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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.97a] Mayasuran Navy 11.0.0 RC1  (Read 697537 times)

Hrothgar

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Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
« Reply #225 on: June 14, 2019, 07:06:04 AM »

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!

I dont see any Bootleg Navy mod...

https://66.media.tumblr.com/d852488ca73f3f482407382d1a351119/tumblr_mtgsbmEAj71rryxomo1_500.gif
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eidolad

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Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
« Reply #226 on: June 14, 2019, 06:38:49 PM »

I highly endorse further work on this faction.  Those hammerhead based designs are a signature.

I could also stand to see a small Mayasuran colony on the fringes of a Nexerelin game instance...the genocide fate of the Mayasurans really bothers me and makes me wants to stomp some Pather trash.  Of course, only in the name of living Mayasurans, if possible.  I'm from TEAM GOOD GUY I promise.
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Null Ganymede

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Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
« Reply #227 on: July 15, 2019, 06:08:51 AM »

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.

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.
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Sinigr

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Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
« Reply #228 on: July 15, 2019, 09:56:26 PM »

Best ship of this mode! And first ship whis which i finghting turbing back towards enemies  ;)
« Last Edit: July 16, 2019, 11:44:06 PM by Sinigr »
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"officerMaxLevel":29,
"officerAIMax":36,
"maxOfficersInAIFleet":36
"tier1StationOfficerLevel":29,
"tier2StationOfficerLevel":29,
"tier3StationOfficerLevel":29,
Try to hunt it! ;)
https://i.imgur.com/gXIAgGy.png

Knight Chase

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Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
« Reply #229 on: August 03, 2019, 11:07:56 AM »

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.

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.
I'll be toning down the explosion radius on the influence mines, the sound though is something I like a lot.

I have a new Arjuna in the works, so a patch should be coming soon!
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« Last Edit: August 03, 2019, 11:11:28 AM by Knight Chase »
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ARandomGuy

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Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
« Reply #230 on: August 16, 2019, 04:54:10 PM »

Quote
I have a new Arjuna in the works, so a patch should be coming soon!
The ship looks great! Really looking forward to the Mayasuran faction. Can you tell us exactly when you will add it?
« Last Edit: August 16, 2019, 04:56:10 PM by ARandomGuy »
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Knight Chase

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Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
« Reply #231 on: August 17, 2019, 02:07:02 AM »

Quote
I have a new Arjuna in the works, so a patch should be coming soon!
The ship looks great! Really looking forward to the Mayasuran faction. Can you tell us exactly when you will add it?
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!
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Alorex

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Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
« Reply #232 on: August 17, 2019, 08:22:09 AM »

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.
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Shuhei

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Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
« Reply #233 on: August 18, 2019, 02:21:17 AM »

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?
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AxleMC131

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Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
« Reply #234 on: August 18, 2019, 11:15:54 PM »

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?

The primary kicker for the Mayasuran Navy arises from the main menu mission "The Last Hurrah" - yes you can play it out yourself! Canonically the Mayasuran Navy lost that battle; this mod hints at an alternative universe where they won instead.
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Taverius

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Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
« Reply #235 on: August 22, 2019, 02:00:51 PM »

Minor detail, but the Heron (M) has design type: Midline instead of Masuryan.
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No faction is truly established without a themed Buffalo (TAG) variant.

Knight Chase

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Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
« Reply #236 on: August 23, 2019, 01:46:14 AM »

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.

That was meant to be a large built-in weapon for the Mithuna, however me and Sylva decided it would be better to have those large slots be modular instead. If I did reimplement it, it would be a large version of the Orchard cannon. As for the Mako (M), I'm still working on that. I have to figure out an MIRV script that turns the missile into plasma projectile balls.

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.

And one more thing...

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Lovecraft

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Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
« Reply #237 on: August 24, 2019, 12:34:57 PM »

Can't wait for the faction to get added. I'm not too fond of helping the Persean League due to their...blandness and lack of lore, so this is a lovely addition.

I don't mean to rush you, but goddamnit I'm holding off playing until you add the faction proper.  ;D
I love the ship design and the general idea of getting revenge against the stupid luddites and hegemony douchebags. Keep up the great work!
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Morrow

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Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
« Reply #238 on: August 24, 2019, 01:15:25 PM »

When you add the faction can you atomize the mods into submods to allow for those who just want the ships?
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Orcling

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Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
« Reply #239 on: August 24, 2019, 08:39:36 PM »

Love this mod, the Mayasuran version of the Sunder made me cream myself- I already loved sunders and always used one as my flagship and now I'm checking all the Persean League markets every week to find more of them.
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