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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 697679 times)

Nuggnugg

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Re: [0.95a] Mayasuran Navy 8.3.5 RC2
« Reply #495 on: November 12, 2021, 01:15:43 PM »

Im doing my first run with a Mayasuran commission. It's alot of fun, but it doesent seem like the faction employs governors on their colonies (i did the start where you got governship over the main planet).
Is this normal or maybe there is some sort of compatability issue? It is annoying me more than it should :<
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Kieck

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Re: [0.95a] Mayasuran Navy 8.3.5 RC2
« Reply #496 on: November 17, 2021, 08:45:00 PM »

How can I turn off the reputation override? I'd like to have nexerelin handle faction relations, and it appears they're overridden by a script.
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Havoc

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Re: [0.95a] Mayasuran Navy 8.3.5 RC2
« Reply #497 on: November 19, 2021, 01:16:43 PM »

is eccm and rocket  skill working with plasmabombs from mako frigate?
the additional rockets hull mod works
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Corelious

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Re: [0.95a] Mayasuran Navy 8.3.5 RC2
« Reply #498 on: November 20, 2021, 05:13:11 PM »

update SOON
Spoiler
[close]

Bruhhhhhhhhhhhh dat aft tho
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Havoc

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Re: [0.95a] Mayasuran Navy 8.3.5 RC2
« Reply #499 on: December 07, 2021, 04:40:56 AM »

hi. how to terraform Mayasura?
I would like to end my run with terraform of the planet.
I have some mods , but I think  gene lab is not for terraforming
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eidolad

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Re: [0.95a] Mayasuran Navy 8.3.5 RC2
« Reply #500 on: December 09, 2021, 08:16:36 PM »

Skysplitter is a heck of a battlecruiser, exactly the dasher/killer I was looking for...and still has to careful of getting in over its head against other capital ships or cruiser groups.
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Mikomikomiko

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Re: [0.95a] Mayasuran Navy 8.3.5 RC2
« Reply #501 on: December 09, 2021, 10:31:02 PM »

hi. how to terraform Mayasura?
I would like to end my run with terraform of the planet.
I have some mods , but I think  gene lab is not for terraforming

I used DIY Planets https://fractalsoftworks.com/forum/index.php?topic=17556.0

Took the Ice Giant neighbor, setup a water transport structure there, then built the receiving structure in Mairaath. From there, it's just a waiting game.
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Knight Chase

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Re: [0.95a] Mayasuran Navy 8.3.5 RC2
« Reply #502 on: December 10, 2021, 07:59:57 PM »

So, I've decided to delay my patch of 0.95a and I'll be putting it towards the NEW Starsector patch. But for that to happen, I gotta wait for several libs to update first.
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Knight Chase

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Re: [0.95.1a] Mayasuran Navy 8.3.6
« Reply #503 on: December 12, 2021, 05:21:55 AM »

The fated day has come...

8.3.6
-Changed Gyrfalcon from midline BP to Mayasura_W BP
-Finally fixed PL Revanchist claim on Mairaath
-Buffed Mithuna cargo capacity from 550 to 1200
-Lowered Avenger's range to 900 from 1000
-Lowered Avenger's firerate to 0.18 refire from 0.15
-Lowered Caliburnus firerate to 5 seconds from 3.5
-Lowered Caliburnus range to 1300 from 1600
-Lowered Caliburnus damage to 2000 from 2250
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I run a mostly variety stream at
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Hope to see you there sometime!
Follow my twitter at https://twitter.com/PanzerCrusader for mod updates. AND JOIN THE #1 GAMER DISCORD AT
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Killsode

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Re: [0.95.1a] Mayasuran Navy 8.3.6
« Reply #504 on: December 12, 2021, 09:54:04 PM »

Big boom cannon time :D
bit of a sidenote, but i just noticed the mayasura hammerhead's left medium mount is literally one more pixel to the left than it should be
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Inhilicon

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Re: [0.95.1a] Mayasuran Navy 8.3.6
« Reply #505 on: January 05, 2022, 03:29:07 PM »

I love this mod. If ship blue, it good. The ships look great. Mayasurans and Stormhawks forever!
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DecoyGrenadeOut

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Re: [0.95.1a] Mayasuran Navy 8.3.6
« Reply #506 on: January 14, 2022, 09:04:04 PM »

Is there any way I can get the Nebulosa (M) with the big railgun back?
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Shadowkiller

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Re: [0.95.1a] Mayasuran Navy 8.3.6
« Reply #507 on: January 15, 2022, 02:31:59 PM »

1st off I would like to say that I absolutely love this mod. really enjoyed reclaiming the home System and brining life back to Mairaath.

But in the course of my game I realized that there is a major balancing issue with one of the ships. The Mako plasma bombers are insane!!! I built about 7 of them at the beginning of my game because I really liked the description and concept and im serious when I say these few ships wrought devastation and ruin to the enemies of Mayasura beyond imagining. They're fast enough to bounce around between onslaughts with the strike potential of capital ships, even when they get overloaded they're often able to get out of harm's way because they're so nimble. Their power is particularly obvious when they're put up against certain other modded ships, full fleets of Diable and O.R.A just die to only 7 makos. I've only seen them weak against fighters because they're the only ships that can keep up. The problem is exasperated with officers and bonuses from other mods as you can imagine.  I'm not really good with balancing so I'm not going to suggest any course of action, all i knows is these things wreak house.

[attachment deleted by admin]
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Killsode

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Re: [0.95.1a] Mayasuran Navy 8.3.6
« Reply #508 on: January 30, 2022, 07:46:19 PM »

well, i'm not quite sure if its the invasion of mayasura, or of tibicena so i'll post this in both threads
actually this might be iron shell

Spoiler
189153 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  - Updating rebellion on Tibicena: day 40
189153 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Stability: 0.0
189153 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Initial force strengths: 216.70895, 176.6397
189153 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Government engagement strength: 17.24658
189153 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Rebel engagement strength: 12.068234
189154 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Updated force strengths: 216.36446, 175.51845
189154 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Conflict intensity: 25.545357
189379 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  - Updating rebellion on Mairaath: day 133
189379 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Stability: 0.0
189379 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Initial force strengths: 192.7756, 70.44268
189379 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Government engagement strength: 17.18594
189379 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Rebel engagement strength: 8.586287
189380 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Updated force strengths: 192.77628, 69.153404
189380 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Conflict intensity: 15.277426
189933 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager  - Added trade fleet route from Ailmar to Charon Processing Plant
190161 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel  - Created AnalyzeEntityMissionIntel: Domain-era Probe, faction: pirates
191017 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.intel.SystemBountyIntel  - Starting bounty at market [Lucifron], 1800 credits per frigate
191186 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.intel.SurveyPlanetMissionIntel  - Created SurveyPlanetMissionIntel: The Imp, faction: Hegemony
191314 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager  - Added trade fleet route from Citadel Arcadia to Korovin
192175 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager  - Added trade fleet route from Sivie to Kapteyn Starworks
192424 [Thread-3] INFO  exerelin.campaign.fleets.VultureFleetManager  - Dangerous fleet count: 3
192424 [Thread-3] INFO  exerelin.campaign.fleets.VultureFleetManager  - Dangerous fleet count: 3
192491 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  - Updating rebellion on Tibicena: day 41
192491 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Stability: 0.0
192491 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Initial force strengths: 216.36446, 175.51845
192491 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Government engagement strength: 16.493303
192491 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Rebel engagement strength: 14.948279
192491 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Updated force strengths: 215.69429, 174.61653
192491 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Conflict intensity: 25.432617
192727 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  - Updating rebellion on Mairaath: day 134
192727 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Stability: 0.0
192727 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Initial force strengths: 192.77628, 69.153404
192727 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Government engagement strength: 15.048723
192727 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Rebel engagement strength: 6.8622236
192727 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Updated force strengths: 192.84248, 67.991646
192727 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Conflict intensity: 15.132206
193653 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel  - Created AnalyzeEntityMissionIntel: Domain-era Probe, faction: Hegemony
193831 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager  - Added trade fleet route from Port Tse Franchise Station to Cydonia
194066 [Thread-3] INFO  exerelin.campaign.intel.groundbattle.GBUtils  - Setting garrison damage for Tibicena: 0.283
194072 [Thread-3] INFO  sound.public  - Cleaning up music with id [campaign_music_part_2_v28.ogg]
194081 [Thread-7] INFO  sound.public  - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
194356 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
194356 [Thread-9] INFO  sound.OooO  - Playing music with id [miscallenous_corvus_campaign_music.ogg]
194454 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: java.lang.Math.floorDiv(II)I
java.lang.NoSuchMethodError: java.lang.Math.floorDiv(II)I
   at data.scripts.eis_modPlugin$MarketCheckTariffs4.reportEconomyMonthEnd(eis_modPlugin.java:514)
   at com.fs.starfarer.campaign.CampaignEngine.reportEconomyMonthEnd(Unknown Source)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfMonthStuff(Unknown Source)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
« Last Edit: January 30, 2022, 07:50:00 PM by Killsode »
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Farya

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Re: [0.95.1a] Mayasuran Navy 8.3.6
« Reply #509 on: February 06, 2022, 04:00:55 AM »

Could you please possibly make MM and SH variants of your ships rarely appear on Hegemony/Persean markets should there be no Varya's Sector installed? Ships are very nice but you can only console command them or find a blueprint for one somehow.
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