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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 697766 times)

Overseer

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Re: [0.95.1a] Mayasuran Navy 8.3.9 RC2
« Reply #585 on: February 06, 2023, 08:13:56 AM »

So I have essentially photoshopped some custom portraits for this mod. Considering the Arabic sounding theme, I've taken upon myself to basically "borrow" some Space Arabs and Normal Arabs images and made it work. I was hoping that I can convince some people to help make some more of these. I am quite happy with the result I've made, but I feel quantity is sorely needed. I've so far created eight, I am uploading four of them. I will upload the rest in the following post.
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Overseer

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Re: [0.95.1a] Mayasuran Navy 8.3.9 RC2
« Reply #586 on: February 06, 2023, 08:16:23 AM »

And these are the rest of the Space Arabs I've made. Have fun! (Actually, now that I think about it, I feel like I might've not actually photoshopped Maya6 from any where. I don't remember where I got Maya6. I might've taken this from one of the portrait mods and just forgot I did that. Either way, this portrait is fitting, so I'm leaving it here.)
« Last Edit: February 06, 2023, 08:19:24 AM by Overseer »
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Crilltic

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Re: [0.95.1a] Mayasuran Navy 8.3.9 RC2
« Reply #587 on: February 10, 2023, 06:37:07 PM »

Got a bug to report.

Trying to inspect a derelict Skysplitter (M) in the Mayasura system (I think the special fleet got in a fight and lost it), got me this null.pointer exception.


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turtlebacons

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Re: [0.95.1a] Mayasuran Navy 8.3.9 RC2
« Reply #588 on: February 12, 2023, 06:03:41 PM »

for some reason legio from tahlan mod immediately targets this faction every run and destroys mayasura with one fleet, i dont get it?????
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Requiemfang

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Re: [0.95.1a] Mayasuran Navy 8.3.9 RC2
« Reply #589 on: February 12, 2023, 07:18:03 PM »

Just bad luck I guess or RNGesus just doesn't want to play ball, Mayasura is still standing in my game.
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Icezera

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Re: [0.95.1a] Mayasuran Navy 8.3.9 RC2
« Reply #590 on: February 19, 2023, 04:48:27 PM »

So are invading Port Tse and Lost Astropolis the only 'quests' in this version?
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Szasz

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Re: [0.95.1a] Mayasuran Navy 8.3.9 RC2
« Reply #591 on: February 21, 2023, 01:32:24 PM »

Got a bug to report.

Trying to inspect a derelict Skysplitter (M) in the Mayasura system (I think the special fleet got in a fight and lost it), got me this null.pointer exception.

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Chaos_admiral

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Re: [0.95.1a] Mayasuran Navy 8.3.9 RC2
« Reply #592 on: February 25, 2023, 06:54:58 AM »

I got a fatal null error when I built the skysplitter (m) and went to get it from colony storage
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Lappers

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Re: [0.95.1a] Mayasuran Navy 8.3.9 RC2
« Reply #593 on: March 15, 2023, 11:41:36 AM »

I just had that Skysplitter crash happen to me, so I guess that's not fixed yet?
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Bummelei

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Re: [0.95.1a] Mayasuran Navy 8.3.9 RC2
« Reply #594 on: March 16, 2023, 02:22:36 AM »

I have a question. Is there a way to get Zygaena besides the console? I've never seen this ship for as long as I play.
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HopeFall

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Re: [0.95.1a] Mayasuran Navy 8.3.9 RC2
« Reply #595 on: March 16, 2023, 03:47:11 AM »

I wasn't really too interested in trying this mod. But now I see a bunch of Space Waifus on the front page and I'm not so sure anymore.
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Knight Chase

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Re: [0.95.1a] Mayasuran Navy 9.0.0
« Reply #596 on: March 17, 2023, 01:47:06 PM »

https://github.com/KnightShii/Starsector/raw/master/Mayasuran%20Navy%209.0.0.zip

9.0.0
-Added new Sprite for Tiger Grenade Launcher
-Added new weapons for Aznable Mech
These are gonna be the vulcan head and the triple beam cannon condensed into a pistol for the Aznable's arm
-Buffed Manta (M)
I've added a medium hybrid hardpoint to the front center of this thing. I've also changed the small energy hardpoints up front to be missile mounts. All of the small turrets have been turned into hybrid plus I've given this thing more OP, 95 from 75.
-Changed Nailer/Nailer (M)
I've  changed the Nailer to be a medium-light frigate like the Perryi with twin 'Nail' Cannons that are basically miniatuarized triple beam cannons. You'll find its ability to pursue its enemies with built-in firepower and especially if you install high scatter amplifier, it is a force to be reckoned with.
These changes represent myself wanting to see people use some of my under utilized ships.
-Added Vishnu-class Battleship
This is one of the largest capital ships I have ever made. It outscales all of my current ships and can serve as the ULTIMATE fleet anchor. However, it is slow and equipped with capital jets limiting your mobility. One thing to note is that the Vishnu has an Advanced Targeting Core, you'll be able to provide support from quite a distance.
-Changed back flag to old flag
people seem to like the old flag more it seems
-Switched Neutral theme to Friendly theme

Spoiler

[close]

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Dadada

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Re: [0.95.1a] Mayasuran Navy 9.0.0
« Reply #597 on: March 17, 2023, 01:50:39 PM »

Thank you for the update! Dope changes, I too like the old flag better; looking forward to see the new juggernaut, I hope it delivers, death to my enemies that is.  8)
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Oni

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Re: [0.95.1a] Mayasuran Navy 9.0.0
« Reply #598 on: March 17, 2023, 01:58:18 PM »

....-Changed back flag to old flag
people seem to like the old flag more it seems....
Did they? I liked it fine... hopefully you put it in the options players can pick when they found their own faction.  8)
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Lordzias

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Re: [0.95.1a] Mayasuran Navy 9.0.0
« Reply #599 on: March 18, 2023, 12:33:12 PM »

Not sure if intended but there are psd files left in Aznable's directory. As for the flag- the new one didn't fit well with the vanilla ones tbh.
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