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Author Topic: [0.97a] Mayasuran Navy 11.0.0 RC1  (Read 708830 times)

Strauss_hd

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Re: [0.97a] Mayasuran Navy 11.0.0 RC1
« Reply #720 on: February 10, 2024, 07:35:54 PM »

I use ver 10.0.2 RC1, and since the new version removed 2 ship, I get error with my save file.
It seem the ship being use by some faction?
How can i solved this issue?
Can I just copy the hull file from older version to the new version or wait for hotfix?

Thanks
again, that's for the 0.96a version of Starsector
not compatible
True, but i change the gameversion in the mod_info and the mod still working even until ver 0.97a-RC8.
But now I stuck when I want to use the new version =.=.
Guess I will stuck with 10.0.2 RC1 until I finished my run.
« Last Edit: February 10, 2024, 07:37:52 PM by Strauss_hd »
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secondcircle

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Re: [0.97a] Mayasuran Navy 11.0.0 RC1
« Reply #721 on: February 11, 2024, 09:54:04 AM »

I've downloaded the latest version, and am trying to start a new game using only this mod and it's requirement. I can't seem to figure out how to get a commission? There is only one mayasuran planet, and there is no npc on it that is giving out comissions? Is there some other way to get a comission?
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secondcircle

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Re: [0.96a] Mayasuran Navy 10.0.2 RC1
« Reply #722 on: February 11, 2024, 10:04:29 AM »

The issue seems to be a lack of administrators for Mayasura, since I think you can only commission through them. I don't think you can turn in survey data or AI cores either. Is there a way to fix this in my current save, by running a command or something?

Is this intentional ? Seems like you should be able to get a commission if just doing vanilla starsector with this one mod installed.
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apogee4lyfe69

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Re: [0.97a] Mayasuran Navy 11.0.0 RC1
« Reply #723 on: February 21, 2024, 09:07:12 AM »

It's May, 207 and this just happened:



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.
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Sajuuk

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Re: [0.97a] Mayasuran Navy 11.0.0 RC1
« Reply #724 on: February 22, 2024, 08:53:04 PM »

yes, it happened in my case twice in a row... poor Mairaath.. really strange
I will have to destroy hegemony now, they've been bugging me with their inspections. ;D
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apogee4lyfe69

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Re: [0.97a] Mayasuran Navy 11.0.0 RC1
« Reply #725 on: March 03, 2024, 11:41:35 AM »

I think I've found a rough workaround using Nexerelin's "groundBattleSettings" array. I added it to mayasura.json in data/config/exerelinFactionConfig/mayasura.json, and set "defenseMult:1.5","moraleDamageTakenMult":0.5

Ever since I did this the Hegemony seems to ignore Mairaath completely and is instead picking on others. I think I probably buffed them too hard (having zero interactions between Hegemony and Mayasura isn't ideal for me) but it's preferable to seeing them get deleted 3 months into 206. I've barely tested this (my first run died in early 207 and my second run is currently in late 207, so far so good) but I think it's working.
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Sputnik

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Re: [0.97a] Mayasuran Navy 11.0.0 RC1
« Reply #726 on: March 05, 2024, 02:17:52 AM »

I miss the nebulosa... That was legitimately my favorite capital... More specifically the base variant, I still haven't come across the carrier variant but I still love it to bits, it's too expensive imo but it was always my go-to capital. Other than that, love this mod, being my first mod to ever download I greatly appreciate you giving me my first enhanced gameplay of star sector... Spartan supremacy
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Cosmic Bananas

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Re: [0.97a] Mayasuran Navy 11.0.0 RC1
« Reply #727 on: March 08, 2024, 04:44:55 PM »

is there a version of this without the anime portraits? thats the big drawback i have with this mod
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Haka

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Re: [0.97a] Mayasuran Navy 11.0.0 RC1
« Reply #728 on: March 11, 2024, 05:01:18 PM »

is there a version of this without the anime portraits? thats the big drawback i have with this mod
No, if its not on the front page, there isn't one.
Also, I suggest using the search function first instead of asking this in every thread you're in as it has already been answered a year ago. The shipgirls only appear in character creation. Learning how to change faction portrait assignments is faster than waiting on an answer, as is actually just trying the mod.
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Whittle

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Re: [0.97a] Mayasuran Navy 11.0.0 RC1
« Reply #729 on: March 18, 2024, 11:15:09 AM »

Just wanted to say that I love this mod. It's awesome.
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YourLocalMairaaboo

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Re: [0.97a] Mayasuran Navy 11.0.0 RC1
« Reply #730 on: March 18, 2024, 12:16:31 PM »

It's May, 207 and this just happened:



I've been using this mod since 8.3.8 and I've never seen this happen before without player intervention. All I've done this run is Space Trucking and bounties, I haven't even started the galatia quest yet. I legit thought that Mairaath had some sort of scripted immunity to getting capped. It is cool, except I now have the option of either colonizing and handing a size 3 colony over to Mayasura and hoping they can claw their way back (unlikely) or going to war with the Heg.

Is there any way to actually make Mairaath uncappable? I love this mod too much to let Nexerelin get in the way. As it is, I don't think it's intended for this to happen as the Vengeance of Mairaath defender fleet is just sitting in orbit of Mairaath destroying any Hegemony fleets that come near or pop out of the planet.

Also RIP the National, I couldn't understand how to use it effectively but I loved the design and concept. At least we still have the Patriot.
Mairaath isn't uncappable, it simply always has a massive S-Modded armada around it, that gets replaced on wipe. If it gets attritioned to a small, nonzero size, an invasion can still find success, since Mairaath has little in the way of defenses aside from the fleet.
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Hauda

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Re: [0.97a] Mayasuran Navy 11.0.0 RC1
« Reply #731 on: March 31, 2024, 05:37:28 AM »

Thought I'd like to confirm with what secondcircle posted. I went to check the "open the comm directory" option and the planet doesn't have an administrator. Mairaath just has 1x Grand Navarch, 1x Portmaster, 2x Officers (just two randoms, neither has any actual dialog options) 1x Quartermaster and 1x Ambassador. I do run a modded starsector too so I can't confirm as of now whether the admin does show up or not. I think if you start a new game as the Mayasuran Navy you should have access to the planet, but otherwise that's it, no commission access to their ships unless you take a while via the agent ship procurement (or console commands, but that's missing the point ;D )
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TMilla0

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Re: [0.97a] Mayasuran Navy 11.0.0 RC1
« Reply #732 on: April 01, 2024, 09:23:46 PM »

So I have a minor bug report. I'm looking to build the Paladin (M) and it doesn't seem to come with the built in Mayasuran Prime Warship mod like every other (M) ship.

Otherwise, I'm loving this mod! I'm in the middle of a Mayasuran campaign. The ships are a ton of fun. Just built a Vishnu and I'm making the Hegemony cry. Lots of fun. Thank you!
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korvar

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Re: [0.97a] Mayasuran Navy 11.0.0 RC1
« Reply #733 on: April 02, 2024, 06:23:05 PM »

Is there a way to turn down the volume on some sound effects? The Onbu Railgun on the Skysplitter hurts my ears.
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Drake_Immaterium

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Re: [0.97a] Mayasuran Navy 11.0.0 RC1
« Reply #734 on: April 11, 2024, 06:06:11 PM »

For anyone wondering how to get the Mayasuran Commission, I just happened upon this purely by RNG with no other mods running (aside from the ones required to run this) alongside it. Now I'm not sure if this will work for everyone but since it worked for me, I figured, why not everyone else?

So anyway, I was going through the bars looking for jobs and I happened upon one for a military bounty, so I took it. Upon completion I got a potential contact with an Archon from the Mayasuran Navy. So I registered the contact, lo and behold, the Archon has the commission option, among others.

[edit]: Okay, also happen to be running a portrait pack mod as well, though I doubt that had any real impact.
« Last Edit: April 11, 2024, 06:11:45 PM by Drake_Immaterium »
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