Navy 11.0.0 RC1
Post by: Sajuuk on February 22, 2024, 08:53:04 PM
yes, it happened in my case twice in a row... poor Mairaath.. really strange
I will have to destroy hegemony now, they've been bugging me with their inspections. ;D
Title: Re: [0.97a] Mayasuran Navy 11.0.0 RC1
Post by: apogee4lyfe69 on March 03, 2024, 11:41:35 AM
I think I've found a rough workaround using Nexerelin's "groundBattleSettings" array. I added it to mayasura.json in data/config/exerelinFactionConfig/mayasura.json, and set "defenseMult:1.5","moraleDamageTakenMult":0.5

Ever since I did this the Hegemony seems to ignore Mairaath completely and is instead picking on others. I think I probably buffed them too hard (having zero interactions between Hegemony and Mayasura isn't ideal for me) but it's preferable to seeing them get deleted 3 months into 206. I've barely tested this (my first run died in early 207 and my second run is currently in late 207, so far so good) but I think it's working.
Title: Re: [0.97a] Mayasuran Navy 11.0.0 RC1
Post by: Sputnik on March 05, 2024, 02:17:52 AM
I miss the nebulosa... That was legitimately my favorite capital... More specifically the base variant, I still haven't come across the carrier variant but I still love it to bits, it's too expensive imo but it was always my go-to capital. Other than that, love this mod, being my first mod to ever download I greatly appreciate you giving me my first enhanced gameplay of star sector... Spartan supremacy
Title: Re: [0.97a] Mayasuran Navy 11.0.0 RC1
Post by: Cosmic Bananas on March 08, 2024, 04:44:55 PM
is there a version of this without the anime portraits? thats the big drawback i have with this mod
Title: Re: [0.97a] Mayasuran Navy 11.0.0 RC1
Post by: Haka on March 11, 2024, 05:01:18 PM
is there a version of this without the anime portraits? thats the big drawback i have with this mod
No, if its not on the front page, there isn't one.
Also, I suggest using the search function first instead of asking this in every thread you're in as it has already been answered a year ago. The shipgirls only appear in character creation. Learning how to change faction portrait assignments is faster than waiting on an answer, as is actually just trying the mod.
Title: Re: [0.97a] Mayasuran Navy 11.0.0 RC1
Post by: Whittle on March 18, 2024, 11:15:09 AM
Just wanted to say that I love this mod. It's awesome.
Title: Re: [0.97a] Mayasuran Navy 11.0.0 RC1
Post by: YourLocalMairaaboo on March 18, 2024, 12:16:31 PM
It's May, 207 and this just happened:

(https://i.imgur.com/2Kq4ROW.png)

I've been using this mod since 8.3.8 and I've never seen this happen before without player intervention. All I've done this run is Space Trucking and bounties, I haven't even started the galatia quest yet. I legit thought that Mairaath had some sort of scripted immunity to getting capped. It is cool, except I now have the option of either colonizing and handing a size 3 colony over to Mayasura and hoping they can claw their way back (unlikely) or going to war with the Heg.

Is there any way to actually make Mairaath uncappable? I love this mod too much to let Nexerelin get in the way. As it is, I don't think it's intended for this to happen as the Vengeance of Mairaath defender fleet is just sitting in orbit of Mairaath destroying any Hegemony fleets that come near or pop out of the planet.

Also RIP the National, I couldn't understand how to use it effectively but I loved the design and concept. At least we still have the Patriot.
Mairaath isn't uncappable, it simply always has a massive S-Modded armada around it, that gets replaced on wipe. If it gets attritioned to a small, nonzero size, an invasion can still find success, since Mairaath has little in the way of defenses aside from the fleet.
Title: Re: [0.97a] Mayasuran Navy 11.0.0 RC1
Post by: Hauda on March 31, 2024, 05:37:28 AM
Thought I'd like to confirm with what secondcircle posted. I went to check the "open the comm directory" option and the planet doesn't have an administrator. Mairaath just has 1x Grand Navarch, 1x Portmaster, 2x Officers (just two randoms, neither has any actual dialog options) 1x Quartermaster and 1x Ambassador. I do run a modded starsector too so I can't confirm as of now whether the admin does show up or not. I think if you start a new game as the Mayasuran Navy you should have access to the planet, but otherwise that's it, no commission access to their ships unless you take a while via the agent ship procurement (or console commands, but that's missing the point ;D )
Title: Re: [0.97a] Mayasuran Navy 11.0.0 RC1
Post by: TMilla0 on April 01, 2024, 09:23:46 PM
So I have a minor bug report. I'm looking to build the Paladin (M) and it doesn't seem to come with the built in Mayasuran Prime Warship mod like every other (M) ship.

Otherwise, I'm loving this mod! I'm in the middle of a Mayasuran campaign. The ships are a ton of fun. Just built a Vishnu and I'm making the Hegemony cry. Lots of fun. Thank you!
Title: Re: [0.97a] Mayasuran Navy 11.0.0 RC1
Post by: korvar on April 02, 2024, 06:23:05 PM
Is there a way to turn down the volume on some sound effects? The Onbu Railgun on the Skysplitter hurts my ears.
Title: Re: [0.97a] Mayasuran Navy 11.0.0 RC1
Post by: Drake_Immaterium on April 11, 2024, 06:06:11 PM
For anyone wondering how to get the Mayasuran Commission, I just happened upon this purely by RNG with no other mods running (aside from the ones required to run this) alongside it. Now I'm not sure if this will work for everyone but since it worked for me, I figured, why not everyone else?

So anyway, I was going through the bars looking for jobs and I happened upon one for a military bounty, so I took it. Upon completion I got a potential contact with an Archon from the Mayasuran Navy. So I registered the contact, lo and behold, the Archon has the commission option, among others.

[edit]: Okay, also happen to be running a portrait pack mod as well, though I doubt that had any real impact.
Title: Re: [0.97a] Mayasuran Navy 11.0.0 RC1
Post by: LawDog_Gav on April 13, 2024, 12:18:11 PM
Is there some special trick to getting the Mako to use its bombs? I've tested it out in sims on autopilot and in combat and the bombs aren't launching even though they're on autofire.
Title: Re: [0.97a] Mayasuran Navy 11.0.0 RC1
Post by: ayylmao4lulz on April 19, 2024, 07:10:45 PM
I've completely eradicated the Mayasuran faction, but the Vengeance Of Mairaath fleet keeps re-spawning over and over every time I destroy it. Is this intended, or has something gone awry?
Title: Re: [0.97a] Mayasuran Navy 11.0.0 RC1
Post by: lannnnnnar on April 29, 2024, 01:19:44 PM
It's May, 207 and this just happened:

(https://i.imgur.com/2Kq4ROW.png)

I've been using this mod since 8.3.8 and I've never seen this happen before without player intervention. All I've done this run is Space Trucking and bounties, I haven't even started the galatia quest yet. I legit thought that Mairaath had some sort of scripted immunity to getting capped. It is cool, except I now have the option of either colonizing and handing a size 3 colony over to Mayasura and hoping they can claw their way back (unlikely) or going to war with the Heg.

Is there any way to actually make Mairaath uncappable? I love this mod too much to let Nexerelin get in the way. As it is, I don't think it's intended for this to happen as the Vengeance of Mairaath defender fleet is just sitting in orbit of Mairaath destroying any Hegemony fleets that come near or pop out of the planet.

Also RIP the National, I couldn't understand how to use it effectively but I loved the design and concept. At least we still have the Patriot.
Mairaath isn't uncappable, it simply always has a massive S-Modded armada around it, that gets replaced on wipe. If it gets attritioned to a small, nonzero size, an invasion can still find success, since Mairaath has little in the way of defenses aside from the fleet.

The luddic church eradicated them in my latest game, and its not the first time they've gotten decimated. Factions that only have one planet just don't do well with nex and a bunch of active larger factions. I like their ships too much to not use the mod though.