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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Author Topic: [0.97a] Mayasuran Navy 11.0.0 RC5  (Read 869382 times)

zacharywere

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Re: [0.97a] Mayasuran Navy 11.0.0 RC3
« Reply #780 on: October 26, 2024, 11:42:12 PM »

e i forgot to delete old thing before downloading new file that why it broke
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Skydrake

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Re: [0.97a] Mayasuran Navy 11.0.0 RC3
« Reply #781 on: October 30, 2024, 10:38:05 AM »

Hm, I'm currently doing the Mayasuran start with Nex (Mairaath will be restored!), and it seems I have hit a snag - namely, none of the NPCs on Mairaath offer the option of increasing my Commission level with Mayasura. Which is if a bit of an issue because it means, among other things, that I can't actually colonize any planets.

I figured maybe that's because I have permanent governorship of Mairaath and aybe that does something funky with the NPCs there, so I conquered Lost Astropolis - but the situation is there as well.

So I was wondering - what are my options for actually bumping up my Commission level? 
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MaysaChan

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Re: [0.97a] Mayasuran Navy 11.0.0 RC3
« Reply #782 on: November 11, 2024, 12:51:42 PM »

Turning or creating some characters of this mod into Star Lords would go so hard.
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VektorT

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Re: [0.97a] Mayasuran Navy 11.0.0 RC3
« Reply #783 on: November 17, 2024, 05:57:53 PM »

Orchard Autoshotgun is really broken. It damage and range is really absurd and don't correspond to the ingame Data.
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Asd90275

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Re: [0.97a] Mayasuran Navy 11.0.0 RC3
« Reply #784 on: November 18, 2024, 10:39:58 AM »

Please have the Mayasuran carrier deploy 2 gun platforms so that it covers both sides. Seeing it only deploy on one side and not defend the other makes for extreme incomprehensible rage. Out of all the reasons why the Ludd wanted to destory Mayasura, I think this has to be the most primary reason, the Mayasuran carrier. If i was born in this modded universe, one look at that carrier's deployable gun platform and I too would be calling friends to pilot the next fuel tanker into a Astropolis.

PS. Great mod. Made an account just to comment on here. <3
« Last Edit: November 18, 2024, 10:42:35 AM by Asd90275 »
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Valariz

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Re: [0.97a] Mayasuran Navy 11.0.0 RC3
« Reply #785 on: November 25, 2024, 08:50:16 AM »

First of all, great mod! The sprites are beautiful and the ships incredible. But i wanted to give a bit of feedback on the Skysplitter (M)... I've been using the Tiger Grenade Launcher and i feel it's very overpowered, you can just lob grenades very fast and explode pretty much everything, perhaps a bigger refire delay with less spammable grenades? I'm also using the Ballistic hull config, which gives me Accelerated Ammo Feeder (don't know if that really matters).

Thanks  :D
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Phoebe Core

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Re: [0.97a] Mayasuran Navy 11.0.0 RC3
« Reply #786 on: December 02, 2024, 04:08:15 PM »

could there possibly be an option to have the Mayasuran Navy set to be "Buff-a-suran" navy so they must not be baby sat in nex games? (these midline ships are to pretty to disappear from the market ):
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Paper Kite

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Re: [0.97a] Mayasuran Navy 11.0.0 RC3
« Reply #787 on: December 02, 2024, 07:52:31 PM »

The Triple Beam Cannon is probably a bit overtuned, at 1000 range and 1000 DPS. Even with no EMP on it that feels like it should probably get changed a bit.

Looks good to me, it consumes an unholy amount of flux to fire.
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TokyoVAL

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Re: [0.97a] Mayasuran Navy 11.0.0 RC3
« Reply #788 on: December 21, 2024, 01:57:03 AM »

I'm not sure if this mod is installed properly. I have a lot of faction mods installed, this mod I can enabled but Mayasuran Navy isn't in the faction list in intel. I can see a star in the core called Mayasura and it has
Mariaath - Mayasura (military), desert world
Port Tse Strategic Outpost - Tri-Tachyon (military) orbital station
Lost Astropolis - pirates, orbital station
Port Tse Franchise Station - Tri-Tachyon (military) orbital station

I can't see any other Mayasura stuff on the sector map.

Is this how the mod should be? The faction isn't listed in the faction list and they have one planet?
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Knight Chase

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Re: [0.97a] Mayasuran Navy 11.0.0 RC3
« Reply #789 on: December 29, 2024, 12:26:40 AM »



11.0.0 RC4
-Changed Charged UV Pulse Cannon damage to 1300 from 3000, chargedown from 10 seconds to 2 seconds, EMP to 200 from 1000, range to 700 from 1000, added sick paintjob to turret and hardpoint versions.
This basically makes it a very potent high damage/DPS short range cannon. Hope you like it!
-Converted Mayasuran Gorgon SRMs into vanilla DEM SRMs.
This changes the Crossbow-Class bomber into a new exciting role.
-Removed Orchard Autoshotgun
woopsie, that's a work in progress
-Changed Carnwennan Railgun damage to 1000 from 600, flux/shot from 800 to 1200
-Changed Orchard Autocannon damage to 200 from 100, flux/shot from 100 to 200, burst size changed to 2 from 4, OP to 14 from 10
-Tiger Grenade Launcher refire rate from 0.16 to 0.2, reload size to 10 from 20,
-Added 'Warm-up' Mechanic to Avenger and Obliterator Rocket Launcher and Heavy UV Pulse Laser.
Basically, it increases the fire rate the longer you hold the trigger. Giving a very gatling gun feel to the weapons. The base firerate has been decreased however, with the 'warm-up' the fire rate quickly comes back to the original fire rate.
-Added 'Crit' Mechanic to Ultraviolet Pulse Laser.
Basically, this has a 20% chance to do double damage on hit. If it's busted, I'ma nerf it but for now... have fun!


« Last Edit: December 31, 2024, 07:24:18 PM by Knight Chase »
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magitsu

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Re: [0.97a] Mayasuran Navy 11.0.0 RC4
« Reply #790 on: December 29, 2024, 04:14:35 AM »

Not save compatible, perhaps because I had Orchard Autoshotgun in inventory.
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SSchorik0101

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Re: [0.97a] Mayasuran Navy 11.0.0 RC4
« Reply #791 on: December 29, 2024, 05:22:09 AM »

Not save compatible, perhaps because I had Orchard Autoshotgun in inventory.

Nope, not save compatible at all. I don't have the weapon at all and yet my save crashes to desktop anyway. Would be nice if we were told when this mod's updates are save compatible or not.
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Knight Chase

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Re: [0.97a] Mayasuran Navy 11.0.0 RC4
« Reply #792 on: December 31, 2024, 07:24:07 PM »

https://www.mediafire.com/file/lpp99v8u83qlvoz/Mayasuran_Navy_11.0.0_RC4.1.zip/file
11.0.0 RC4.1
-Added crit sound on hit to UV Pulse Laser.
For those dopamine enjoyers, this is... awesome.
Small update, if you guys like the crit modifier and sound, I can make another weapon that relies on crits for BIG damage.
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Brainwright

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Re: [0.97a] Mayasuran Navy 11.0.0 RC4.1
« Reply #793 on: January 01, 2025, 12:59:42 PM »

Note for linux, "/Mayasuran Navy/sounds/mayasura/MSS_UV_pulse_laser_crit.ogg" is called as "MSS_UV_Pulse_Laser_crit.ogg" causing a crash on linux system.

Changing it to one or the other fixes it.
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Dextixer

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Re: [0.97a] Mayasuran Navy 11.0.0 RC4.1
« Reply #794 on: January 02, 2025, 08:23:39 AM »

!!!WARNING!!!

Current patch (11.0.0 RC4) is NOT save compatible.
« Last Edit: January 02, 2025, 08:25:31 AM by Dextixer »
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