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Author Topic: [0.95a] Mayasuran Navy 8.3.5 RC2  (Read 354809 times)

Dazs

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Re: [0.9.1a] Mayasuran Navy 8.3.2 RC2
« Reply #405 on: January 26, 2021, 01:57:42 PM »

I was testing the Loyalist in my fleet and thought it was a bit off, thanks for updating it!

"big things soon" OOOooo :)

Phoenixheart

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Re: [0.9.1a] Mayasuran Navy 8.3.2 RC2
« Reply #406 on: January 28, 2021, 02:48:03 PM »

Playing Mayasurans in Nexerlin, and they don't seem to be getting the Orbital Works bonus for their ship quality from their own planets, any ideas what might cause this and if it can be fixed by tweaking a config?

Screenshot:
https://imgur.com/a/F9rhWGP
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Chairman Suryasari

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Re: [0.9.1a] Mayasuran Navy 8.3.2 RC2
« Reply #407 on: January 28, 2021, 04:05:44 PM »

Low stability, base quality is so low, because from lore perspective humanity having a hard time creating something new with post-collapse technology and depending on the doctrine, from that screenshot your base ship quality is 13% and get debuff 15% from low stability, the debuff only affecting individual planet.

That's why you still need nanoforge, even the corrupted one is better than nothing at all.
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Phoenixheart

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Re: [0.9.1a] Mayasuran Navy 8.3.2 RC2
« Reply #408 on: February 01, 2021, 08:01:33 AM »

Even the nanoforge isn't registering, but the point of the screenshot is that the +20% from the orbital works that SHOULD be there is missing.
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Jarvis

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Re: [0.9.1a] Mayasuran Navy 8.3.2 RC2
« Reply #409 on: February 16, 2021, 12:36:32 PM »

Yesterday in my Mayasuran playthrough I finally finished terraforming Mairaath into a Terran world, and the feeling of accomplishment after tearing through the Hegemony and Luddic Path to get enough resources to do so was really rewarding. My favorite playthrough so far! With such a spread of unique ships I had no problem having my entire fleet use the (M) Mayasuran variants and still had enough flexibility for the any engagement.
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Knight Chase

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Re: [0.9.1a] Mayasuran Navy 8.3.2 RC2
« Reply #410 on: March 21, 2021, 03:03:32 AM »

Well Mayasurans, I've got an update in the works for you! Expect it by the end of the month!

Spoiler
[close]
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Reviire

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Re: [0.9.1a] Mayasuran Navy 8.3.2 RC2
« Reply #411 on: March 21, 2021, 12:44:28 PM »

Hi! Could you increase the arc on the large energy hardpoints on the Moa by a few degrees? The ship struggles to fire weapons against enemies, mainly weapons that have some sort of charge-up mechanic that isn't forced to finish. Also, with how targeting works, if you try to manually control both turrets at once you can only get one to fire due to the lack of overlap.
Unless there's a workaround i don't know about?
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Knight Chase

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Re: [0.9.1a] Mayasuran Navy 8.3.2 RC2
« Reply #412 on: March 21, 2021, 10:29:02 PM »

Hi! Could you increase the arc on the large energy hardpoints on the Moa by a few degrees? The ship struggles to fire weapons against enemies, mainly weapons that have some sort of charge-up mechanic that isn't forced to finish. Also, with how targeting works, if you try to manually control both turrets at once you can only get one to fire due to the lack of overlap.
Unless there's a workaround i don't know about?
The Moa is balanced by its restricted arcs, unfortunately. If I were to make it able to converge two large energies easily, it would be a higher deployment point ship and even stronger than the Winghead.
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Reviire

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Re: [0.9.1a] Mayasuran Navy 8.3.2 RC2
« Reply #413 on: March 21, 2021, 11:06:34 PM »

Hi! Could you increase the arc on the large energy hardpoints on the Moa by a few degrees? The ship struggles to fire weapons against enemies, mainly weapons that have some sort of charge-up mechanic that isn't forced to finish. Also, with how targeting works, if you try to manually control both turrets at once you can only get one to fire due to the lack of overlap.
Unless there's a workaround i don't know about?
The Moa is balanced by its restricted arcs, unfortunately. If I were to make it able to converge two large energies easily, it would be a higher deployment point ship and even stronger than the Winghead.
That's a shame, because as it stands you can't fire both at the same time since the game doesn't let you fire a gun if you're aiming even slightly outside of it's arc, the ship felt lackluster compared to the other cruisers because of it.
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Knight Chase

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Re: [0.95a] Mayasuran Navy 8.3.3
« Reply #414 on: March 31, 2021, 01:56:40 PM »

Spoiler
[close]

YOU HAVE BEEN WAITING, I ALWAYS DELIVER ON TIME.

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



« Last Edit: March 31, 2021, 02:35:22 PM by Knight Chase »
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DroZzhat

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Re: [0.95a] Mayasuran Navy 8.3.3
« Reply #415 on: March 31, 2021, 02:07:30 PM »

Thanks for the update! I missed this one. The Hammerhead is my favorite ship, so having a mod that screams MOAR HAMMERHEADS is absolutely perfect!
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Dazs

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Re: [0.95a] Mayasuran Navy 8.3.3
« Reply #416 on: March 31, 2021, 02:28:51 PM »

Hi Knight Chase! I am having a conflict crash at startup between your mod and GraphicsLib. I had the same issue when TADA was first re-released. Tartiflette and Dark Revenant figured it out and fixed it, maybe they can help.

Knight Chase

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Re: [0.95a] Mayasuran Navy 8.3.3
« Reply #417 on: March 31, 2021, 02:35:41 PM »

EDIT 2: So, figured out that there was one last graphicslib thing I needed to get rid of in my mod plugin; it's fixed now. Go ahead and redownload, everything's fixed and the link's up now.
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Knight Chase

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Re: [0.95a] Mayasuran Navy 8.3.3
« Reply #418 on: April 01, 2021, 02:33:31 AM »

Thanks for the update! I missed this one. The Hammerhead is my favorite ship, so having a mod that screams MOAR HAMMERHEADS is absolutely perfect!
I'm glad to hear it! I'm also interested in feedback on the new weapons/ships and suggestions for new ones.
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Achilles42x

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Re: [0.95a] Mayasuran Navy 8.3.3
« Reply #419 on: April 01, 2021, 03:00:50 PM »

I said 'no more faction mods'

And then I saw a Hammerhead Battlecruiser

It will be mine
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