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.
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.
Is that a triple gauss cannon turret on the carrier? Please say yes.Yes. It is, in fact, a Triple Gauss Cannon.
Is that a triple gauss cannon turret on the carrier? Please say yes.
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.Did you try uninstalling it and then reinstalling? It might help.
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)
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)
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.
Is there nexralen compatibility?You can do random ships for persean league and with enough rerolling, they'll show up!
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)
I like alot of things about this mod, but that Triple gauss cannon takes the cake. keep up the good workThe Tremor ain't apart of my mod, I'm afraid. That's from Arsenal expansion.
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
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 playThat'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.
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
Haven't seen a single Mayasuran Navy ship for sale in like 8 hours of gameplayThey'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!
Did blow up one from a bounty thou, managed to salvage it luckly
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.
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?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.
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.
Hey just wondering if there's any chance in the future that mayasuran can be compatible with fx > . >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.
The FX Mod is not compatible with anything.welp that is unfortunate
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.Thank you for your help good sir :D
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.
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.
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.
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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
fixedCode47809 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: C:\Starsector\starsector-core\..\mods\Mayasuran Navy (data/world/factions/mayasura.faction)]
47811 [Thread-4] INFO com.fs.starfarer.loading.SpecStore - Loading mayasura faction
47918 [Thread-4] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/particlealpha32sq.png (using cast)
48373 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Ship hull variant [tempest_righthand] not found!
java.lang.RuntimeException: Ship hull variant [tempest_righthand] not found!
at com.fs.starfarer.loading.O00O.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.thissuper$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)
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
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 :)
Nice work on the ships! Apparently, having some sweet hammerhead-derivatives justifies playing with parallel universes :PHaha, 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!
Doing some minor refits, pay no attention!What's next? a carrier Falcon?
(https://i.imgur.com/6AQrplG.png)
Doing some minor refits, pay no attention!What's next? a carrier Falcon?
(https://i.imgur.com/6AQrplG.png)
a carrier Conquest?
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?
SnipHaha, my ships are expensive to deploy. A truly elite ship captain should be able to maintain it, no?
I cant seem to find this faction in-game. What gives? I do see their ships in some factions but not the Mayasurans.
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.
But what if I just want them to make the Perseans feel more unique?Oh, definitely then. The Perseans will always have Mayasuran ships.
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
Cool mod, a lot of fun and good integration with vanilla, a question.I'm sure that's the case, raiding league worlds is to prevent it from being easily acquirable through loot
Does the no_drop tag mean you can only get BP's from raiding league homeworlds? I'm talking about the (M) ships.
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.
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.
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.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.
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.
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.
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...
MSS_Mokarran,ship,,2,normal,graphics\mayasura\ships\normal\MSS_Mokarran_normal.png
MSS_Mokarran,ship,,2,normal,graphics/mayasura/ships/normal/MSS_Mokarran_normal.png
Bug report for the Linux users out there. The mod fails to load withI've fixed it for the next version, don't worry.Code17686 [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:CodeMSS_Mokarran,ship,,2,normal,graphics\mayasura\ships\normal\MSS_Mokarran_normal.png
those backslashes should be frontslashes, as in:CodeMSS_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.
Nice!I always put the latest version as the one without a version filename, I'll see if I can implement this by next upload.
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~
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.
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)
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.
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)
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
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.
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.
Changelog:
8.1.8
-Removed Tiburo Superfighter, removed from Mokarran. **SAVE BREAKER**
QuoteChangelog:
8.1.8
-Removed Tiburo Superfighter, removed from Mokarran. **SAVE BREAKER**
Why remove the Tiburo? :(
Click the dumb Gemini for superfighter fun.
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.
General balance is preserved as while some ship are inferiors none are obviously superior to vanilla. The theme fits well with the lore.
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.
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.
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.
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.
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)
@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 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".]
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?
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.
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?
The Mokarran was much better in the past.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.
https://bitbucket.org/KnightChase/starsector-mods/downloads/Mayasuran%20Navy.7zRedownload, RC3 is out.
That link has no power here :(
"hullFrequency":{
"tags":{
},
"hulls":{
},
},
@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.
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...
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.
I got this bug after trying to load game after updating my mod list, new game is working correct but my save is crashingUpdate 8.2.0 breaks saves due to removal of Spoonbill.
(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.
the Mako was given a heavy modernization including the switching of the standard bombs to a cluster MIRV.
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.
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.
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-Quotethe 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.
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-Quotethe 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!
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.I'll be toning down the explosion radius on the influence mines, the sound though is something I like a lot.
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.
The ship looks great! Really looking forward to the Mayasuran faction. Can you tell us exactly when you will add it?QuoteI have a new Arjuna in the works, so a patch should be coming soon!
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!The ship looks great! Really looking forward to the Mayasuran faction. Can you tell us exactly when you will add it?QuoteI have a new Arjuna in the works, so a patch should be coming soon!
I have a new Arjuna in the works, so a patch should be coming soon!
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?
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.
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.
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 archiveI fixed it.
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.
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.
Would it be possible for you to make a version of this mod without the faction itself?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.
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?
@Knight chaseAh, the sprite is quite bad which is why I was scrapping it. I am definitely thinking of making another cruiser like the apogee however.
i guess you missed my question about original Ardjuna design, can it be re-purposed ?
(or you decided to scrap it totally?)
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
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.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?
Would it be possible for you to make a version of this mod without the faction itself?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.
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?
https://bitbucket.org/KnightChase/starsector-mods/downloads/Mayasuran_Navy_Falls.7z
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.
Uh, dude you mind changing the shade of blue for the faction? The text is kinda hard to read with a space background.
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 DxHave you downloaded the new patch?
It seems that a new save is needed between RC2 and RC3?Ah, sorry you need a new save, unfortunately.
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?
Hey Chase, might as well put this here in the forumsHey hey!
I noticed that the Onocrotalus's hardpoint barrels are strangely off from the base sprite.
(https://i.imgur.com/n8JBKLp.png)
Hey, Chase. Love the mod - can't imagine playing the game without it.Thank you for the feedback!
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.
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:Spoiler1368022 [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.
Hello Knight,Oh you mean these? I've just added them, please redownload!
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.
Ooh, is there a (M) version?
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.
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.
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.
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!
Is it early High-tech themed? Cause those are some sick odyssey vibes.
will we see an Excalibur (M) in the future?I need to find a suitable replacement for the Caliburnus Railgun, haha.
is RC3 save compatible with RC2?Yes, it's only a minor patch.
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!
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.You will have to bring this up with Vayra, as I don't control the Stormhawk hullmod.
...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.
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.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.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.
I just wish I understood what it bugs out with so I could somewhat adjust interpretation of the results
...
Manta (M) - papermache ship thats a waste of points. Got no ideas how to salvage it.
...
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....
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.
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.
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.
QuoteThey 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?
...
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.
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.How did you get in charge of their homeworld?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
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.
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.You can revert to the old version, make the changes, then update again.
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 :'(
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.
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.
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.
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 RC2http://puu.sh/GHmi3/a6b795c228.zip (http://puu.sh/GHmi3/a6b795c228.zip)
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 RC2http://puu.sh/GHmi3/a6b795c228.zip (http://puu.sh/GHmi3/a6b795c228.zip)
here you go!
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.
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) likeI've added bulkheads as a built-in to the HVB.
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.
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.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.
Unless there's a workaround i don't know about?
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.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.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.
Unless there's a workaround i don't know about?
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.
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!
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'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]
This looks like it should be save-compatible with 8.3.3, yes?This is just 8.3.3 with music added on, it's save compatible!
I'm in the middle of a Mayasura-focused run right now! I want to hear the music!
Thanks for all the work.
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.
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...
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
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)
update causes a crash when starting i noticed, when i reverted it back to the mods previous update it didnt crash when loading
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!"
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.
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.
With a skin, you can only adjust certain stats. Your best bet would be to edit the base hull in the .csvHey 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 .csvHey 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?
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.
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.
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
Look forward to an update this week!
I've got some stuff planned, haha.Spoiler(https://i.imgur.com/CdxrPuQ.png)[close]
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 :)
you might just forgot this, but the link to download at the bottom is not updated yetThank you, I fixed it!
(https://i.imgur.com/ks70WbM.png)
How bad will it break my saves?Not at all, I just added ships, didn't remove anything.
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.Spoiler7563678 [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
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 think the Mayasurans might need a early game buff, they always get steamrolled by HegemonyI 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
I think you're probably right on VS being the issue, I think the Hegemony is a little too strong.
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 HegemonyI 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)
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?
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!
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.SpoilerOn 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.
Its a good sprite but my first impression was 'a hair crimper'.update SOONSpoiler(https://i.imgur.com/Ia9NDrL.png)[close]
update SOONSpoiler(https://i.imgur.com/Ia9NDrL.png)[close]
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
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.
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)
Mayasurans can hang with me anytime.
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.
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!
Not dead yet!We are this close to such a phrase not being a joke. What a time to be alive...
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.
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.
wtf anime update? epic!!!
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)
RELEASE TODAY FELLAS
BE PREPARED
RELEASE TODAY FELLAS
BE PREPARED
java.lang.RuntimeException: Error loading [graphics/mayasura/ships/MSS_Superdes_Elite.png]
"spriteName":"graphics/mayasura/ships/MSS_Superdes_Elite.png",
I've come across a bug in the current 8.3.8 release, probably only affecting Linux since it's a case-sensitivity thing:Donezo'dCodeLine 11 of MSS_Spartan_Elite.skin referencesjava.lang.RuntimeException: Error loading [graphics/mayasura/ships/MSS_Superdes_Elite.png]
Codewhile the image is:"spriteName":"graphics/mayasura/ships/MSS_Superdes_Elite.png",
graphics/mayasura/ships/MSS_SuperDes_Elite.png
Changing that allows everything to load normally.
238745 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Error loading [graphics/mayasura/ships/MSS_SuperDes.png] resource, not found in
Found small problem on Linux:woops, forgot to add des in my bad, gonna upload it immediatelyCode238745 [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.
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?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.
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.
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!
[...] the MSS_SuperDes.png does exist [...]Under linux ? It is the usual case sensitive error tests under windows does not detect.
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.
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.
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.
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.
That did it, it works now! Thank you!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!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
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
Time to drop catgirl virus on mayasura. :)you cannot virusbomb the mayasurans. it will only make them stronger.
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.
....-Changed back flag to old flagDid they? I liked it fine... hopefully you put it in the options players can pick when they found their own faction. 8)
people seem to like the old flag more it seems....
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?)
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.
Also in the custom production page the Iapetus Supertanker a ship from PAGSM is labeled as Mayasuran.
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'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!?
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? ???
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.
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)
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
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)
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
lookin like Didymoi minelayer is bugged, get a ctd when it launchs its payload.I will get this fixed soon. Thank you for letting me know!
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
whenever i use the hull ability of the destroyer sized mech i get a crashmayasura has a mech ship?
Not a "ship" per se, just fighters.Yeah i knew about the wing. Does seem likely its mistaken for an Arma mobile armor or cataphract
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.
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?
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 >:( >:( >:(
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.
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.
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!
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!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.
Edit: Do you ever plan to add the Eagle from vanilla Starsector to Mayasura's arsenal?
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!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.
Edit: Do you ever plan to add the Eagle from vanilla Starsector to Mayasura's arsenal?
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.
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.
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
I do believe you have to talk to the main defense fleet commander, from memory I believe that's how you start those missions
It used to be Vengeance fleet, now you need to talk to someone from planet contacts.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...
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 tooSpoiler(https://i.imgur.com/BGcpLru.png)[close]Spoiler(https://i.imgur.com/V6HzoCw.png)[close]Spoiler(https://i.imgur.com/dqkO2eT.png)[close]
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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Updated from 10.0.0 to 10.0.2 RC1 and getting this crash now. Not sure if anything else would be needed to diagnose the issue, but I'm open to provide anything else necessary. Crashes immediately upon starting loading.
63118 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Ship hull variant [MSS_Crusader_Elite] not found!
java.lang.RuntimeException: Ship hull variant [MSS_Crusader_Elite] not found!
at com.fs.starfarer.loading.new.o00000(Unknown Source)
at com.fs.starfarer.loading.new.o00000(Unknown Source)
at com.fs.starfarer.loading.V$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.
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?
Any particular reason you removed the National and Nebulosa outright?They weren't popular ships and I wanted to downsize.
Getting an error on startup:I see someone who's been naughty and using Mayasuran Navy before my official patch.
"Fatal Ship Hull spec (MSS_Naional} not found!
I use ver 10.0.2 RC1, and since the new version removed 2 ship, I get error with my save file.again, that's for the 0.96a version of Starsector
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
True, but i change the gameversion in the mod_info and the mod still working even until ver 0.97a-RC8.I use ver 10.0.2 RC1, and since the new version removed 2 ship, I get error with my save file.again, that's for the 0.96a version of Starsector
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
not compatible
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 there a version of this without the anime portraits? thats the big drawback i have with this modNo, if its not on the front page, there isn't one.
It's May, 207 and this just happened: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.
(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.
It's May, 207 and this just happened: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.
(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.