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Starsector 0.97a is out! (02/02/24); New blog post: Codex Overhaul (05/11/24)

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Author Topic: [0.97a] Mayasuran Navy 11.0.0 RC1  (Read 721073 times)

LawDog_Gav

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Re: [0.97a] Mayasuran Navy 11.0.0 RC1
« Reply #735 on: April 13, 2024, 12:18:11 PM »

Is there some special trick to getting the Mako to use its bombs? I've tested it out in sims on autopilot and in combat and the bombs aren't launching even though they're on autofire.
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ayylmao4lulz

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Re: [0.97a] Mayasuran Navy 11.0.0 RC1
« Reply #736 on: April 19, 2024, 07:10:45 PM »

I've completely eradicated the Mayasuran faction, but the Vengeance Of Mairaath fleet keeps re-spawning over and over every time I destroy it. Is this intended, or has something gone awry?
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lannnnnnar

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Re: [0.97a] Mayasuran Navy 11.0.0 RC1
« Reply #737 on: April 29, 2024, 01:19:44 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.

The luddic church eradicated them in my latest game, and its not the first time they've gotten decimated. Factions that only have one planet just don't do well with nex and a bunch of active larger factions. I like their ships too much to not use the mod though.
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Killsode

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Re: [0.97a] Mayasuran Navy 11.0.0 RC1
« Reply #738 on: May 18, 2024, 01:17:30 AM »

I just noticed the Mayasuran Navarch is named "Mark Salemsky", might this just be a battletech reference?
Its a highfleet reference, nvm XD  Nice art though!
« Last Edit: May 18, 2024, 08:21:46 AM by Killsode »
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Hexallium

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Re: [0.97a] Mayasuran Navy 11.0.0 RC1
« Reply #739 on: May 18, 2024, 10:42:07 AM »

Mayasura Navy really need more than 1 planet under their control or stronger ground defense.
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Dasher

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Re: [0.97a] Mayasuran Navy 11.0.0 RC1
« Reply #740 on: May 18, 2024, 11:27:07 AM »

its for lore reasons as to why they are so weak. I like to join their faction as a new character and rebuild them to greatness.
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hidefreek

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Re: [0.97a] Mayasuran Navy 11.0.0 RC1
« Reply #741 on: May 22, 2024, 06:58:00 AM »

The easiest way.
Give Maraaith a unique Battlesation for Mayasuran only.
The planet is easily captured because there is no Orbital defense.
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Meelock

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Re: [0.97a] Mayasuran Navy 11.0.0 RC1
« Reply #742 on: May 22, 2024, 04:14:33 PM »

The easiest way.
Give Maraaith a unique Battlesation for Mayasuran only.
The planet is easily captured because there is no Orbital defense.
Maybe have a project to refurbish the orbital into a proper (ground based non-separate market) station?
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