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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Author Topic: [0.97a] Mayasuran Navy 11.0.0 RC5  (Read 831070 times)

lannnnnnar

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Re: [0.97a] Mayasuran Navy 11.0.0 RC1
« Reply #735 on: April 29, 2024, 01:19:44 PM »

It's May, 207 and this just happened:



I've been using this mod since 8.3.8 and I've never seen this happen before without player intervention. All I've done this run is Space Trucking and bounties, I haven't even started the galatia quest yet. I legit thought that Mairaath had some sort of scripted immunity to getting capped. It is cool, except I now have the option of either colonizing and handing a size 3 colony over to Mayasura and hoping they can claw their way back (unlikely) or going to war with the Heg.

Is there any way to actually make Mairaath uncappable? I love this mod too much to let Nexerelin get in the way. As it is, I don't think it's intended for this to happen as the Vengeance of Mairaath defender fleet is just sitting in orbit of Mairaath destroying any Hegemony fleets that come near or pop out of the planet.

Also RIP the National, I couldn't understand how to use it effectively but I loved the design and concept. At least we still have the Patriot.
Mairaath isn't uncappable, it simply always has a massive S-Modded armada around it, that gets replaced on wipe. If it gets attritioned to a small, nonzero size, an invasion can still find success, since Mairaath has little in the way of defenses aside from the fleet.

The luddic church eradicated them in my latest game, and its not the first time they've gotten decimated. Factions that only have one planet just don't do well with nex and a bunch of active larger factions. I like their ships too much to not use the mod though.
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Killsode

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Re: [0.97a] Mayasuran Navy 11.0.0 RC1
« Reply #736 on: May 18, 2024, 01:17:30 AM »

I just noticed the Mayasuran Navarch is named "Mark Salemsky", might this just be a battletech reference?
Its a highfleet reference, nvm XD  Nice art though!
« Last Edit: May 18, 2024, 08:21:46 AM by Killsode »
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Hexallium

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Re: [0.97a] Mayasuran Navy 11.0.0 RC1
« Reply #737 on: May 18, 2024, 10:42:07 AM »

Mayasura Navy really need more than 1 planet under their control or stronger ground defense.
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Dasher

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Re: [0.97a] Mayasuran Navy 11.0.0 RC1
« Reply #738 on: May 18, 2024, 11:27:07 AM »

its for lore reasons as to why they are so weak. I like to join their faction as a new character and rebuild them to greatness.
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hidefreek

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Re: [0.97a] Mayasuran Navy 11.0.0 RC1
« Reply #739 on: May 22, 2024, 06:58:00 AM »

The easiest way.
Give Maraaith a unique Battlesation for Mayasuran only.
The planet is easily captured because there is no Orbital defense.
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Meelock

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Re: [0.97a] Mayasuran Navy 11.0.0 RC1
« Reply #740 on: May 22, 2024, 04:14:33 PM »

The easiest way.
Give Maraaith a unique Battlesation for Mayasuran only.
The planet is easily captured because there is no Orbital defense.
Maybe have a project to refurbish the orbital into a proper (ground based non-separate market) station?
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Lilly112

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Re: [0.97a] Mayasuran Navy 11.0.0 RC1
« Reply #741 on: May 29, 2024, 04:25:34 AM »

Are there Battlecruiser or Battleship sized railgun cruisers? I love the idea, but the damage falls of pretty quick when just using the Excalibur.
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Killsode

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Re: [0.97a] Mayasuran Navy 11.0.0 RC1
« Reply #742 on: May 29, 2024, 05:37:36 AM »

Are there Battlecruiser or Battleship sized railgun cruisers? I love the idea, but the damage falls of pretty quick when just using the Excalibur.

The skysplitter M technically has one, although its a fragmentation cannon. There used to be the Nebulosa, which had a railgun version, but its apparently been removed? The sprite for its gun still exists in the files though.
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Lilly112

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Re: [0.97a] Mayasuran Navy 11.0.0 RC1
« Reply #743 on: May 29, 2024, 06:18:44 AM »

Are there Battlecruiser or Battleship sized railgun cruisers? I love the idea, but the damage falls of pretty quick when just using the Excalibur.

The skysplitter M technically has one, although its a fragmentation cannon. There used to be the Nebulosa, which had a railgun version, but its apparently been removed? The sprite for its gun still exists in the files though.

Ahh, is that what the Avenger is?
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Killsode

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Re: [0.97a] Mayasuran Navy 11.0.0 RC1
« Reply #744 on: May 29, 2024, 07:23:53 AM »

Ahh, is that what the Avenger is?

oh no, the avenger is the "Mega Ultraviolet Pulse Lase", its basically a souped up auto pulse laser.
A version of it is available on the Victory (M), one of the Skysplitter (M)'s weapon variants, its the main armament of the Spartan destroyer, and there's a HVB version of the Scaramouche (M) that has two of them. I believe there also used to be an M version of a capital that had a turreted version of the Avenger, but it is no longer available.

The skysplitter (M) can swap between four different primary weapons and four different ship systems. HE grenade launcher, Kinetic rotary cannon, Frag railgun, and Energy pulse laser.
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Lilly112

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Re: [0.97a] Mayasuran Navy 11.0.0 RC1
« Reply #745 on: May 29, 2024, 08:46:01 AM »

Ahh, is that what the Avenger is?

oh no, the avenger is the "Mega Ultraviolet Pulse Lase", its basically a souped up auto pulse laser.
A version of it is available on the Victory (M), one of the Skysplitter (M)'s weapon variants, its the main armament of the Spartan destroyer, and there's a HVB version of the Scaramouche (M) that has two of them. I believe there also used to be an M version of a capital that had a turreted version of the Avenger, but it is no longer available.

The skysplitter (M) can swap between four different primary weapons and four different ship systems. HE grenade launcher, Kinetic rotary cannon, Frag railgun, and Energy pulse laser.

I didn't know the Skysplitter could swap. On it's info sheet, it just said "Avenger" so I thought that was the gun.
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EpicSOB

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Re: [0.97a] Mayasuran Navy 11.0.0 RC1
« Reply #746 on: June 03, 2024, 11:04:38 AM »

Can this be added mid-save?
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SecretSynth

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Re: [0.97a] Mayasuran Navy 11.0.0 RC1
« Reply #747 on: June 19, 2024, 05:59:29 AM »

I very much enjoy this mod both because I love the ships and because I love the story and lore you have developed for this faction. Impossible last stands have always been something I have found compelling and such a battle being won and forging a people with such unyielding resolve to survive anything that came for them is something I very much love to see. I also have always loved Mid-line in particular and the philosophy that they Mayasuran bring to the line feels appropriately influenced by their experiences. Mid-line to me has always fit the League very well, the line feels like the kind of ships a loose association of primarily trading partners would prefer. Solid ships with a tendency for missiles to keep the enemy at range so they can be worn down with attrition fire before becoming to much of a threat, the extra speed compared to low tech also attractive because it meant faster travel for better profits and possibly outrunning pirate fleets that might be to strong to fight. The Mayasuran however after such a brutal struggle found that insufficient. They learned the lesson that sometimes armor is better that speed when fighting for your very existence at the hands of the Dominan's petty children and the mad followers of a mad prophet in the cruelest manner possible. So they changed, they turned from trade and simple protection to war and they retrofitted their ships with heavier armor to stand against any tide and heavier guns to make those who dare to threaten their own pay in fire and blood. So yeah I guess you could say I like the mod. Very good job.     
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geminitiger

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Re: [0.97a] Mayasuran Navy 11.0.0 RC1
« Reply #748 on: July 05, 2024, 09:18:29 AM »

multiple bugs report:
After conquering Mairaath it continues to spawn fleet "The Vengence of Mairaath", which fact it did not spawn until after I conquered the planet and the faction has zero markets. This fleet is hostile and consists of a fleet that can easily wipe out a space station and mid-game fleet without losing a ship.

After terrorizing me for two years, I was able to defeat it with my entire fleet and a battlestation, at which point it respawns nearly instantly magically from a planet that is under my control (Mairaath)

After joining the faction it was previous allied with for other reasons this fleet became an ally, not 100% sure these things are connected.

In addition, the former structure under the old regime known as the "Elite Mayasuran Guard HQ" which vanishes after you take over the planet, still continues to cost me 5 ship hulls, 6 heavy armaments, 5 fuel and  5 supplies (found examining the commodities tool tip), which is really screwing me.


edit:
with some help and console command mod I was able to "remove_industry" while docked which deals with extra demands.

edit2:
When talking to the guys in bars selling production credits specific and exactly the same Mayasuran ships hulls are listed 4 times. Is this related to the reason I feel like I'm always finding Mayasuran blueprints everywhere over the time of several runs?
« Last Edit: July 11, 2024, 03:05:32 PM by geminitiger »
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FishBone

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Re: [0.97a] Mayasuran Navy 11.0.0 RC1
« Reply #749 on: July 11, 2024, 03:35:13 AM »

I captured the Lost Astropolis in the starting sector (with Nex start), but now the Astrolpolis is still being governed by a pirate warlord.
Is there a way to remove him and take over governship myself? Or give it to another Mayasuran ?
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