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Starsector 0.95a is out! (03/26/21); Blog post: Of Slipstreams and Sensor Ghosts (09/24/21)

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Author Topic: [0.95a] Mayasuran Navy 8.3.5 RC2  (Read 345893 times)

Hellya

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Re: [0.95a] Mayasuran Navy 8.3.4 RC2
« Reply #435 on: April 09, 2021, 05:01:12 PM »

Holy smokes! I downloaded my fav mod, this one, and gave it a go. With the games new dynamic I can't create a fleet that jives well. What are you guys finding works?
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Knight Chase

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Re: [0.95a] Mayasuran Navy 8.3.4 RC2
« Reply #436 on: April 12, 2021, 06:37:50 PM »



So... I was playing with the Starliner (M) today and it was a bit too slow to use the default ACG loadout I used for it. I've given it the Winghead's infernium burn for ULTRA in your face action with a liner. This'll be in the next patch!
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Inhilicon

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Re: [0.95a] Mayasuran Navy 8.3.4 RC2
« Reply #437 on: April 14, 2021, 03:58:45 PM »

Hey, I've noticed the Excalibur (M)'s ship system, Variable Ammo has no description. At least not in the codex. Thought you might want to know!

EDIT: This is only when I look at the ship. When looking at the ship system alone in the codex, it has the proper description. Very odd.
« Last Edit: April 14, 2021, 04:03:01 PM by Inhilicon »
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Hellya

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Re: [0.95a] Mayasuran Navy 8.3.4 RC2
« Reply #438 on: April 15, 2021, 09:06:37 PM »

Is there a way to shut off starting with the colony in Nex? I asked there and they said it was  feature of this mod.
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speeder

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Re: [0.95a] Mayasuran Navy 8.3.4 RC2
« Reply #439 on: April 16, 2021, 10:01:31 AM »

You can immediately give away the colony.

When you start as Mayasuran in Nex, you start with a comission, and as "governor" of the colony.

You can talk with the colony administrator on the comms screen, and "give" back the colony.

Not sure why you would do that though, they risk getting wiped out early without you having a chance to learn all blueprints and whatnot.

EDIT: repleid the guy question and forgot to post what I wanted to post :P


So I wanted to know if the mod now will use the new features to let you actually play out the mod tagline, for example some conversations with characters about terraforming, maybe interaction with the other terraforming mods and giving you rewards if you fix the planet, maybe a supership if you wipe out luddic path, etc...
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Hellya

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Re: [0.95a] Mayasuran Navy 8.3.4 RC2
« Reply #440 on: April 16, 2021, 03:31:32 PM »

You can immediately give away the colony.

When you start as Mayasuran in Nex, you start with a comission, and as "governor" of the colony.

You can talk with the colony administrator on the comms screen, and "give" back the colony.

Not sure why you would do that though, they risk getting wiped out early without you having a chance to learn all blueprints and whatnot.

EDIT: repleid the guy question and forgot to post what I wanted to post :P


So I wanted to know if the mod now will use the new features to let you actually play out the mod tagline, for example some conversations with characters about terraforming, maybe interaction with the other terraforming mods and giving you rewards if you fix the planet, maybe a supership if you wipe out luddic path, etc...

Thanks for the answer. They give you all the blueprints when you start, do they not?
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speeder

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Re: [0.95a] Mayasuran Navy 8.3.4 RC2
« Reply #441 on: April 16, 2021, 06:01:51 PM »

They give you a lot of them, not sure if it is all of them. Not  sure if you can get more superships if you quit the faction.  (wlel, not even sure if superships exist...)
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Ruddygreat

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Re: [0.95a] Mayasuran Navy 8.3.4 RC2
« Reply #442 on: April 19, 2021, 07:17:01 AM »

Holy smokes! I downloaded my fav mod, this one, and gave it a go. With the games new dynamic I can't create a fleet that jives well. What are you guys finding works?
while I dont have a full mayasuran fleet, ive found this to be ruinously effective against damn near anything

also, what's that phase mokarran looking thing in the ship image, and how do i get one?
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Hellya

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Re: [0.95a] Mayasuran Navy 8.3.4 RC2
« Reply #443 on: April 19, 2021, 06:41:04 PM »

Holy smokes! I downloaded my fav mod, this one, and gave it a go. With the games new dynamic I can't create a fleet that jives well. What are you guys finding works?
while I dont have a full mayasuran fleet, ive found this to be ruinously effective against damn near anything

also, what's that phase mokarran looking thing in the ship image, and how do i get one?


Thanks, why didn't I think of that?! I mean it is pretty much up there with my Doom, Hyperion, Medusa, Tempest builds.
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Dexamethasone

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Re: [0.95a] Mayasuran Navy 8.3.4 RC2
« Reply #444 on: April 21, 2021, 10:57:44 AM »

Are you Indian? How do you know so much about story of Mayasur and Arjun?
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Knight Chase

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Re: [0.95a] Mayasuran Navy 8.3.4 RC3
« Reply #445 on: April 21, 2021, 12:12:37 PM »

8.3.4 RC3
-Updated Zygaena sprite
-Changed Starliner (M)'s ship system from shuttlepod escort to infernium burn
This is a huge buff, this now encourages a short range albeit extremely dangerous playstyle involving the Starliner (M). With assault chainguns blazing, you can now get in range of most ships and alpha strike them with the Orbital Howitzer.
-Removed Starliner (MMA), Nebula (MMA), Mudskipper (MMA)/Shuttlepods
Didn't really use them.

Should be good for RC14 for Starsector, I've removed some of the auxiliary ships, but unless you had those ships in your campaign save, you should be fine compatibility-wise.
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okj

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Re: [0.95a] Mayasuran Navy 8.3.4 RC3
« Reply #446 on: April 21, 2021, 01:17:41 PM »

I have a question, how does one acquire a Zygaena? There is supposedly no bp for it (i don't see the rare_bp tag) and Mayasuran don't have the bp either, so they don't have it in store. Am i missing something?
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N3V3R

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Re: [0.95a] Mayasuran Navy 8.3.4 RC3
« Reply #447 on: April 21, 2021, 02:05:24 PM »

Is the Sarissa too good? so im using the sarissa(m) and outfitted it with 1x twin hexafire (from diable) / 2x hexafire / 2 winee EMPR / 2x sabot SRM / 2x atripos (might change these) / 2x LR PD (will switch to PD) / 2x ferox and the thing can easily kill any ship at the same DP cost
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giganticats

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Re: [0.95a] Mayasuran Navy 8.3.4 RC3
« Reply #448 on: April 21, 2021, 02:51:32 PM »

update causes a crash when starting i noticed, when i reverted it back to the mods previous update it didnt crash when loading
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giganticats

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Re: [0.95a] Mayasuran Navy 8.3.4 RC3
« Reply #449 on: April 21, 2021, 03:03:43 PM »

update causes a crash when starting i noticed, when i reverted it back to the mods previous update it didnt crash when loading

the error is "Fatal: Ship hull spec [MMS_Shuttlepod] not found!"
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