Fractal Softworks Forum

Starsector => Mods => Topic started by: prav on June 04, 2017, 08:43:35 AM

Title: [0.9.1a] prv Starworks v18.1 (2020-08-19)
Post by: prav on June 04, 2017, 08:43:35 AM
(http://i.imgur.com/CtUYMpx.png)
Download (https://github.com/johcas/prvStarworksRelease/releases/download/v18.1/prv.Starworks.v18.1.rar)

Requires Lazylib (http://fractalsoftworks.com/forum/index.php?topic=5444.0), Graphicslib (http://fractalsoftworks.com/forum/index.php?topic=10982.0) and MagicLib (http://fractalsoftworks.com/forum/index.php?topic=13718.0). Additional content is available with Vayra's Sector (http://fractalsoftworks.com/forum/index.php?topic=16058.0).

https://www.youtube.com/watch?v=eGi_u46-QlM

prv Starworks adds two new factions, the prv Starworks corporation and the Rust Belt, to the sector with associated star systems and a wide array of ships and weapons. The new prv equipment is popular among the Persean League and the Sindrian Diktat, but the more common pieces can show up all over the sector.

(https://i.imgur.com/v4VRFwI.png)
the prv
For the upstarts and opportunists of the prv Starworks megacorporation the post-collapse era has been ripe with opportunity, a time where wealth and power is within reach of anyone brave enough to reach out and grasp it, hold it down, and make it his own. After a series of leveraged buyouts, hostile takeovers, and a few direct invasions, the prv has managed to carve out a fief of its own and is eyeing the post-collapse sector hungrily for any new opportunities for an ”acquisition”.

The Works, an orbital megafactory orbiting a backwards fringe world, form the heart of the corporation's power. There one of only a few still functioning nanoforges in the sector churns out ship after ship, squadron after squadron, fleet after fleet to allow the prv to challenge the sector for supremacy. The major powers are not entirely impressed however - what could a group of fringe-worlders hope to accomplish against the likes of the Hegemony? The prv seem to agree, and have pursued trade alliances with the neighboring powers of the Persean League and Sindrian Diktat. Haughtier voices in the inner sector have gone as far as to describe the relationship as ”tributary”.

Indeed the situation of the prv is not entirely clear-cut. While their industrial capacity is respectable and the corporation's navy grows stronger by the day, they lack military experience and have an unenviable strategic situation with vulnerable supply routes connecting far-flung and isolated assets.

prv military doctrine has them operating "with the utmost priority on creating and exploiting flaws in the oppository tactical disposition"; ie as underhanded tricksters. Expect cheap-shots, disorienting support systems and ships that split the difference between ambition and hubris. This line does come at a cost however -  take out the few solid line ships that the prv field and the whole fleet quickly crumbles. Which may be easier said than done, as they are adept at reacting to changing tactical circumstances.

(https://i.imgur.com/vyw7Fb5.png)
the Rust Belt
Formally the Great Belt Alliance, but even the Rusters own official documents have trouble sticking with the full name. As a barely coherent confederation of not-quite outlaws, outcasts and other fringe elements, the Rust Belt hover just at the edge of ”shoot on sight” status with the established legal authorities of the sector.

Most of the spacefaring population of the faction live as scavengers, salvagers and miners in the Kratul Rust Belt, where the ship graveyards and asteroid mines can be scoured for a great abundance of rusted-up minerals. But, should a salvage group come up empty-handed Rusters travel well-armed and have been known to take live prey. So to speak.

Recent history has the Alliance butting heads with the prv, with a few convoy raids too many spurning the great corporation into a furious vendetta. Frequent prv patrols comb through the miserable ship graveyards of the Kratul system, trying to figure out which rusted hulks are dead, and which are Rusters that have gone dark - possibly laying up a vicious ambush. This low-intensity war has been ongoing for decades, and shows few signs of ending any time soon.

Ruster military doctrine is generally ad-hoc, with chain of command believed to be largely optional and "bring your own ship" being the main method of military procurement - though a few syndicates do operate private fleets. Ships and weapons range from solid old faithfuls to recklessly modified pirate ships that no one's even bothered to scrub the skull-and-crossbones from. The end result tends to be a collection of riff-raff orbiting a solid group of slow and powerful ships; an unbreakable rock - with all the flexibility that implies. Defeating the Rusters' light support lets you dissect their core at your pleasure - assuming you don't run out of CR before they run out of durability.

(https://i.imgur.com/8dsMHcq.jpg)

Old screenshots:
Spoiler
(https://i.imgur.com/RN3WWdI.jpg)
(https://i.imgur.com/G5hfkiV.jpg)
(https://i.imgur.com/xpoCL7Y.jpg)
(https://i.imgur.com/CB4jG9D.jpg)
(https://i.imgur.com/2pXeRzh.jpg)
(https://i.imgur.com/LFOXOhM.jpg)
(https://i.imgur.com/Dz1XkCK.jpg)
(https://i.imgur.com/E6FZWuJ.jpg)
(https://i.imgur.com/ARME1tj.jpg)
[close]

made with sf-edit (http://fractalsoftworks.com/forum/index.php?topic=375.0)
Title: Re: [0.8.1a] prv Starworks v1 - Ship and weapons pack
Post by: prav on June 04, 2017, 09:11:15 AM
Future plans:
I never do what I write here. We'll see.
Title: Re: [0.8.1a] prv Starworks v1 - Ship and weapons pack
Post by: SierraTangoDelta on June 04, 2017, 09:35:24 AM
Hey, these look pretty good so far! Might be a little too busy on some of the edges with all those protruding bits, but I overall like these designs and weapons.
Title: Re: [0.8.1a] prv Starworks v1 - Ship and weapons pack
Post by: PyroFuzz on June 04, 2017, 01:16:30 PM
Wow! Cool ships.
I can't wait for more content. It has a very interesting art style.
Title: Re: [0.8.1a] prv Starworks v2 - Ship and weapons pack
Post by: prav on June 08, 2017, 05:14:48 PM
I got sidetracked. Full update notes in the OP.

prv Starworks v2 download (http://www.mediafire.com/file/z3hh4o1g3m8x4dx/prv+Starworks+v2+rc1.rar)

(http://i.imgur.com/PJ9Mbee.png)
Mora (LP) variant. All of the speed, none of the safety.

(http://i.imgur.com/z6VBBYP.png)
Broadsword (LP) Hammer Bomber. Slow and very hard-hitting.

(http://i.imgur.com/K191pqc.png)
Talon (LP) Interceptors. Quicker than ever, with a lifespan to match. Increased wing size.
Title: Re: [0.8.1a] prv Starworks v2 (2017-06-09) - Now with more Ludd
Post by: Shyguy on June 08, 2017, 05:47:41 PM
Now if you wanted to go even more luddic you could always fire crewmen with plasma cutters at the enemy. Failing that ramming speed is always an option.
Title: Re: [0.8.1a] prv Starworks v2 (2017-06-09) - Now with more Ludd
Post by: prav on June 08, 2017, 06:18:50 PM
Failing that ramming speed is always an option.

I've got some good news about what the Mora (LP)'s ship system is:

(http://i.imgur.com/QX1pQdD.png)
Title: Re: [0.8.1a] prv Starworks v2 (2017-06-09) - Now with more Ludd
Post by: Shyguy on June 08, 2017, 06:22:22 PM
I've got some good news about what the Mora (LP)'s ship system is:

(http://i.imgur.com/QX1pQdD.png)

Are we talking the kind of massive speed boost that the shark from underworld can pull off or are we talking about a slower dominator style boost?
Title: Re: [0.8.1a] prv Starworks v2 (2017-06-09) - Now with more Ludd
Post by: prav on June 08, 2017, 06:24:37 PM
Are we talking the kind of massive speed boost that the shark from underworld can pull off or are we talking about a slower dominator style boost?

The vanilla system found on Enforcers, Legions, etc. It works well.
Title: Re: [0.8.1a] prv Starworks v2 (2017-06-09) - Now with more Ludd
Post by: Takion Kasukedo on June 09, 2017, 02:09:21 AM
Well that's unfortunate, needs a more super-prominent boost if you ask me. Burn drive just isn't the same.

As for the name...hmm...

Ah, LUDD'S CHARGE (Speed boost would be 3x the normal speed in a very short burst, insane acceleration (about 2 - 4 seconds maximum?) with the speed probably clocking in at 550 / 600?)

Description could go something like this.

Spoiler
Provides an insane speed boost to charge at those who would dare march against Ludd, while imbuing the machina of Ludd with a damper field to protect it against heathenous explosions. Collisions can possibly cause a flameout against larger machines while the system is active. Shields are disabled with no turning while system is active.
[close]

Not sure about the sound though. Probably rocket-ified?
Title: Re: [0.8.1a] prv Starworks v2 (2017-06-09) - Now with more Ludd
Post by: Mr. Nobody on June 09, 2017, 04:33:34 AM
Spoiler
Provides an insane speed boost to charge at those who would dare march against Ludd, while imbuing the machina of Ludd with a damper field to protect it against heathenous explosions. Collisions can possibly cause a flameout against larger machines while the system is active. Shields are disabled with no turning while system is active.
[close]

[Nasheed intensifies]
Title: Re: [0.8.1a] prv Starworks v2 (2017-06-09) - Now with more Ludd
Post by: Vigal on June 09, 2017, 07:12:10 AM
Nice work mate! I think the ludd mora is fine with burn drive anything more extreme and you just end up overshooting and having your ass blown off.
Title: Re: [0.8.1a] prv Starworks v2 (2017-06-09) - Now with more Ludd
Post by: Kitfox88 on June 14, 2017, 12:14:41 PM
I hope you put in more Ludd variants, I'd love to have enough that I can field a full fleet and take on Tri-Tach with them.
Title: Re: [0.8.1a] prv Starworks v2 (2017-06-09) - Now with more Ludd
Post by: Death_Silence_66 on June 14, 2017, 05:16:49 PM
The hammer broadswords are awesome, and an SO Piranha with twin hammers would be a nice heavy bomber.
Title: Re: [0.8.1a] prv Starworks v3 (2017-06-18) - Light, Noise and Silence
Post by: prav on June 18, 2017, 10:58:01 AM
New version! (http://www.mediafire.com/file/b4xcaril9slzm5r/prv+Starworks+v3.rar)

Highlights are redone effects and graphics for the Akers and Heavy Akers, new graphics for the Ljus and Ljus D and a brand new destroyer. Full notes (https://pastebin.com/raw/gwpGxsLS).

(http://i.imgur.com/J6sqhdI.jpg)
Title: Re: [0.8.1a] prv Starworks v4 (2017-07-09) - Pirates, on the loose again.
Post by: prav on July 08, 2017, 07:56:41 PM
After sinking way too much time into a dead end I got around to making a couple of skins that I think are pretty fun. Plus some other tweaks.

Version 4 download. (http://www.mediafire.com/file/78j1cbfl273b2ss/prv+Starworks+v4.rar) Use 4.1 instead: http://www.mediafire.com/file/gse7b7az4ckagbb/prv+Starworks+v4.1.rar (http://www.mediafire.com/file/gse7b7az4ckagbb/prv+Starworks+v4.1.rar)

Added the Tystnad (P) skin.
   A far more offensively inclined variant.
   Rebuilt to take any fighter wing. Phase Recall system replaced with Reserve Deployment.
   Small mount arcs greatly narrowed, rear pair now point forwards. Synergy and Hybrid mounts downgraded, new setup is 1x Med Missile, 1x Med Ballistic, 2x Small Ballistic, 2x Small Energy.
   Flown by Pirates and less scrupulous Salvagers and Independents.
   Adjusted Tystnad occurence rates.
   "Pirate" variant is available to fight in the simulator.

Added the Ljus (LP) skin
   Operates as a strike frigate. Can fire its Hammers at a frightening rate, so be careful.
   Nose mount replaced by a custom Hammer launcher with an 8-shot magazine. Mounts otherwise as on the (D) model.
   Lykta system replaced by Fast Missile Racks.
   Standard LP hullmods.
   Flown by the Luddic Path.
   
Ljus (D) Hammer and Rocket variants no longer have Safety Overrides, making them significantly less obnoxious.
Ljus Ambush variant trades its Dual Light Autocannon for an Akers.

Updated Punktskydd and Punktskydd Cluster graphics - now a pleasant ballistic tan.

Fusion Burst Laser role description changed from "Strike" to "Assault".
The AI will now consider the FBL a strike weapon, and keep it in reserve until it has a clear shot on armor or hull.

Various fleet integration adjustments. Most notably, reduced occurence rate of Ljus in independent fleets by roughly a third.

Corrected error in description of the Degraded Lykta System. Now correctly states that it reduces, not increases, sensor strength while active.

(http://i.imgur.com/S6DTRXe.png) (http://i.imgur.com/vvzuvp8.png)
Title: Re: [0.8.1a] prv Starworks v4 (2017-07-09) - Pirates, on the loose again.
Post by: prav on July 08, 2017, 08:00:40 PM
Also, please don't distribute this mod anywhere else, or include it in any sort of compilation. If you want to share it with someone, link them to this thread or the mediafire download.
Title: Re: [0.8.1a] prv Starworks v4 (2017-07-09) - Pirates, on the loose again.
Post by: DinoZavarski on July 09, 2017, 01:31:47 PM
In the standard Tystnad everything but the launch bays seems to be somehow misplaced (moved several pixels to top and right).
Title: Re: [0.8.1a] prv Starworks v4 (2017-07-09) - Pirates, on the loose again.
Post by: prav on July 09, 2017, 04:04:30 PM
In the standard Tystnad everything but the launch bays seems to be somehow misplaced (moved several pixels to top and right).

oh, nice catch. the bounds are right, it's the graphic that's wrong.

fixed version: http://www.mediafire.com/file/gse7b7az4ckagbb/prv+Starworks+v4.1.rar (http://www.mediafire.com/file/gse7b7az4ckagbb/prv+Starworks+v4.1.rar).

v4.1

Included missing Tystnad sprite update.
Title: Re: [0.8.1a] prv Starworks v4.1 (2017-07-10) - Pirates, on the loose again (bugfix).
Post by: Vigal on October 22, 2017, 10:59:38 AM
Hey prav anything more in the works? I really love the style of your ships so it would suck if you never did any more.
Title: Re: [0.8.1a] prv Starworks v4.1 (2017-07-10) - Pirates, on the loose again (bugfix).
Post by: prav on March 19, 2019, 12:31:02 PM
Hey prav anything more in the works? I really love the style of your ships so it would suck if you never did any more.

yeah i might have something
Title: Re: [0.9a] prv Starworks v5 (2019-03-19) - Welcome to the Works
Post by: prav on March 19, 2019, 12:32:31 PM
DOWNLOAD (http://www.mediafire.com/file/3b89okq5s4lgn6a/prv+Starworks+v5.rar)

v5:

Added the prv Starworks faction, an upstart megacorp attempting to balance diplomacy and brazen expansionism. Exerelin-compatible.
Added two new fully populated star systems, Stjarngard and Kylan, located on the Persean/Luddic Church border.

Complete overhaul of the Ballebo sprite.
Significant sprite adjustments of the Ljus and Tystnad.

Added Flamma combat frigate. A pocket destroyer, or possibly just cannonfodder.
Added the Ilbud phase combat freighter. Expensive and effective. Also available in a rare (D) skin.
Added the Kakafoni cruiser-carrier. A powerful ship suitable for forming the core of a fleet.
Added the Sunder (Ryak) destroyer. Extensively remodeled to serve as test platforms, these ships now carry ballistic armaments, advanced sensors, and beefed-up armor.
Added "Midline" skins for the Tystnad, Ballebo, and Flamma. Flown by the Diktat and Perseans.
Added Pirate skins for the Ballebo and Flamma. Very hotrodded.
Added secret skin for the Tystnad (prv_tystnad_mod). Does not spawn normally.

Added four new fighters:
the Skran heavy Interceptor,
the Diskordant strike fighter,
the Skral torpedo bomber,
and the Missljud suppression drone.

Added new weapons:
Regular:
Spattergun, small energy plasma projector. Not very precise.
Siege Akers, large ballistic kinetic cannon. Magazine-fired and short-ranged.
Bounder, medium ballistic explosive mortar. Recoils off shields and seeks a new target instead of detonating.

Built-ins:
Light Spattergun, scaled down version for the Diskordant fighter. Built-in exclusive.
Siege Akers (Prototype), integrated Sunder (Ryak) weapon. Lacks the the magazine of the final product. Built-in exclusive.
Microjursla, integrated Skran kinetic rifle. Built-in exclusive.
Raka, boosted homing torpedo carried by the Skral bomber. Built-in exclusive.

Added a ship names list for the prv.
Assorted codex fixes.
Assorted variant adjustments.
Minor but extensive balance tweaks. Most notable:
- Skata LRM now fires smaller salvoes at a higher burst rate.
- Fusion Burst Laser no longer has a travel time.
- Punktskydd Cluster flux efficiency greatly improved.

Adjusted the occurence rate and integration of prv ships and weapons into the sector. Overall, other factions will be using fewer prv assets.
Adjusted simulator list. Now features one fit per ship skin.


(https://i.imgur.com/sD738Fz.jpg)
Title: Re: [0.9a] prv Starworks v5 (2019-03-19) - Welcome to the Works
Post by: Vayra on March 20, 2019, 09:37:19 AM
That Pather Mora is great. This came outta nowhere!
Title: Re: [0.9a] prv Starworks v6 (2019-04-04) - Latest: Ashes and Energy Blasts
Post by: prav on April 03, 2019, 07:37:46 PM
DOWNLOAD (https://www.mediafire.com/file/pdt2v33e5f59krv/prv_Starworks_v6.rar)

v6:

The sophisticated technology of setting file encoding to UTF-8 has been discovered. Å, Ä and Ö will now be found where they rightfully belong. May require a new campaign to affect campaign map entities.
Updated numerous visual effects.
Added new firing sounds to many prv weapons.

Added the Aska Cruiser.
- Bulky phase-teleporting attack cruiser with heavy armaments. Very intimidating.
(https://i.imgur.com/bm1zoGa.png)

Added the Tiger Combat Tanker.
- Destroyer-sized tanker with plenty of bite.
- Added Luddic Church and Hotrodded skins for the Tiger.
(https://i.imgur.com/2kZY0A5.png) (https://i.imgur.com/RDEOrH1.png) (https://i.imgur.com/m69tbRI.png)

Added three prv Auxiliary skins with an associated hullmod.
- Tarsus (prv)
- Condor (prv)
- Gemini (prv)
(https://i.imgur.com/kxWCYW4.png) (https://i.imgur.com/vKbBbYH.png) (https://i.imgur.com/nsHGkgH.png)

Added the Gremlin (RB) frigate.
- Trades in the phase system for a *** shield and a large (!) energy turret. If you like your ships grungy, this is your boy.
(https://i.imgur.com/3lMYvBm.png)

Added the Sidensvans SRM family
- Launcher (small missile)
- Array (medium missile)
- Fires a barrage of 8/16 small explosive missiles. Missiles have a brief homing stage, after which they travel straight forwards at moderate speed.
- Reasonable ammunition reserves, decent rate of fire. Poor damage.
(https://i.imgur.com/XesXZsp.png) (https://i.imgur.com/vqhZuog.png)

Added the Linjär PK medium energy weapon.
- Fires a steady stream of minor pulse blasts.
- High rate of fire, limited ammunition. Reload rate increases greatly at high flux levels.
- Excellent DPS if you can stay hot. Go on. Live on the edge.
(https://i.imgur.com/eaWobPw.png)

Added the Ljungeld large energy weapon.
- Fires a massive explosive-damage beam that can arc energy-blasts off pressured shields. Limited ammunition with a marginal regeneration rate.
- Devastating.
(https://i.imgur.com/DN9r7uv.png)

Added the HFL Array large energy weapon.
- Fires impressive bursts of small, short-ranged laser pulses. Very energy-efficient.
- Sounds like a tin can, may be built out of one.
(https://i.imgur.com/CppB3Vi.png)

Added the Defense In Depth hullmod. Available as a built-in on the Aska and Kakafoni.
- Protects your crew and blunts frag and energy damage at the cost of EMP vulnerability and increased weapon repair times.
- That EMP vulnerability is no joke. Be careful.

Added Pirate (prv) weapon access to most vanilla factions. Pirates will sell to anyone willing to buy.

Updated the codex to include prv fighter built-in weapons. No more guessing what they do.
Updated the Siege Akers (Prototype) codex graphic.

Skrän fighter
- Increased damage and rate of fire on the Microjursla.
- Added new system, Energized Reactive Field. Zaps any hostiles in very close proximity to the fighter for minor energy damage.

Kakafoni
- Slightly reduced the fleet points of Kakafoni.
- Deployment cost reduced to 24.

Missljud
- Will now default to keeping their shield up, significantly improving their expected lifespan.
- Minimized shield bubble radius.

Kraka, Korp MRM Launcher
- Reduced ammunition regeneration time for the to 10 seconds per launch.

Siege Akers
- Increased damage and flux per shot to 240, EMP damage to 120.
- Increased rate of fire by 50%.
- Reduced reload time by 7%.

Ryak-fit Brawler and Missile Support-fit Lasher are no longer goal variants.
Updated many prv/prv-adjacent fits to use Sidensvans SRMs instead of other missiles.
Reduced firing glow on the Bounder. The barrel recoil action should no longer be obscured.
Added graphicslib textures for the prv_ballebo_p.
Added graphicslib surface texture for the prv_ovasen.
Updated the prv_tystnad_mod to carry a different nose weapon.
Improved many autofit weapon tags.

(https://i.imgur.com/MwJwbuL.jpg)
Title: Re: [0.9a] prv Starworks v7 (2019-04-15) - Latest: More ships, more skins!
Post by: prav on April 14, 2019, 03:22:13 PM
DOWNLOAD (https://www.mediafire.com/file/ej66ja1vb8187jp/prv_Starworks_v7.rar/file)

v7:

Kakafoni
- Reduced crew by 33%, now 200 skeleton crew, 300 max.
- Base cost reduced to 58000
- Updated sprite.
-- Wing aft portions are now smoother.
-- Corrected emissiveness.
- Added Pirate skin
-- Comes with a large hybrid slot, overhauled mounts, borer drones, and a large crew requirement.
-- Cool spooky skull (important).

Aska
- Corrected minor sprite error.
- Added the Aska (LC)
-- Missile-focused attack cruiser.
-- The Church of Galactic Redemption vehemently deny fielding any vessels capable of phase teleportation.

Added the Sorl-class light carrier.
- Somewhat supply-intensive DV with two fighter wings and moderate armaments. A Phase Skimmer keeps it out of too much trouble.

Added the Gryning-class frigate.
- Light and aggressive attack craft with a Temporal Core that lets it speed up time while toggled on.
- Also comes in a Tritachyon version. Imitation might be the sincerest form of flattery, but it's not neccessarily well received.

Added the Skära-class Heavy Frigate
- Durable salvage hull with a zappy shock emitter.

Added Kite (prv)-remodel shuttle.
- Flight deck version of the common Kite shuttle with a single integrated Oväsen fighter and its lone drone buddy Missljud.

Added the AKC c67 medium ballstic cannon
- Kinetic CIWS to keep fighters in check and frigates at an honest distance. Single rotary mount, reload rate permits ~66% uptime.

Updated the Tystnad, Tystnad (League), Tystnad (P) and Tystnad (Mod) sprites
-- Strange and funky bridge replaced with different strange and funky bridge.
-- Lighting and engines changed.
-- I hear the pirates painted their ship pink. Oooh, real intimidating there buddy.
- Deployment cost and maintenance reduced to 12.

Spattergun
- Increased spread decay rate. It will now re-zero quicker after firing.
- Burst is no longer interruptible. Should fix a rare unintended "stagger-fire" AI behavior.

Ljungeld
- Improved rarity to 1. Stays as a tier 3 prv_adv_bp, which should keep it rare enough.
- Narrowed the beam greatly. Sharp and deadly like a scalpel.

HGL Array
- Maximum range increased to 650.

Fusion Burst Laser
- Beam color shifted towards purple to help differentiate from pdlaser.

Linjär PK
- Increased sound variety.

Siege Akers (Prototype)
- Damage increased to 240 kinetic 120 EMP. Flux cost unchanged.
- Max spread reduced to 9
-- Now matches the standard Siege Akers.

Gremlin (RB)
- Base value reduced to 8000

Ballebo (P), Flamma (P)
- No longer have built-in D-mods.

Tystnad (P)
- Compromised Hull and Damaged Flight Deck D-mods replaced with Defective Manufactory.

Mora (LP), Ljus (LP)
- No longer have a Faulty Grid. Still very much Ill-Advised.

Oväsen Wing
- No longer no_drop, no_sell.

prv
- Reduced equipment randomization; ships are now more likely to adhere to their variant loadout.

Overhauled prv equipment table.
- prv ships will not use very low-tech weapons (eg. Hammer Barrage), or weapons with very close prv-tech equivalents (eg. Tachyon Lance) weapons unless absolutely neccessary.

Reduced weapon base values:
- Spattergun -100 (375 -> 275)
- Heavy Akers -600 (1800 -> 1200)
- Akers Nova -300 (2600 -> 2300)
- Korp MRM Launcher -1000 (4800 -> 3800)

Adjusted Aska variant weights. Heavy Artillery fits should be more common now. The Frag fit has been retired; no new ones will spawn.

Changed tech tag on Sunder (Ryak), now prv Starworks. Aesthetic change only.

Added Skatunge launcher graphic.
Added unused Ilbud fit to spawn table.
Fixed Tiger (HR) skin errors; the engines should now be pointing in the right direction.
Fixed minor kaja_quint sprite errors and created shader data.
Fixed tag errors in hfl_shot and sidensvans_srm, they will now correctly also hit friendly targets.

(https://i.imgur.com/z1Ur0nt.png) (https://i.imgur.com/FDiifc9.png) (https://i.imgur.com/h4tGKZj.png) (https://i.imgur.com/mfbZ47n.png)
(https://i.imgur.com/anKpz22.png) (https://i.imgur.com/V753Ftu.png)
(https://i.imgur.com/TKLsLkQ.png) (https://i.imgur.com/76ygPn6.png)
(https://i.imgur.com/TJS7D2f.png) (https://i.imgur.com/5MkO5X0.png) (https://i.imgur.com/eCUhjEf.png)

(https://i.imgur.com/hCqiDB3.png)
Title: Re: [0.9a] prv Starworks v7 (2019-04-15) - Latest: More ships, more skins!
Post by: Vex2 on May 03, 2019, 03:33:19 PM
Love the mod and ship designs, but with the current iteration it disables independent ship markets.
Any indipendent ship market (not black market) simply sold nothing at all.

Tested with a fresh download and no other mods bar the required, and also tested with all my normal mods bar this one.

Edit
Did some checking around in the files, seems you missed adding hull varients to the "known ships" for the independent faction that was causing the issue.
I added in what was set for the import hulls, though unsure if that fulfills the original intention, it does fix the indipendent ship markets.
Title: Re: [0.9a] prv Starworks v7 (2019-04-15) - Latest: More ships, more skins!
Post by: Nanao-kun on May 03, 2019, 05:13:48 PM
I get the same issue with independent markets.
Title: Re: [0.9a] prv Starworks v7 (2019-04-15) - Latest: More ships, more skins!
Post by: prav on May 03, 2019, 06:08:58 PM
Love the mod and ship designs, but with the current iteration it disables independent ship markets.
Any indipendent ship market (not black market) simply sold nothing at all.

Tested with a fresh download and no other mods bar the required, and also tested with all my normal mods bar this one.

Edit
Did some checking around in the files, seems you missed adding hull varients to the "known ships" for the independent faction that was causing the issue.
I added in what was set for the import hulls, though unsure if that fulfills the original intention, it does fix the indipendent ship markets.


thanks for the report. i didn't really intend to update further but that one annoys me. i'll finish up a skin i left half-done and release the fix soon-ish.

in the meantime i think replacing prv Starworks\data\world\factions\independent.faction with this fixes the problem (https://pastebin.com/raw/Fnmn7AXP). no guarantees, five minute fix. should also make the indys use a small amount of standard-tech prv ships in their fleets.
Title: Re: [0.9a] prv Starworks v7 (2019-04-15) - Latest: More ships, more skins!
Post by: Nanao-kun on May 03, 2019, 06:11:31 PM
Thanks, I deleted the array cause I wasn't sure if you planned to have them use prv ships or not.
Title: Re: [0.9.1a] prv Starworks v8 (2019-05-30) - Latest: Keeping up with mainline.
Post by: prav on May 30, 2019, 02:39:06 PM
DOWNLOAD (https://www.mediafire.com/file/xv5657i8c7mbv87/prv+Starworks+v8.rar)

v8:

Added the Conquest (Ryak)-class Battlecruiser
- Refit experimental weapons platform featuring large synergy mounts and a spinal particle projector.

Spattergun, Light Spattergun
- Marginally reduced ROF to ensure functionality in low fps scenarios.
-- Burst ROF reduced, chargedown reduced to compensate.
-- Net DPS unchanged.

HFL Array
- Marginally reduced ROF to ensure functionality in low fps scenarios.
-- Burst ROF reduced, chargeup and chargedown reduced to compensate.
-- Net DPS unchanged.

Punktskydd, Punktskydd Cluster
- Adjusted proximity fuze. Should now be considerably more powerful against ships and slightly weaker against missiles.

Increased base values of ship hulls to match vanilla changes.

Slightly reduced amount of Gryning (TT) in Tritachyon fleets.
Slightly reduced amount of Ilbud in prv fleets.

Fixed errors in independent faction generation. Independent markets will now populate properly, and the faction will use a small amount of standard prv ships.

Fixed error with missing value in Tritachyon (prv) color array.

Fixed error in the Sorl (League) description prefix.

Added missing Kite (prv) codex description.

(https://i.imgur.com/PkpJkmA.png)
Title: Re: [0.9.1a] prv Starworks v8 (2019-05-30) - Latest: Keeping up with mainline.
Post by: prav on May 30, 2019, 02:46:10 PM
mostly a maintenance update but hey, them's the breaks. got in a big dumb ship to play around with anyway. give it a go before i nerf the plasma manjets
Title: Re: [0.9.1a] prv Starworks v8 (2019-05-30) - Latest: Keeping up with mainline.
Post by: eidolad on May 30, 2019, 05:12:52 PM
Some really interesting ship designs in here...

...for players who've spent time in this mod, can you please say interesting things about:

1.  How does this mod ship/weapons balance stack up to vanilla?

2.  Or to other mod fleets like Diable or Dassault-Mikoyan?

3.  In Nexerelin:  how does this faction's fleet do in autocalc?  I.e. without the player doing anything, how does this faction do on its own?

I love to mix/match weapons and ships from from various mods to create custom ship load outs.  I know that it is a big ask to, for example, for individual mods to be balanced with each other...so I'm relying upon the "balance relationship with vanilla".

Title: Re: [0.9.1a] prv Starworks v8 (2019-05-30) - Latest: Keeping up with mainline.
Post by: Vex2 on June 05, 2019, 02:15:12 PM
1. Ships are a bit stronger than vanilla I would say. Comparable to Vanilla High tech.
Weapons I would say are comparable to midline tech, but with some extra utility. For example the Heavy Akers is a fast firing medium kinetic. Its DPS is comparable to a Heavy AC, with added EMP damage, but at a lower range.

2. I would say weaker than the big boy mod ships like Diable or DME, though maybe comparable once the roster is filled out a bit more and there are more weapon choices (fingers crossed)

3. In the few games I've played since they became a proper faction, they get it rough but can normally hold their own. Hard to tell because I'm normally off in the fringes not paying attention to the core.

tl:dr
Pretty well balanced to vanilla (imo)
Title: Re: [0.9.1a] prv Starworks v8 (2019-05-30) - Latest: Keeping up with mainline.
Post by: prav on June 14, 2019, 01:53:22 AM
DOWNLOAD (https://www.mediafire.com/file/aon3urdca9uramk/prv_Starworks_v9.rar/file)

v9:

Added the Skymning Battleship
- Fearsome capital ship with frontally focused firepower and a plasma burn drive.
-- Better at getting into fights than out of them.

Added the Gissel Destroyer
- Mixed-armament destroyer from the scrapyard fringe of the sector.
-- Watch out for its left hook.

Gremlin (RB)
- Updated sprite
- Added (HR) variant using the old sprite. Also replaces the Mining Laser with a lrpdlaser, otherwise identical.

Aska
- Armor increased by 100
- Adjusted Heavy Phase Teleporter AI hints

Ballebo
- Fleet points increased to 11
- Maintenance and recovery cost increased to 12

Sorl
- Flux dissipation increased to 300
- Shield efficiency improved to 0,9

Tystnad
- Fleet points reduced to 9
- Maintenance and recovery cost reduced to 9
- Acceleration reduced by 25%
- Turn acceleration reduced by 50%
- HP increased by 500
- Flux capacity increased by 300

Flamma
- HP increased by 600
- Beam variant adjusted to prevent 4x PD autofits

Kakafoni
- Engine and visual style changed to PRV_MID (greener)
- Fleet points reduced to 15
-- Maintenance and recovery costs unchanged.

Ilbud
- Ordnance Points increased to 70
- Flux dissipation increased to 240

Tiger
- HP increased to 5000

Kite (prv)
- Fleet points reduced to 3
- Maintenance and recovery cost reduced to 3

Broadsword (Pather)
- Increased refit time to 20
- Reduced speed to 110

Ljungeld (Prototype)
- Maximum range reduced to 900

Sidensvans, Sidensvans Array
- Adjusted to cause less clutter
-- Number of missiles launched cut in half
-- Missile damage and missile hitpoints doubled
-- Launch speed reduced to 100
-- Max speed increased by 200
-- Range/Lifetime reduced by ~33%

AKC c67
- Increased damage by 50%
- Increased flux cost by 100%
- Reduced reload rate by ~25%
-- New sustained uptime 50%, from ~67%

Siege Akers
- Tier reduced to 1

prv faction doctrine adjusted
- Fleet composition now somewhat prefers larger combat ships.
- Added Pilum LRM and Tactical Laser access*
- Added IR Pulse Laser, Ion Cannon, AM Blaster and Graviton Beam to the preferred equipment list
-- Should increase fit variety a little
- Removed Salamander MRM and Salamander MRM Pod access*
-- * Requires a new campaign to take effect

Luddic Church faction doctrine adjusted
- Removed access to standard prv weapons*
-- * Requires a new campaign to take effect

Adjusted ship spawn tables.

Expanded prv ship name list

Adjusted weapon tags for more sensible autofits
Corrected string error in prv_skara_attack.variant
Corrected typo in Linjär PK codex entry
Corrected fleet points error in Aska (LP) skin, now 19.

(https://i.imgur.com/CVsBHRT.png)

(https://i.imgur.com/VqOnR6g.png) (https://i.imgur.com/YsqQm8o.png)
Title: Re: [0.9.1a] prv Starworks v8 (2019-05-30) - Latest: Keeping up with mainline.
Post by: prav on June 14, 2019, 01:57:59 AM
i did a bit of focused fleet balance testing and found that prv fleets actually got their asses kicked a bit more often than warranted. so, a round of moderate buffs to hard stats and some doctrine tweaks.

they still lose soundly to the hegemony, but that's probably for the best. performance against other vanilla factions vary from generally winning to generally losing. oddly, pirates are among the worst matchups - that new atlas is no joke.
Title: Re: [0.9.1a] prv Starworks v9 (2019-06-14) - Latest: Battleship Skymning
Post by: Hrothgar on June 14, 2019, 07:08:50 AM
I just updated game to 9.1 rc8 so i dont see how Atlas MK2 is scary, after so many IBB and Styx Battles...

but hey, mayby i'm wrong.
Title: Re: [0.9.1a] prv Starworks v9 (2019-06-14) - Latest: Battleship Skymning
Post by: prav on June 14, 2019, 07:26:44 AM
lotta gun for 18 fleet points
Title: Re: [0.9.1a] prv Starworks v9 (2019-06-14) - Latest: Battleship Skymning
Post by: Hrothgar on June 14, 2019, 07:59:32 AM
Only 18?It may not be best ship ever, but for 18 points it have good amount of missiles...
Title: Re: [0.9.1a] prv Starworks v9 (2019-06-14) - Latest: Battleship Skymning
Post by: Takion Kasukedo on July 19, 2019, 01:57:28 PM
prav, are you aware that your Skral bombers, and likely some other bombers too do not get shielded by fighters like Broadswords and Gladii? They may be missing the "bomber" tag if that may be the case, since 9a onwards introduced fighters going first and distracting/deploying means to distract enemy PD.
Title: Re: [0.9.1a] prv Starworks v9 (2019-06-14) - Latest: Battleship Skymning
Post by: prav on July 20, 2019, 04:02:54 PM
no, that's an oversight. the tag is missing from skrål and diskordant but not pather broadswords.

(https://i.imgur.com/rn2lc3t.png)
Title: Re: [0.9.1a] prv Starworks v9 (2019-06-14) - Latest: Battleship Skymning
Post by: MesoTroniK on July 23, 2019, 09:14:34 PM
BoxyMcBoxenstein ships are very hard to make look good both in design and execution.

And of all the ships in your mod Prav, both present and known future? I like the thing in your preview screencap right there the most.
Title: Re: [0.9.1a] prv Starworks v10 (2019-08-03) - Latest: Second faction, the Rusters
Post by: prav on August 03, 2019, 04:28:50 AM
DOWNLOAD (http://www.mediafire.com/file/14ylvgsy2rg7qw2/prv_Starworks_v10.rar/file)

v10:

COMPATABILITY NOTE:
A new campaign is required for several new features to be enabled, most notably the Rust Belt faction.

Added the Rust Belt faction
- A loose confederation of usually-not-quite-pirates operating on the fringe of the sector. Fond of salvaging and restoring lost ships, for sale or use.
-- Ruster markets occasionally spawn pirate fleets. Travelers, beware.
-- Most Pirate (prv) ships and weapons have been reassigned to the Rusters.

Added the Kratul system
- Hiding in the never-ending iron-oxide asteroid fields and Dominion-era scrapyard dumping grounds of the Kratul belts lie the Great Belt Alliance, or more commonly Rusters. Miners, salvagers, occasionally pirates and generally free spirits the Rusters have ended up in a violent vendetta with the intractable prv's industrial world of Kratul II.

Added the Raider Hideout, Armed Community and War Syndicate HQ industries
- Rust Belt markets with one of these industries will generate Pirate fleets.
-- If the RB are at not at peace with the Pirates, additional RB fleets will spawn instead.
-- Corvus-mode pre-placed only, for the moment.

Added the Flock Light Missile Cruiser
- Fragile craft equipped with a unique automatic missile launcher that can fire prodigious amounts of Kråka missiles.
- Also comes in Midrange and Rust Belt variants:
-- Midrange: Unlocks the middle Large Missile mount and comes with fast missile racks. Very volatile.
-- Rust Belt: Carrier conversion with two fighter bays.

Added the Skiffer Salvage Tender
- Small civilian craft with a flexible drone bay and a frigate-size salvage gantry.

Added the Basalt Heavy Frigate
- A sturdy brawling ship with a cheap support profile that is popular in the belt.

Added the Visent Frontier Freighter
- Barely larger than a frigate, the Visent still carries everything you need to haul cargo on the fringes of the sector - including guns and armor. Boasts an excellent top speed, but it's held back by poor acceleration and agility.

Added the Middag, Fika and Munsbit freighters
- Ranging from large and heavily armed to small and mostly harmless these transports take on a variety of hauling jobs for the prv corporation.
- Carry a number of semi-autonomous gun pods.

Added the Kakafoni (RB) skin
- Pirate version, but with a burn drive.
- Kakafoni (P) spawn rate greatly reduced.

Added the Skarn Strike Fighter
- Quick strike craft which strafes the target with an AKC chaingun, inflicting significant kinetic damage.

Added the Buddy Utility Craft
- Unmanned industrial drone armed with a machine gun and a fusion cutter. Durable, damaging and fairly slow-moving.

Added the Dominator (RB) Heavy Cruiser skin
- A slower but more agile version with the ability to fit energy weapons.

Added the SIPD Laser
- Weak close-in defense laser that releases an energy damage burst after a moment of sustained fire.
-- prv mainstay in the PD Laser role.

Added the Kartesch mortar
- Fires a large canister that bursts into a hail of HE bomblets.
-- Deadly against poorly protected targets, and an efficient paint-stripper against those still armored.

Flamma
- Recategorized as a Heavy Frigate.
- Added Midline Missile variant.
- Updated autofit goal variants.
- Updated graphics.

Ljus
- Updated graphics.
- Updated autofit goal variants.

Skära
- Updated graphics.
- No longer has a built-in Insulated Engine Assembly.
- CR/day increased to 8%.
- Increased AI threat value of the ship system.
- Added Belt variant.
- Retired Hotrodded skin. No more will spawn.
-- To prevent an engine alignment issue, the Skära (HR) skin has changed to use the new Skära graphic.

Tystnad
- Updated graphics.

Ballebo
- Updated graphics.
- Shield type changed to Omni.
- Shield upkeep increased to 0,45.
- Shield arc reduced to 120.
- Shield efficiency increased to 0.9.
- Tweaked codex entry.
- Updated Midline Close Support variant.
- Updated autofit selection.

Skymning
- Max Flux reduced to 17 000.
- Hitpoints reduced to 15 000.
- Corrected visual error in fighter launch bay alignment.

Conquest (Ryak)
- Inceased max turn rate and turn acceleration by 1°/s.
-- It makes a difference I promise.

Missljud
- Added built-in Flux Shunt hullmod.
- The Light Ion Beam will now also target missiles, should it lack a bigger target.

Sidensvans
- Refire delay increased by 100%, now 12 seconds per salvo.
- Projectile hitpoints reduced by ~33%.
- Role description changed to "Anti Armor".
- Updated codex entry.

Svala
- Improved visual effect.

Pskd, Pskd Cluster
_ Increased AoE by 50%
- Increase anti-missile fuze range by 50%

Plasma Maneuvering Jets
- Corrected major code errors.
- Removed flat bonuses, reduced multipliers.
-- Now gives a smaller maneuverability increase, especially for larger ships.

Unstable Thrusters
- Unchanged.

Stjärngård System
- Will now create random outer entities during sector generation.
- Adjusted star size.

Kylan System
- Adjusted star size.

Adjusted prv fleet doctrine.
Adjusted ship spawn rates.
Adjusted weapon tags for more sensible autofits.
Expanded ship name list.
Reduced the LPK firing sound volume.
Retired custom variants for vanilla ships.

Added missing Siege Akers, Svala AM Blast, Ljungeld Prototype and Bounder graphicslib lights profiles.
Added missing bomber tag for Skrål and Diskordant fighters.
The Ljungeld (Prototype) should no longer show up in stores. May require a new campaign to take effect.
Fixed several codex typos.

(https://i.imgur.com/3vLwijA.png) (https://i.imgur.com/iCr4qkI.png) (https://i.imgur.com/0vveLdW.png) (https://i.imgur.com/BKtYXOq.png)
(https://i.imgur.com/f4CgkDK.png) (https://i.imgur.com/dWW8Qm9.png) (https://i.imgur.com/xqSY5mg.png)
(https://i.imgur.com/TnwUAek.png) (https://i.imgur.com/9hFpOnQ.png) (https://i.imgur.com/dU7pW8q.png) (https://i.imgur.com/tCgr2s3.png)
(https://i.imgur.com/JNVUlbY.png) (https://i.imgur.com/fjamEj8.png)
Title: Re: [0.9.1a] prv Starworks v10 (2019-08-03) - Latest: Second faction, the Rusters
Post by: Clibanarius on August 03, 2019, 09:55:49 AM
I wasn't originally planning on adding any other mods, faction or no, for a while, but... DANG! Your ships look GOOD AS HELL! Thanks for the excellent work!
Title: Re: [0.9.1a] prv Starworks v10 (2019-08-03) - Latest: Second faction, the Rusters
Post by: prav on August 03, 2019, 10:30:28 AM
thanks man, that means a lot to me
Title: Re: [0.9.1a] prv Starworks v10 (2019-08-03) - Latest: Second faction, the Rusters
Post by: Histidine on August 04, 2019, 12:09:43 AM
The mod crashes in Nexerelin random sector (because it tries to seed the Rust Belt pirate structures, but the game doesn't have the random sector industry generation script for this).

I've written the files needed, drop them in for your next release:

Spoiler
Path: data/scripts/world/exerelin.RBRaiderBase.java (or wherever you want and change the package, if you like)
Code: java
package data.scripts.world.exerelin;

import exerelin.world.ExerelinProcGen.ProcGenEntity;
import exerelin.world.industry.IndustryClassGen;

public class RBRaiderBase extends IndustryClassGen {

public RBRaiderBase() {
super("prv_rb_pirate_1", "prv_rb_pirate_2", "prv_rb_pirate_3");
}

@Override
public float getWeight(ProcGenEntity entity) {
return entity.market.getSize();
}

@Override
public boolean canAutogen() {
return false;
}
}

Path: data/config/exerelin/industryClassDefs.csv
Code: csv
id,name,class,priority,special,requiredMod
prv_rb_pirate,Raider Base,data.scripts.world.exerelin.RBRaiderBase,,TRUE,
[close]

Also consider whether you want to change the order of the raider structure seeds in faction config
(currently they go from smallest to largest, but can run out of markets before reaching the large ones, and can put larger versions of the structure on smaller markets)
Title: Re: [0.9.1a] prv Starworks v10 (2019-08-03) - Latest: Second faction, the Rusters
Post by: prav on August 04, 2019, 12:26:14 AM
The mod crashes in Nexerelin random sector (because it tries to seed the Rust Belt pirate structures, but the game doesn't have the random sector industry generation script for this).

I've written the files needed, drop them in for your next release:

Spoiler
Path: data/scripts/world/exerelin.RBRaiderBase.java (or wherever you want and change the package, if you like)
Code: java
package data.scripts.world.exerelin;

import exerelin.world.ExerelinProcGen.ProcGenEntity;
import exerelin.world.industry.IndustryClassGen;

public class RBRaiderBase extends IndustryClassGen {

public RBRaiderBase() {
super("prv_rb_pirate_1", "prv_rb_pirate_2", "prv_rb_pirate_3");
}

@Override
public float getWeight(ProcGenEntity entity) {
return entity.market.getSize();
}

@Override
public boolean canAutogen() {
return false;
}
}

Path: data/config/exerelin/industryClassDefs.csv
Code: csv
id,name,class,priority,special,requiredMod
prv_rb_pirate,Raider Base,data.scripts.world.exerelin.RBRaiderBase,,TRUE,
[close]

Also consider whether you want to change the order of the raider structure seeds in faction config
(currently they go from smallest to largest, but can run out of markets before reaching the large ones, and can put larger versions of the structure on smaller markets)

well ***, i thought i tested for that.

thanks, i'll get to work.

edit: yeah reproduced on the first try.
Title: Re: [0.9.1a] prv Starworks v10.1 (2019-08-03) - Latest: Rusters, Random Nex Fix
Post by: prav on August 04, 2019, 01:59:15 AM
DOWNLOAD (http://www.mediafire.com/file/j0g8a7a1wmd6k2l/prv_Starworks_v10.1.rar/file)

v10.1

- Fixed a crash that would occur with the Nexerelin mod while generating a random sector map. Thanks to Histidine for the bug report and assistance.
- Raider Hideout, Armed Community and War Syndicate HQ industries will now be pre-placed during Nexerelin random sector generation.
-- Rarely a Ruster colony may spawn with a Raider Hideout and no regular military industries. Honest travelers would do well to avoid such places.
Title: Re: [0.9.1a] prv Starworks v10.1 (2019-08-03) - Latest: Rusters, Random Nex Fix
Post by: prav on August 04, 2019, 02:02:08 AM
quick and a little dirty, but getting Nex random working asap took priority.
Title: Re: [0.9.1a] prv Starworks v10.1 (2019-08-04) - Latest: Rusters, Random Nex Fix
Post by: grinningsphinx on September 22, 2019, 01:23:15 AM
Hola!

Just acquired the PrV Conquest for my fleet!

It looks cool as hell bro, but yeah...  The combination of a spinal mounted weapon mounted on a ship with no other forward firing weapons is counter productive. Even the two mediums up at the front are angled to fire towards the rear of the ship.  Would you consider reworking it so that the ship actually has a reason to use the Lung Prototype? 

Looking forward to using it when whatever fixes go in! 

Btw, i tested this on the 14th Battlegroup Conquest. No contest.

I do however like the Skymning and the Aska...those two are solid ships for there respective classes.
Title: Re: [0.9.1a] prv Starworks v10.1 (2019-08-04) - Latest: Rusters, Random Nex Fix
Post by: prav on September 25, 2019, 08:50:59 AM
The awkwardness is intentional; it's a prototype ship built around a failed weapons concept. For a more flexible version, there's the regular Ljungeld gun mounted on whatever hull you prefer.

The Conq (Ryak) meat-and-potatoes armaments are on the broadside, same as on the regular Conquest. Use the plasma jets to opportunistically deploy the Ljungeld as a strike/punisher/finisher weapon, similar to a double-cyclone Conquest.

That's the idea anyway. I might give it a little something as it probably is on the weak side. Should probably change the codex too, make it clear that it's still a broadside combatant.

(https://i.imgur.com/No43aCB.png)
Title: Re: [0.9.1a] prv Starworks v10.1 (2019-08-04) - Latest: Rusters, Random Nex Fix
Post by: Dwarden on September 30, 2019, 07:03:57 AM
market exception with invalid entity sindria
when enabled exception in nexerelin config
Code
"economyExceptionOnMissingMarketEntity":true,
Spoiler
438280 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: z:\Raw\StarSector\starsector-core\..\mods\prv Starworks (data\campaign\econ/../starmap.json)]
438280 [Thread-4] INFO  com.fs.starfarer.campaign.econ.A  - Loading star system: askonia.json
438282 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (data\campaign\econ/askonia.json)]
438316 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: java.lang.RuntimeException: Market in askonia system refers to invalid entity sindria
java.lang.RuntimeException: java.lang.RuntimeException: Market in askonia system refers to invalid entity sindria
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.?00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.RuntimeException: Market in askonia system refers to invalid entity sindria
   at com.fs.starfarer.campaign.econ.A.o00000(Unknown Source)
   at com.fs.starfarer.campaign.econ.A.o00000(Unknown Source)
   ... 14 more
[close]
Title: Re: [0.9.1a] prv Starworks v10.1 (2019-08-04) - Latest: Rusters, Random Nex Fix
Post by: prav on September 30, 2019, 08:15:54 AM
looks like it's tripping on askonia. i don't touch the sindria system.
Title: Re: [0.9.1a] prv Starworks v10.1 (2019-08-04) - Latest: Rusters, Random Nex Fix
Post by: Histidine on October 01, 2019, 02:18:16 AM
That setting is specifically false in Nex to allow random sector to work, and should not be touched.
Title: Re: [0.9.1a] prv Starworks v10.1 (2019-08-04) - Latest: Rusters, Random Nex Fix
Post by: Dwarden on October 01, 2019, 03:11:25 AM
That setting is specifically false in Nex to allow random sector to work, and should not be touched.

oh, thanks @histidine (one less things to worry about)
Title: Re: [0.9.1a] prv Starworks v11.1 (2019-10-03)
Post by: prav on October 03, 2019, 08:01:40 AM
DOWNLOAD (http://www.mediafire.com/file/s4mf5wytuvwlf54/prv_Starworks_v11.1.rar/file)

v11.1

Conquest (Ryak)
- Medium missile hardpoint arcs now correctly 5°.

####

v11

Added the Välljud Battlecarrier
- Offensively inclined ship with plenty of fightercraft and firepower. Just don't expect it to hold a battleline.
- Its Disruption Mine Strike system allows it to place mines that momentarily overload their targets.

Added the Hornfals Cruiser
- Resilient Ruster Cruiser with a Fortress Shield system. Thinks it's a battleship.
- Also comes with a Luddic Path skin:
-- Built-in Safety Overrides turn the immovable object into an irresistible force. Outlasting it won't be easy.

Added the Kondensator Heavy Destroyer
- A deep flux tank and an efficient shield keep this ship standing against most opponents, while its Stillhet Phase Fighter wing wears them down.
- Carries an advanced Tachyon Vent system which allows the ship to reduce its flux levels without disabling its shield - at the steep price of slowing down its own time rate.

Added the Gnejs Destroyer
- With a large ballistic hardpoint and low operating costs this Ruster ship offers heavy firepower at an affordable price.
- Also comes in a Pirate model:
-- Preferring heavy missiles, this ship punches well above its weight while the munition supplies last.

Added the Fasklot Phase Destroyer
- Mobile ship that believes in the virtue of ganging up on disabled opponents and striking from behind. Pretty sure that's a virtue.
- Carries an EMP Cluster Mine Strike system, in case it runs across anyone not already helpless.

Added the Fasnod Phase Frigate
- Disruption specialist designed to break up enemy formations and wreak general havoc.
- The Gravity Mine Strike system teleports in a disruption mine at the targeted location. Up to 7 charges can be stored at once.
- Gravity Mines home towards nearby enemies and unleash a strong kinetic blast on contact, displacing the target.
-- You can absolutely use this to bowl ships into each other.
- Also comes with a Pirate skin:
- With its mounts converted to composite/universal this little terror can deal a disturbing amount of damage. The system is replaced with a Reactive Emitter.

Added the Stillhet Phase Fighter
- Strike-and-evade offensive fighter mounting specialized UV lasers and a brief-period phase cloak system.

Added the Grus Interceptor
- Militarized racecraft fit with anti-missile armaments. Performs best when combined with heavier fighters.

Added the Munsbit (LC) skin.
- Luddic Church variety freighter.

Added the Slag Mode ship system
- Near-zero K cooling systems allows for briefly and vastly increased ballistic weapon damage. Afterwards the weapons must thaw out, reducing rate of fire for a short time.
-- Used on the Sunder (Ryak).

Lykta System
- Complete visual overhaul.
- Removed loop sound effect.

Unstable Thrusters
- Adjusted description.

Flock, Flock (Export)
- Major sprite overhaul.
- Maintenance & recovery cost increased to 17.
- Fleet points increased to 13.
- Medium hardpoints converted to turrets.

Flock (RB)
- Major sprite overhaul.
- One medium composite hardpoint turned into a small composite hardpoint.
- One medium composite hardpoint turned into a turret.
- Maintenance & Recovery cost increased to 17.
- Fleet points increased to 13.
- Variants updated.
- Now correctly considered a carrier when spawning AI fleets.

Aska
- Minor sprite adjustments.
- Redesignated as a Heavy Cruiser.
-- No functional changes.

Skära
- Enhanced Reactive Emitter system visual effect.

Bergslag
- Maintenance & recovery cost increased to 21.

Dominator (RB)
- Updated sprite.
- Added plasma chamber decorative flare.
- Updated target variants.
- Updated codex entry.
-- Technical change: Changed from .skin to .ship. Id remains prv_dominator_rb.

Gissel
- Updated sprite.

Gremlin RB
- Updated sprite.

Flamma, Flamma Midline, Flamma (P)
- Updated variants.
- Adjusted (P) sprite.

Tystnad
- Base cost reduced to 39 000.
- Secret model rear PD replaced with Vakt UV PD.

Sunder (Ryak)
- Lykta ship system replaced with Slag Mode.
- Engine and visual style changed to PRV_MID (greener).
- Updated codex entry.

Ballebo (P)
- Sprite updated.
- Mounts overhauled.
- Now comes with three Swarmers instead of two Hammers.
- Engine style changed to LOW_TECH.
- Fleet points reverted to base (12).
- Value multiplier increased to 0,85.

Kakafoni
- Adjusted hitbox.
- Updated (RB) skin sprite.
- (RB) Burn Drive ship system replaced with Missile Autoforge.

Conquest (Ryak)
- Updated graphics.
- Adjusted codex entry.
- Base value reduced to 300 000.
- HP reduced to 13000.
- Armor increased to 1300.
- Shield Efficiency improved to 1,2.
- Flux Dissipation increased to 1200.
- Added a large hybrid turret located at the rear of the ship.
- Skatunge launchers replaced with small ballistic turrets.
-- To alleviate weapon group crowding.
- OP increased to 320.
-- At 5/10/20 points per mount with all mounts used the net change is -20 OP.
- Ljungeld Prototype
-- Flux cost reduced by ~23%.
-- Chargeup reduced by 25% (0,11 seconds).
-- Chargedown increased by ~4% (0,11 seconds).

Skymning
- Rear energy turret coverage slightly reduced.
- Can now show up as a rare BP.

Diskordant Fighter
- Tweaked sprite.
- Light Spattergun improved.
-- Damage and flux per shot increased by ~15%.

Buddy Fighter
- Flux dissipation increased by 33%.
- Fusion Burst Cutter improved.
-- Firing angle increased to 45°.
-- Rotation rate greatly increased.
-- Chargeup reduced by 0,25 seconds.
-- Cooldown increased by 0,25 seconds.

Kaja, Kaja Array, Kråka, Kråka Auto, Korp MRM Launchers
- Complete launcher sprite overhaul.
- Missile sprite updated and engine effects adjusted.

Sidensvans, Sidensvans Array
- Complete visual overhaul.
- Missile orientation time increased by 50%.

Punktskydd
- New weapon graphics.
- Damage increased by ~15%.

Punktskydd Cluster
- New weapon graphics.
- Damage increased by ~15%.
- DPS increased to 3000.
- Now fires continously.

AKC c67
- Burst size increased to 3.
-- net DPS, ROF, etc unchanged.

Akers, Heavy Akers, Siege Akers
- EMP arcs made rarer and more potent.
-- Akers family EMP is now ~1x their kinetic damage, half applied directly and half in (relatively) powerful arcs.
-- 2x for the Akers Nova.

Akers Nova
- Burst size increased to 6.
- Cooldown increased to 1,764.
- Added 0,146 chargeup delay.
-- No net rate of fire change.
- EMP arcs made rarer and more potent.
- Removed arc energy damage component.
- Projectile size reduced.
- Firing sound volume reduced.

Spattergun, Light Spattergun
- New weapon graphics.

LPK
- New weapon graphics.
- Effects recolored.

Hammer Launcher
- New weapon graphics.

Svala Torpedo
- New launcher graphic.
- Minimum time to split increased by 100%.
- Ammunition increased to 3.
- Refire delay increased to 16 seconds.

Skata LRM
- Updated launcher graphic.

Ljus (D) and Ilbud (D)
- Now use the base graphic.

Updated prv ship variants
- Cleaned up and replaced many less interesting variants with Overdriven specs.
- Several smaller tweaks.

Rust Belt (PRV_LOW) engine style shifted to orange/red.
prv Standard (PRV_MID) engine style intensity increased.
Adjusted prv and RB factions fleet doctrines and weapon preferences.
Adjusted prv and RB starting relationships.
Various graphicslib light tweaks.
Fixed codex typo.


(https://i.imgur.com/wIBr15H.png) (https://i.imgur.com/jIMLmso.png)
(https://i.imgur.com/jDEiT9d.png) (https://i.imgur.com/nge25xJ.png)
(https://i.imgur.com/LOdgYVC.png) (https://i.imgur.com/JjnWpvQ.png)

(https://i.imgur.com/86ZFGj7.png) (https://i.imgur.com/tzwLDHC.png)
(https://i.imgur.com/75J2BIs.png) (https://i.imgur.com/6txavWz.png) (https://i.imgur.com/H2X99qX.png)
(https://i.imgur.com/yNj2n50.png) (https://i.imgur.com/luCSghv.png)
Title: Re: [0.9.1a] prv Starworks v11 (2019-10-03) - Latest: Phase ships & new systems.
Post by: prav on October 03, 2019, 08:48:26 AM
Oh yeah just as a release note, prv fleet compositions have changed a fair bit and they fight dirty now with phase ships, rapid missiles, safety overrides and aggressive officers. An overdriven Aska demands a lot of respect.

Edit: found a minor bug, download v11.1 from the post above if you care about it.
Title: Re: [0.9.1a] prv Starworks v11.1 (2019-10-03) - Latest: Phase ships & new systems.
Post by: Histidine on October 04, 2019, 09:17:17 PM
Note: New version doesn't appear to be save-compatible (see here (http://fractalsoftworks.com/forum/index.php?topic=5061.msg266787#msg266787) for partial details).

As an aside: Good work on the descriptions for planets, ships, and the like, you can really see the attention to detail here.
Aska (LC) description is suitably mysterious. And I find Flamma's "fat, lazy cow" bit funnier than I should <_<

Couple of minor text errors:
Spoiler
Middag desc: megalomanic -> megalomaniac
Skymning desc: Dominion -> Domain
[close]
Title: Re: [0.9.1a] prv Starworks v11.1 (2019-10-03) - Latest: Phase ships & new systems.
Post by: prav on October 05, 2019, 04:04:41 AM
I thought that removing variants didn't break saves. Yeah there's a few I deleted. Copying over the v10 variants directory without overwriting might fix it.

And yeah please report codex mistakes; I'm working without an editor here! Megalomanic is correct though, it's just a less used form. https://www.merriam-webster.com/dictionary/megalomania (https://www.merriam-webster.com/dictionary/megalomania).

Not that my spellchecker agrees...
(https://i.imgur.com/5kalKsS.png)
Title: Re: [0.9.1a] prv Starworks v11.1 (2019-10-03) - Latest: Phase ships & new systems.
Post by: 123nick on October 06, 2019, 12:08:15 PM
why is the Ljungled prototype on the conquest so different too the normal ljungeld? it works fine ingame, but i think seeing a much more menacing beam carve across a ship would look WAY cooler than just the energy projectile burst (in my opinion).
Title: Re: [0.9.1a] prv Starworks v11.1 (2019-10-03) - Latest: Phase ships & new systems.
Post by: prav on October 06, 2019, 12:43:06 PM
Beam fatigue from making the standard Ljungeld, and I felt that spinal burst beams had been done, done again and then done a third time. I'm actually pretty fond of this version and how violent it feels when you land a dozen blasts on a high flux target.

Speaking of the Conq Ryak, I think I overbuffed it. Some combination of 1,2 shield efficiency, free aux thrusters, and 1200 dissipation should probably go. The turret was probably healthy on the other hand.
Title: Re: [0.9.1a] prv Starworks v11.1 (2019-10-03) - Latest: Phase ships & new systems.
Post by: giggily on October 06, 2019, 05:59:16 PM
prav, it looks to me like your normal maps don't have any inversion. from what i can tell graphicslib needs xyz to all be inverted, and if it does then yours may not be working as intended
Title: Re: [0.9.1a] prv Starworks v11.1 (2019-10-03) - Latest: Phase ships & new systems.
Post by: prav on October 06, 2019, 06:34:40 PM
I'll look into it. Not like I've been using consistent settings there anyway.
Title: Re: [0.9.1a] prv Starworks v11.1 (2019-10-03) - Latest: Phase ships & new systems.
Post by: 123nick on October 07, 2019, 01:02:54 PM
Beam fatigue from making the standard Ljungeld, and I felt that spinal burst beams had been done, done again and then done a third time. I'm actually pretty fond of this version and how violent it feels when you land a dozen blasts on a high flux target.

Speaking of the Conq Ryak, I think I overbuffed it. Some combination of 1,2 shield efficiency, free aux thrusters, and 1200 dissipation should probably go. The turret was probably healthy on the other hand.

you have a point there ,tbh. regardless, it is very nice now with the burst of projectiles. maybe if the projectiles had a bit more of a stronger looking aesthetic or came out more precisely? like TPC projectiles, maybe?
Title: Re: [0.9.1a] prv Starworks v11.1 (2019-10-03) - Latest: Phase ships & new systems.
Post by: Captain Trek on October 26, 2019, 11:49:46 AM
So I found this mod while looking through the threadlist and I was pleasantly surprised. So far as faction mods go, this is kind of a sleeper hit, and needs more love if you ask me. Much of it is very nicely done, seeming balanced and relatively in-keeping with the vanilla gameplay and lore. It has interesting ships, a well-conceived backstory for the two factions, and the three new in-system maps are simply beautiful, especially Kratul.


Despite that, though, there are some issues that I noticed that I felt now was a good time to bring to your attention, seeing as the latest Nex updates will require factions to be tweaked to take full advantage of in any case:

- A few of the destroyers and frigates seem overpowered for their Deployment Point (Recovery) cost. I'll go through each one that concerns me:

Fasklot: With comparable firepower and superior mobility compared to a Harbinger, the worse flux and special system is not enough for it to be worth 7 DP less. Should probably be more like 18. Maybe 16 at a stretch
Ilbud: A phase cloak is still a phase cloak, even on a combat freighter. Should probably be more like 12 or 14 DP, close to where the Fasklot is now.
Gissel: Seriously threatens to render the Enforcer obsolete, being absolutely bristling with guns and sporting a phase skimmer for only 1 DP more. Should match the Medusa's 12 DP, since compared to the Medusa it trades mobility for fightability.
Kondensator: Its ability to dump all flux essentially instantly is nothing short of batshit crazy. With that system in place, this could easily match the Harbinger's 20 DP and still be amazing. Maybe even 22 or 25. In fact you should probably move it to the cruiser category and re-designate it as a light cruiser, considering both its capabilities and raw physical size compared to something like a Falcon.
Basalt: Lasher firepower and endurance, but vastly superior mobility. Renders the Lasher totally obsolete. Should be 5 DP like the Wolf, since it's effectively a low-tech alternative to the Wolf's supreme mobility.

- Is Lean Hanger supposed to recover replacement rate faster? Shouldn't it deplete faster and recover more slowly?

- Moving on to campaign feel and balance; since prv is a Tri-Tachyon style small corporate polity, I reckon Utbo could stand to be reduced to size 6, the same as Echou Bres.

- The faction also has overly competitive market share in heavy industry, and both they and the Rust Belt are overly competitive in marines. Additionally, no faction, not even the Hegemony, has three heavy industries. I would strongly suggest removing the heavy industry from Ryak in order to address this. Perhaps replace this with Tech-Mining if you want something to represent the research facilities there. Or swap it to refining if you like, since prv currently produces no refined metals. Curtailing the marine share could potentially be done by removing the military bases from Ryak and Store's Rock, as whilst I'm not sure of your intentions there, it does seem at least to me that there's no reason both Kylan and Kratul need to be in constant, high-intensity conflict. If anything, having lower-intensity conflict from smaller patrols in Kylan could make the experience more varied, and perhaps provide players more of an opportunity to be able to participate in battles against either faction's enemy in the early game (as right now fights in both systems are too large and intense for an early game player to productively engage in).

- If Tordehus is freshly re-colonized and has no industries, it should really only be size 3 or 4.

- Kylan is smothered by deep hyperpsace on the hyperspace map. If this was intentional then fair enough.

- You could make Fristad more interesting by placing mining there. Independents have relatively low market share in mining and the planet is poor in resources, so it wouldn't over-balance anything.


I hope these concerns find you well. Rest assured that this mod is otherwise very solid, and definitely one I will be recommending since it doesn't seem to get the recognition it deserves.
Title: Re: [0.9.1a] prv Starworks v11.1 (2019-10-03) - Latest: Phase ships & new systems.
Post by: prav on October 29, 2019, 10:36:30 AM
- A few of the destroyers and frigates seem overpowered for their Deployment Point (Recovery) cost. I'll go through each one that concerns me:

Fasklot: With comparable firepower and superior mobility compared to a Harbinger, the worse flux and special system is not enough for it to be worth 7 DP less. Should probably be more like 18. Maybe 16 at a stretch
Ilbud: A phase cloak is still a phase cloak, even on a combat freighter. Should probably be more like 12 or 14 DP, close to where the Fasklot is now.
Gissel: Seriously threatens to render the Enforcer obsolete, being absolutely bristling with guns and sporting a phase skimmer for only 1 DP more. Should match the Medusa's 12 DP, since compared to the Medusa it trades mobility for fightability.
Kondensator: Its ability to dump all flux essentially instantly is nothing short of batshit crazy. With that system in place, this could easily match the Harbinger's 20 DP and still be amazing. Maybe even 22 or 25. In fact you should probably move it to the cruiser category and re-designate it as a light cruiser, considering both its capabilities and raw physical size compared to something like a Falcon.
Basalt: Lasher firepower and endurance, but vastly superior mobility. Renders the Lasher totally obsolete. Should be 5 DP like the Wolf, since it's effectively a low-tech alternative to the Wolf's supreme mobility.

Starsector destroyers tend to be just a good deal. Go figure when the Hammerhead and Sunder are around.

I'm happy with the Fasklot. It's meant to be a good performer per supply. I think missing out on a third phase lance/heavy blaster/etc in exchange for the rear synergy turret makes a fairly big difference.

If you manage to get its DP value out of the Ilbud, good on you. Enjoy it. But I'd have real trouble costing it at 1,5-2 Afflictors.

The Gissel is a beast in a very local area. But in spite of the phase teleporter, the thing handles like a fridge. It does compete with Enforcers in the destroyer anchor role, but the difference in durability between 550 and 750 armor is pretty big. Is it broadly speaking better? Possibly. Big picture too good? I don't think so.

The Kondensator being classified as a destroyer is an intentional downside for it. As a cruiser it would have another 10 flux vents and cruiser weapons range. This leaves it as a less interesting ship. As a destroyer it has to actually get into the scrum to accomplish anything (a trait I want to play up in the prv) - which also ensures that its narrow omni shield becomes a very mixed blessing.

Have you tried using the system first-person by the way? It's pretty trippy.

As for the deployment cost, I dunno - it certainly tanks damage better than a Falcon. But with mediocre mobility, poor dissipation and very limited ballistic slots it's much worse at putting out pressure or pressing an advantage. I think increasing it much would turn it into a ship that you just don't want to use. Another ship to consider here is the Apogee, which is also a strong shield tank in the 15-20 DP range.

All that said I'm not entirely happy with the ship. If I eventually revisit it, I'd change it considerably.

I had the Basalt targeted at 5 supply originally, but I found it hard to justify the cost. Sure it's fast and for-a-frigate sturdy, but with awkward turret angles and no ammo feed the damage output just isn't there. In role I actually find it to be closer to a fat Kite than to the Lasher.

- Is Lean Hanger supposed to recover replacement rate faster? Shouldn't it deplete faster and recover more slowly?

- Moving on to campaign feel and balance; since prv is a Tri-Tachyon style small corporate polity, I reckon Utbo could stand to be reduced to size 6, the same as Echou Bres.

- The faction also has overly competitive market share in heavy industry, and both they and the Rust Belt are overly competitive in marines. Additionally, no faction, not even the Hegemony, has three heavy industries. I would strongly suggest removing the heavy industry from Ryak in order to address this. Perhaps replace this with Tech-Mining if you want something to represent the research facilities there. Or swap it to refining if you like, since prv currently produces no refined metals. Curtailing the marine share could potentially be done by removing the military bases from Ryak and Store's Rock, as whilst I'm not sure of your intentions there, it does seem at least to me that there's no reason both Kylan and Kratul need to be in constant, high-intensity conflict. If anything, having lower-intensity conflict from smaller patrols in Kylan could make the experience more varied, and perhaps provide players more of an opportunity to be able to participate in battles against either faction's enemy in the early game (as right now fights in both systems are too large and intense for an early game player to productively engage in).

- If Tordehus is freshly re-colonized and has no industries, it should really only be size 3 or 4.

- Kylan is smothered by deep hyperpsace on the hyperspace map. If this was intentional then fair enough.

- You could make Fristad more interesting by placing mining there. Independents have relatively low market share in mining and the planet is poor in resources, so it wouldn't over-balance anything.


I hope these concerns find you well. Rest assured that this mod is otherwise very solid, and definitely one I will be recommending since it doesn't seem to get the recognition it deserves.

Lean Hangar works as intended - rebuilding your backup fighters is easy when you don't have any. So the bay and manufactory are easy to over-stress, but give them a chance to recover and they will.

The entire Stjärngård system is due an overhaul, eventually. Utbo is a huge world that's only marginally ruled by the prv - by controlling the Works, they control the entirety of the planet as far as it interacts with the sector at large. But the population of the planet mostly tends itself, not really interacting with the rest of the Perseans any more than by paying some primitive taxes once a year. This suits the prv fine; they have more important things on the agenda than taxing some backwards farmers for a second turnip. Maybe I should add a custom market condition to better represent this.

Yeah the overabundance of heavy industry has been on my radar. It's a little hard to avoid with one faction being space-Kockums and the other being big on salvage and refurbishment.

Store's Rock has a military base because I wanted the Rusters to have an Armed Community industry somewhere. I don't find the Kylan conflict to be all that intense, mostly because no one can find anyone in all those nebulas. Next update I'll also have something to encourage some trade with the HEL. I'll add that I've got a bugfix coming with the next major version that should have Ruster markets spawn considerably fewer pirate fleets.

Tordehus is not recolonized. It's mostly populated by the descendants of the bombardment survivors. Economically the planet still operates on survival needs however.

Fristad is kind of intentionally unimportant. It's a safe, self-sufficient and carefully neutral place where travelers can stop by before heading into the ongoing mess that is the outer Kratul system.

Kylan being inside a HS nebula is mostly a coincidence, but I think I like it. I might change my mind eventually.

Thanks for the feedback. I hope you appreciate my perspective for why I made these things the way I did. It's always interesting to hear what other people think; personally my biggest sup/dep / performance concerns are the Ballebo, which I think I'll leave alone for now, and the Skymning, which I'll be bumping by about 20% and still keeping my eye on after that. There's also the Gryning, which continually baffles me by not being too busted.
Title: Re: [0.9.1a] prv Starworks v11.1 (2019-10-03) - Latest: Phase ships & new systems.
Post by: prav on October 30, 2019, 07:59:37 AM
(https://i.imgur.com/bq3LQN0.png)

eh, close enough
Title: Re: [0.9.1a] prv Starworks v11.1 (2019-10-03) - Latest: Phase ships & new systems.
Post by: Captain Trek on October 31, 2019, 12:52:43 AM
I'm pleased to hear that campaign-level changes may be forthcoming (you may also want to look into the two factions' diplomatic statistics and starting relations with other factions, since right now their behavior with Nexerelin is a little bit odd), but with regards destroyers (ships in generally, really) you've gotta compare like with like. Even if you consider the Harbinger to be overpriced at 20 DP, that is none-the-less the standard that other phase destroyers must be balanced to. I agree it's not quite as good as the Harbi (hence my suggestion of 18 or 16), but by no means is it so much weaker that it justifies being able to deploy three of them for every two Harbingers one deploys. From what I understand, it is possible to give a ship different values for recovery cost and maintenance cost, so perhaps just increase the recovery cost (and thus DP cost) while keeping monthly maintenance the same?

For the Gissel, keep in mind that it has substantially better flux stats than the Enforcer to compensate the armour. Between its superior firepower and the value of phase skimmer and temporal shell (that's why the Medusa and Scarab have high DP), it's surely worth 11 points minimum. You did mention the Sunder (also 11) before...

As for the Basalt, I must admit to being sort of confused what matter of "fat Kite" would have more than double the Kite's firepower. I see your point about the two side mounts, but if "fat Kite" is the feel you want to go for you could just as easily lose those two mounts, methinks.


With regards the ships you mentioned, the reason the Gryning doesn't feel broken is that its excellent capabilities justify its high DP cost. Can't speak for the Skymning, since it seemed pretty comparable to an Onslaught when I looked at it, but I'd suggest bumping by only 10% if you feel it's a problem, since I kinda doubt it's more powerful than Scy Nation's Keto or Shadowyards' Mimir (both 45 DP).
Title: Re: [0.9.1a] prv Starworks v11.1 (2019-10-03) - Latest: Phase ships & new systems.
Post by: prav on October 31, 2019, 02:25:14 AM
Yeah the nex diplo stuff is on the to-do list. I'm not sure what's causing it. Looking at the files nex seems to use -0.3 and -0.6 instead of -0.25 and -0.5 so there might be some border problem here. Sure felt odd to run into a Remnant fleet that just made funny faces at me but didn't attack.
edit: No it was a missing check for corvus mode.

I don't think I have to limit myself to just the Harbinger as a reference point for new phase destroyers. Focusing too hard on existing ships limits the design space unnecessarily.

I'm seeing your points on the Gissel.

The Basalt, I'm just not gonna cost at more than a Lasher or Brawler. For 5 supply on a frigate I want something like a Phase Beam, rapid-fire Reapers or an EMP system. And believe you me, removing two turrets from a sprite is not as easy as changing a 4 to a 5 in a spreadsheet. Not that I particularly want to - those are there to let you choose between a couple of awkward PD mounts, or a hullmod and some flux caps. I think it's an interesting enough choice.
Title: Re: [0.9.1a] prv Starworks v11.1 (2019-10-03) - Latest: Phase ships & new systems.
Post by: Captain Trek on November 01, 2019, 10:18:32 AM
Yeah the nex diplo stuff is on the to-do list.

Sweet. Looking forward to the next update.

I respectfully disagree with regards the Harbinger, but hey, worst case scenario the Fasklot can be prv's "one". Every mod needs one. :V
Title: Re: [0.9.1a] prv Starworks v11.1 (2019-10-03) - Latest: Phase ships & new systems.
Post by: prav on November 01, 2019, 11:43:19 AM
Yeah I just don't see it being a problem.
Title: Re: [0.9.1a] prv Starworks v11.1 (2019-10-03) - Latest: Phase ships & new systems.
Post by: CrixM on November 09, 2019, 02:31:16 AM
The Skata LRM Launcher feels incredibly underwhelming. I'm not a huge fan of limited ammo large missile mounts unless they're something ridiculous and the Skata... aren't.
Title: Re: [0.9.1a] prv Starworks v11.1 (2019-10-03) - Latest: Phase ships & new systems.
Post by: prav on November 09, 2019, 09:14:39 AM
Yeah I've found it hard to tune. It has a tendency to delete destroyers if I buff it up much.

Maybe I should give it some moderate redesign, change the firing mode or something along those lines. I'll play around with it a bit.

e: I'll add that it has a lot of ammo, especially with expanded racks, so don't be afraid to just fire it every time it's up. Most ships will run out of peak time before you run out of ammo.
Title: Re: [0.9.1a] prv Starworks v11.1 (2019-10-03) - Latest: Phase ships & new systems.
Post by: Vayra on November 26, 2019, 04:42:08 PM
Hey prav, is it intended that prv's not on the index? You've clearly put a lot of work into it! Might be time to bother a moderator to add it :P
Title: Re: [0.9.1a] prv Starworks v12.1 (2020-01-18) - Latest: Applied Gravitonics
Post by: prav on January 17, 2020, 04:02:26 PM
DOWNLOAD (http://www.mediafire.com/file/6t3hyqnyf8uiuc0/prv_Starworks_v12.1.rar)


v12.1

Reduced the occurrence rate of several ships. Should be fully save compatible with v12.

###

v12

Added prv-style stations.
- Come in three sizes and are similar to standard stations in role and performance.
- The stations have varying axial rotation; advanced gravitic systems allow the station to change its rotational speed and direction.
- Larger stations add independent omni-shielding, EMP mine teleporters, gravity minefields and phase drones.
- Used by the prv and, occasionally, the Rusters.

Added a few rare weapons.
- Found in the depths of space.

Added the Laboratory Complex industry
- Found at the Ryak High-Energy Labs.
- Consumes large amounts of rare materials, producing luxury goods and heavy armaments.
- Sells advanced weapons and equipment to those who enjoy good relations with the market controller.
-- Modder note: Weapons tagged prv_lab_bp, or are known by welcoming (+25 to market controller) factions, show up here.
-- The blueprint is unobtainable; if you get your hands on one anyway, be aware that it can't be removed once constructed.

Added the Fasvinge phase cruiser
- A dangerous high-tech strike craft with a rapid-shift phase system.
-- Also equipped with a Gravity Shield system, offering it some protection from material projectile weapons.

Added the Gabbro armed transport
- A Starliner cruiser adapted for Ruster use, adding significant amounts of guns and armor.

Added the Eld destroyer.
- A drop-in replacement for the Ballebo, which is being retired.
- Very similar in loadout, role and performance.

Added the Gnista frigate.
- Light missile support ship with limited armaments.
- Also comes in Pirate and Luddic Church variants, with more gun.

Added the Gravity Shield ship system.
- A graviton field protects the ship, bending enemy projectiles away from it.
-- Ineffective against projectiles with negligible mass, such as laser pulses.
-- Highly effective against light or slow projectiles.
-- Moderately effective against missiles.
-- Used on the Flamma and the Fasvinge.

Added the Tensor Drive ship system.
- Engages the ship's gravitic drive, instantly propelling it in the chosen direction.
- Used on the Eld and Skymning.

Added the Automatstudsare weapon.
- Large-mount ballistic weapon which fires a barrage of small explosive shells which can rebound a single time. High potency, but poor range.

Added the Studsare weapon.
- Replaces the Bounder.
- Fires mid-sized ricocheting shells at a moderate rate.
- 850 range, high shell velocity.
- Ricochet accuracy is now derived from your current gun spread.
- Ricochets will no longer aim for fighters.

Added the Light Thumper weapon
- A shrunk-down Thumper, trading rate of fire for size.
-- Used by the Rusters and Luddic Church.

Added Sindrian Diktat Lion's Guard skins for the Aska, Flock and Eld.
- In the style of the Ships/Weapons Pack skins, painted purple on white and with Solar Shielding integrated.
- Will only spawn if you have the S/W Pack enabled.

Added the Ilbud (H) skin
- Uparmored, upspecced courier ship.
-- I wonder what the Hegemony wants with a stealthy spec-ops vessel. I asked, but they wouldn't tell me.

Added the Kalk phase bomber
- Unleashes a barrage of indirectly fired Sidensvans missiles.
- Uses a phase system to ensure a safe approach and escape. Vulnerable while attacking.

Added several hullmods:
Arcfault Insulator
- Reduces overload duration.

Flicker Core
- Reduces phase system cooldown.

Hallbar Missile Plating
- Gives a flat increase to missile durability and a slight percentage increase to missile top speed.

Gravity Anchor
- Increases the mass of the ship, and exerts a weak pull towards nearby enemies. Adds a slight collision zone for hostile fighters.

Ruggedization
- Significantly reduces CR recovery rate and CR deployment cost, allowing you to deploy the ship more times before it needs time to recover.
-- Note that due to vanilla quirks with how the CR recovery cost is calculated, this will greatly increase the cost of recovering a ship from 0 to full.
-- This is especially relevant if you like to overstay your peak time.

Crew Comforts
- Reduces the in-combat CR decay rate, and increases the out-of-combat CR recovery rate. Requires a few additional supplies per month.

Blast Heater
- Improves weapon performance at very low and very high flux levels.

Added Starship Legends faction preferences.
Added Commissioned Crews compatability.
- prv ships install Command Implants, increasing maximum CR and reducing the minimum crew requirement.
- Ruster ships have Belt Spirit, increasing hull integrity and repair rates at the cost of a reduction in max CR.
Added Nexerelin faction personalities.

Additional changes:
Spoiler
Raider Hideout, Armed Community, War Syndicate HQ industries
- Will now automatically match the tier of local military infrastructure, assuming there's a functioning HQ. Updated roughly bi-weekly.
- Will now reduce local stability by 1.
- Will now have an increased demand for goods while stability is low.
- Cost set to 0.
- Upkeep set to 0 while hidden.
- Can no longer be manually upgraded.
- Corrected min/max error; should now correctly spawn more pirates at low stability.
- Pirate spawn rate additionally reduced by 33%.

Skymning
- Plasma Burn system replaced with a Tensor Drive (see above).
-- Yes, prv engineers discovered that there are directions other than forward. Investigations are ongoing.
- Small and medium rear energy turret arcs narrowed by 25%.
- Fleet points increased to 26.
- Maintenance and recovery cost increased to 47.
- Added the Companion Integration hullmod, reducing support wing OP costs by 10.
- Removed the built-in Oväsen wing.
- Base value increased to 370 000.

Conquest (Ryak)
- Shield flux/damage increased to 1,4.
- Hull and armor reduced by ~7,5%.
- Built-in Auxiliary Thrusters removed.

Välljud
- Adjusted shield offset.

Aska
- Sprite adjustments.
- Large synergy mount arc reduced to 5°.
-- This should improve the AI's behavior somewhat.
- Now also availiable as a rare blueprint.

Aska (LC)
- Sprite adjustments.
- Large synergy mount arc reduced to 5°.
-- This should improve the AI's behavior somewhat.
- Added ALWAYS_PANIC AI hint, promoting aggressive missile usage.
- Now also availiable as a rare blueprint.

Kakafoni
- Sprite adjustments for all versions.
- Fuel use reduced to 4/ly
- Fuel capacity increased by 20%.
-- Net range is increased by 50%, to 30 ly.

Flock
- Improved Autokråka visual integration.

Kondensator
- Removed; no more will spawn.

Ballebo
- Removed; no more will spawn.
-- Get an Eld instead.

Fasnod
- Fleet points, maintenance, and recovery cost increased to 9.

Ljus
- Lykta System weapon and sensor range bonuses increased by ~50%.
- Small energy turret arcs reduced to 195°.
- Acceleration reduced by 50%.
- Turn acceleration reduced by 60%.
- Max turn rate reduced by ~33%.
- Minimum crew required reduced to 15.
- Base value reduced to 15 000.

Ljus (LP)
- Added ALWAYS_PANIC AI hint, promoting aggressive missile usage.

Gissel
- Maintenance and recovery cost increased to 12.

Ilbud
- Sprite updated.
- Removed nose turrets.
-- Pre-v12 Ilbuds may retain decorative weapons in these locations. To remove them, simply use the Strip button on the ship refit screen.

Tystnad
- Added the Companion Integration hullmod, reducing Support Wing OP costs by 10.
- Removed the built-in Oväsen wing.

Tystnad (Midline)
- Cost multiplier reduced to 1.

Tystnad (P)
- Engine style changed to LOW_TECH.
- Removed the Defective Manufactory hullmod.

Munsbit
- Minimum crew reduced by 33%.

Fika
- Added built-in Militarized Subsystems.
- Maximum burn reduced by 1.
- Minimum crew reduced by 33%.
- CR per deployment increased by 33%.
- Recovery cost and supplies per month increased by 9%.

Middag
- Added built-in Militarized Subsystems.
- Maximum burn reduced by 1.
- Minimum crew reduced by 33%.
- CR per deployment increased by 33%.
- Recovery cost and supplies per month increased by 8%.

Skära
- Now comes with a Crew Comforts hullmod built-in.

Gnejs
- Rear ballistic mount arcs increased to 165°.

Gnejs (P)
- Added ALWAYS_PANIC AI hint, promoting aggressive missile usage.
- Rear ballistic mount arcs increased to 165°.

Oväsen fighter
- HP reduced by 18,75%.
- Max flux reduced by ~45%.
- Crew reduced to 2.
- Forgevats system removed.

Skrän fighter
- Weapon glow color shifted to yellow.

Grus fighter
- Hagel Hailcannon replaced with a standard Vulcan.
-- On account of the gun being completely uninteresting.

Akers family
- Projectile styles adjusted.

Akers / Light Akers
- Display name changed to Light Akers.
- Sprites updated. Now reduced to a humble two barrel cannon.
- OP reduced to 4.
- Range reduced by 125.
- Flux/shot reduced by 40%.
- Now fires continuously. DPS increased by ~50%.
-- Now a solid knife-fighting weapon occupying the middle-ground between an autocannon and a machinegun.

Akers Nova
- Sprites updated. Now a smooth, futuristic tri-barrel.

Siege Akers
- Sprites updated.

Bounder / Studsare.
- Display name changed to Studsare.
- Overhauled, see above.

Punktskydd
- Added a slight variance to the projectile's range. Largely a visual change.

Punktskydd Cluster
- Reverted availiability change.

SIPD Laser
- Now focuses ~50% faster, for an average frequency of 1Hz.
- Explosion damage and visual effect size will now scale with the ship's energy damage multiplier.
-- These things are pretty good now.

Ljungeld
- Full beam damage increased by 3.45%.
- Energy/second increased by 4.2%
- Focus rate is now linear, not exponential.
- Fracture rate increased.
- Fracture damage type changed to high explosive.
- Base fracture damage reduced by 40%.
-- Net change is a major increase in fracture effectiveness against armored targets.

Fusion Burst Laser
- Overhauled.
- Now fires a potent long-duration beam burst that requires several seconds to reach full potency.
- Beam size greatly increased at full charge; there should be no doubt when someone is getting can-opened.

HFL Array
- Updated sprite.
- Projectile speed reduced to 1 000.
- Projectile restyled; now considerably shorter.

Skata LRM Launcher
- Firing behavior redesigned; now quickly launches nine Skata missiles followed by a brief reload period.
- Sustained DPS increased by 70%.
- Salvo size reduced by 64%.
- Ammunition reduced by 18%.
- OP cost reduced by 6.
- Launch inaccuracy reduced.
- Engine burn time increased by 30%.
- Contrail visual effect shortened significantly.

Skatunge missile
- Contrail visual effect adjusted to match Skata missiles.

Kaja-family missiles
- Nominal range increased to 3 000.
-- De-facto range is unchanged.

Sidensvans, Sidensvans Array
- Nominal range increased to 1 500.
-- De-facto range is unchanged.

Gravity Mine Strike system
- Improved visual effect.
- Regeneration rate reduced by 33%.
- Added a slight variation to mine lifetime.

EMP Cluster Mine Strike system
- Regeneration rate reduced by 33%.
- Added a slight variation to mine lifetime.

Disruption Mine Strike system
- Maximum system charges reduced to 1.
- Added a slight variation to mine lifetime.

Kaja / Akers Nova / LPK Drones systems
- Maximum system charges reduced to 3/2/4.
-- ie no spares.
- Regeneration rate set to one drone per 20/30/15 seconds.

Remanualized Hullmod
- Minimum Crew penalty reduced to +50%.
- Now additive, not multiplicative.

Campaign
- prv industry redistributed.
- Overhauled the market conditions on Utbo, adding three new custom conditions.
- Added two market conditions to the Ryak HEL.
- Removed several do-nothing market conditions.
- Stjärngård and Kratul will now clear nearby deep hyperspace.
- Kylan will clear only a fractional amount.
- Nexerelin prv player starting equipment is now prv Standard Blueprint Package and prv Advanced Blueprint Package both, rather than either.
- Nexerelin prv player spawnpoint moved to The Works over Utbo.
- Adjusted the size of the custom stations.

Many codex updates.
Many ship material updates.
Improved Flock thumbnailing.
Increased TTL on PRV_HIGH engine trail particles.
Cleaned up some int-on-float math.
Removed "CIVILIAN" hint from the Skiffer; it will now autodeploy as a combat ship.
Removed access to basic prv weapons from the Pirates and Luddic Path factions.
Added access to Annihilator Pods for the Rusters.
Adjusted fighter wing rarity & autofit hints.
Slightly reduced Välljud spawn rate.
Greatly reduced Flamma (P) spawn rate in very small or pirate-faction fleets.
Aska Heavy Artillery variant renamed just Artillery.
-- Heavy Heavy Artillery Cruiser indeed.
Fixed Ruster markets with a Raider Hideout erraneously getting a "Military" map flag.
pskd_shot, pskd_cluster_shot now range 0, not undefined. Note that this means that they will now explode on reaching max range.
Fixed a mod conflict issue with Nexerelin resulting in odd faction reputations.
Countless variant changes.
[close]

(https://i.imgur.com/t7HJgnm.png) (https://i.imgur.com/gmiwLKy.png) (https://i.imgur.com/sDGMAuU.png)
(https://i.imgur.com/BHY7xC9.png)
Title: Re: [0.9.1a] prv Starworks v12.1 (2020-01-18) - Latest: Applied Gravitonics
Post by: MesoTroniK on January 18, 2020, 12:24:25 AM
Added the Laboratory Complex industry
- Found at the Ryak High-Energy Labs.
- Consumes large amounts of rare materials, producing luxury goods and heavy armaments.
- Sells advanced weapons and equipment to those who enjoy good relations with the market controller.
-- Modder note: Weapons tagged prv_lab_bp, or are known by welcoming (+25 to market controller) factions, show up here.
-- The blueprint is unobtainable; if you get your hands on one anyway, be aware that it can't be removed once constructed.

Solid on the tag for that place, though the second part worries me. If there is no opt-out rig for that can you please add one in your next update? 99% of factions the auto-system you got is fine but there are a few edge cases here and there of hidden factions or ones that only operate in isolated places etc etc where your station selling their stuff would not make sense and could even spoil content.

Edit: Thinking on this more, the opt-out would probably look for a specified tag and or manufacturer (in a mergeable .json or .csv). Well is probably obvious that bit, but it wasn't what I was thinking initially so figured I would edit this in just in case™.
Title: Re: [0.9.1a] prv Starworks v12.1 (2020-01-18) - Latest: Applied Gravitonics
Post by: prav on January 18, 2020, 05:28:06 AM
R&D market exclusion added for the next update with the spec tag prv_lab_exclude. Also applies to wings and hullmods.
Title: Re: [0.9.1a] prv Starworks v12.1 (2020-01-18) - Latest: Applied Gravitonics
Post by: Chairman Suryasari on January 18, 2020, 05:39:06 AM
Can you make it compatible with Commission Crew mod? Thanks!
Title: Re: [0.9.1a] prv Starworks v12.1 (2020-01-18) - Latest: Applied Gravitonics
Post by: MesoTroniK on January 18, 2020, 07:40:25 PM
Sweet, that will work thank you Prav!
Title: Re: [0.9.1a] prv Starworks v13 (2020-01-22) - Latest: Space Truckin'
Post by: prav on January 21, 2020, 07:34:45 PM
DOWNLOAD (https://www.mediafire.com/file/ir7kbmrucmyhtye/prv_Starworks_v13.rar/file)

v13

Added limited support for Vayra's Sector bounties.
- Including one unique ship.

Added the Venture (RB)
- A freighty variant with fewer missiles.

Command Implants hullmod (Crew Commissions)
- Redesigned.
- Now increases the combat speed of the ship and the fleet, similar to Coordinated Maneuvers.
- Also periodically changes the AI personality of the ship.
-- Vaguely respects your faction doctrine's aggression value.

Välljud
- Added COMBAT AI hint, encouraging it to seek out enemy ships directly.
- Shield efficiency increased to 0,7
- Max speed increased by 33%
- Agility increased by ~40%.

Eld
- Maintenance and recovery cost increased to 13.

Svala Torpedo
- Main torpedo damage increased to 1000.
-- Improves AI behavior.

Gravity Shield
- Backend change, added some code hardening which may prevent a rare crash when used with other mods.
- Force factor against missiles reduced by 75%.
- Upkeep cost reduced by 50%.
- Now builds hard flux based on the mass of the projectiles being effected.
-- Safety shutoff when near max flux.

Added an escape tag, "prv_lab_exclude", for weapons that absolutely should not show up at the Lab R&D market.
-- I wouldn't worry too much about it, myself.
-- Flavor-wise the prv will absolutely try to resell, reverse-engineer or outright steal tech from their allies and associates.

Removed (prv) manufacturer suffix.
-- By request.

(LG) variants are now tech "Lion's Guard", not Midline.
Title screen flyby list updated.
Code refactoring and backend changes.
Kratul system specials chance reduced by 2/3.

(https://i.imgur.com/ENBBSVR.png)
Title: Re: [0.9.1a] prv Starworks v14 (2020-02-18) - Latest: Ghost in the Machine
Post by: prav on February 18, 2020, 09:11:35 AM
DOWNLOAD (https://www.mediafire.com/file/svvrvtaj6jaltq5/prv_Starworks_v14.rar/file)

v14

NOT SAVEGAME COMPATIBLE

Added Vayra's Sector Raiding Base support.

Added some rare ships and unique bounties. Most require Vayra's Sector.

Added the Ande and Gast Integrated Swarms.
- Very irregular carriers.

Added the Oklang Fighter Drone
- Rare wing.

Added the Light Triple Autocannon
- A Ruster special, this gun is exactly what it sounds like. Volume of fire is the name of the game.

Added the Arc Smelter hullmod
- Converts Ore and Rare Ore into Metals and Transplutonics on a weekly basis.
-- Found built-in on the Bergslag Mining Ship.

Kite (prv)
- Wings are now short-ranged fighter wings rather than long-ranged support wings.

Flamma
- Flux dissipation increased by 7%.
- Maintenance and recovery cost increased to 6.

Gryning, Gryning (TT)
- Sprite updated.
- Enhanced Temporal Core vfx.
- Removed built-in High Maintance hullmod.
- Recovery rate reduced to 12%/day.

Gnejs, Gnejs (P)
- Sprite updated.

Ballebo, Ballebo P
-- Returning as rare bounty flagships with Vayra's.
- Sprite restyled.
- Mounts overhauled.
- Statline updated.
- Maintenance and recovery cost increased to 14.

Gabbro
- Added the Habitat hullmod, which reduces crew capacity to one third.
- Base crew capacity increased to 1500.
-- Net crew capacity is reduced to 500.
- Maintenance and recovery cost reduced to 12.
- Fleet points reduced to 9.

Venture (RB)
- System changed to Micro Burn, a low-tech version of Plasma Burn.

Kakafoni
- Major sprite update.
- Swapped locations between the medium synergy and ballistic turrets.
- Widened the firing arc of the composite turret to 135°.

Kakafoni (P)
- System chanced to Micro Burn, a low-tech version of Plasma Burn.
- Large hybrid hardpoint changed to ballistic.
- Missile hardpoints changed to 30° arc composite turrets.
- Removed the rear right-hand small turret.

Aska
- Large synergy mount changed to a 30° turret.
- Adjusted large mount visual style.
- Armor reduced by ~10%.

Fasvinge
- System changed to Entropy Amplifier.
-- The phase ship AI simply does not get along with the gravity shield. A shame.

Välljud
- Swapped the location of the bridge and the large hybrid turret.
- Center large hybrid turret arc reduced to 45°.
- Inner small hybrid turrets reoriented slighly inwards, with their arcs reduced to 45°.
- Number of fighter bays reduced to 3.
- OP reduced to 270.

Conquest (Ryak)
- Sprite hue adjustments.
- Ljungeld (Prototype) rate of fire reduced by 3%.
-- Ammunition reload rate is unchanged.
- Maintenance and recovery cost increased to 45.
- Cost increased to 330 000.

Skymning
- Sprite depth adjustments.

Tensor Drive
- Tuned to be significantly better behaved in AI hands. "Jittering" should be almost completely eliminated.

Gravity Shield
- Added a minor cooldown to prevent AI fuckery.
- Hard flux buildup reduced by 33%.

Unstable Thrusters
- Now framerate agnostic.
- Flameout chance adjusted.
- Now displays the flameout chance as a status info.

Fusion Burst Laser
- Overhauled. Now fires a brief 400 damage burst.
- Flux efficiency reduced to 1,33.
- AI hints adjusted.
-- Much, much more comfortable to use now.

Spattergun, all versions
- Updated code.
- Will now dynamically generate spatters based on the actual damage amount of the projectile.
-- e.g. firing with High Energy Focus on will create more spatter.
- Enhanced visual effects.

Linjär PK
- Shots will now home towards the closest enemy fighter or ship.
- Accuracy reduced.
- Rewrote the reload code.
-- No practical difference user-side but it's much better I promise.
- Enhanced visual effects.

Kaja-family
- Trails restyled

Skata missiles
- Trails restyled.

Skatunge SRM Launcher, Skatunge SRM Pack
- Rate of fire increased by ~5%.
-- Ammunition reload rate is unchanged.

Missljud Fighter
- Sprite completely redone. It looks exactly the same.

Buddy Drone
- Fusion Burst Cutter updated to be more similar to the Fusion Burst Laser.
-- Scary.

prv Stations
- Removed the Arcfault Insulator hullmod from the Shield module.
-- Shield overloads should now last considerably longer.

Campaign
- Completely restructured the Rust Belt industry update functionality. It will now process at the end of every month.
 Stjärngård
- Strand now has a custom texture.
- Strand description updated.
 Kratul
- Tordehus JP is now in a stable lagrange location. It should no longer dip into the star corona.
- The abandoned station above Tordehus can now be used for storage.
 Kratul
- Outer JP now has the same orbital period as the Outer Yard.

Factions
- prv ship name prefix is now lowercase.
- Removed non-pirate prv hulls from the Pirates.
- Added access to the Fusion Burst Laser for the prv and the independents.
- Added access to the Vulcan for the RB.
- Removed access to the PD Laser from the prv.
- Removed access to the Light and Heavy Needler from the RB.

Added more magenta paint to the Fristat Lasse.
Added confetti to the Punktskydd and Spattergun projectiles.
Added support for rare wings to the R&D market. Use the tag "prv_lab_bp".
prv (LG) hulls are now hidden in the codex.
Increased the intensity of several system vfx.
Fixed some logistics-tag related hullmod niggles.
Completely removed the Kondensator and Ballebo (Midline).

(https://i.imgur.com/PV7hNvC.png)

(https://i.imgur.com/Lnm08BX.png) (https://i.imgur.com/GL1Lazo.png) (https://i.imgur.com/54f09Ui.png)

(https://i.imgur.com/01iLBwt.png) (https://i.imgur.com/6C5rvgF.png)
Title: Re: [0.9.1a] prv Starworks v14 (2020-02-18) - Latest: Ghost in the Machine
Post by: BigBeans on February 18, 2020, 10:42:00 AM
Love it though I can't believe the Balllebo is gone. F's in the chat for my little fat destroyer boy. :'(
Title: Re: [0.9.1a] prv Starworks v15 (2020-03-02) - Latest: vfx update and tuning
Post by: prav on March 01, 2020, 09:36:20 PM
DOWNLOAD (http://www.mediafire.com/file/yacqx96msco6zwo/prv_Starworks_v15.rar/file)

v15

Magiclib is NOT required but strongly recommended.
Implemented Magictrails for many weapons.

Added the Jämmer Bomber
- Hits the target with a single fast torpedo, before firing a frag beam into the resulting hole.
- Replaces the Skrål as the prv's heavy bomber.

Added the Fräsare burst beam
- With a sharp kick and rapid dropoff, this beam quickly dumps a large amount of fragmentation damage into the target.
- Also generates a smattering of secondary explosions, dealing additional fragmentation damage to nearby targets.

Replaced all composite mounts on prv ships.
Flamma
- Medium turret composite mount converted to synergy.
- Flux dissipation increased by 20.
- Flux capacity increased by 250.

Flamma (Midline), Flamma (P)
- No mount changes.
- Otherwise as above.

Eld
- Composite hardpoints converted to synergy.
- Flux dissipation increased by 50.
- Flux capacity increased by 750.

Eld (Midline)
- No mount changes. Otherwise as above.

Eld (LG)
- Energy hardpoints converted to composite. Otherwise as above.

Sorl
- Composite hardpoints converted to synergy.
- Small ballistic turrets converted to hybrid.
- Medium hybrid turret converted to energy.
- Crew mess seating assignments rearranged.

Sorl (Midline)
- Hardpoints converted to composite. Otherwise as above.

Flock
- Medium composite turrets converted to synergy.
- Small composite hardpoints converted to missile.
- Flux dissipation increased by 50.

Flock (Midline)
- Medium turrets converted to composite.
- Small hardpoints converted to composite.
- Otherwise as above.

Kakafoni
- Medium composite turret converted to hybrid.
- Flux capacity increased by 500.

Rare ships
- Increased maintenance and recovery costs by up to 50%.

Gryning (TT)
- Price markup reduced to +50% over base hull.
- Maintenance and recovery cost increased to 10.

Fasklot
- Maintenance and recovery cost increased to 17.

Aska
- Heavy Phase Teleporter cooldown increased by ~15%.
- HPT activation now generates soft flux, not hard.

Välljud
- Crew capacity and minimum crew reduced by ~35%.
- Fuel/ly reduced by ~15%.
- Fuel capacity reduced by ~30%.
-- Range to 40 from 45.

Skymning
- Tensor Drive replaced with Heavy Tensor Drive
-- Longer duration and cooldown, with a slower recharge rate.
- Fuel capacity and fuel/ly increased by 33%.

Fusion Burst Laser
- Damage and flux per burst reduced by 25%.

Spattergun, all types
- Projectiles restyled.
- spawnType changed to BALLISTIC_AS_BEAM.

Linjär PK
- Damage per shot doubled.
- Rate of fire and ammo rates cut in half.
- Magazine size reduced by 40%.
- Now has some innate shot dispersion
- Projectiles will not home for the first 0,33s of their life.
- Added a moderate range variance.
- Max range increased to 525.
-- Average shot range is more or less unchanged.
- Projectile size increased.

Ljungeld (Prototype)
- Projectiles restyled.
- spawnType changed to BALLISTIC_AS_BEAM.

Studsare, both types
- Bounce spread is now based on maximum gun dispersion, rather than current.
- Bounces will now speed up a little, rather than slow down.

Kaja-family MRMs
- Will now be autogrouped as linked weapons.

Skata
- Rate of fire reduced by 40%.
- Ammunition reduced by 40%
- Damage per missile increased by 33%.
-- Note that this does not effect the Skatunge SRMs used by lighter launchers, which remain at 200 damage per missile.

UVIR Pulse Laser
- OP cost increased to 18.
- Cost reduced to 3700.
- Damage per shot reduced to 200.
- Rate of fire increased by 33%.
-- Damage and flux throughput increases by ~5%.

Skrål Torpedo Bomber
- Now a rare laboratory LPC.

Kalk Phase Bomber
- Wing size increased to 3.
- OP cost increased to 18.

Phase Recall
- Cooldown reduced by 45%.
- Flux cost per use doubled.

Gravity Shield
- Increased effectiveness against projectiles by 25~40%, depending on projectile size.

Swarm Host hullmod
- Wing range remainder doubled.

Command Implants
- Ships with senior officers will now base their random weighting on the officer's personality rather than your faction doctrine.
- Adjusted personality weighting; outcomes that are more than one step away from your doctrine are now less likely.
- Aggression bias set to 33% chance to roll as one step higher on the doctrine setting.

Campaign
- prv blueprint packages have been split into three, one for each primary industrial hub operated by the faction:
-- Kratul supplies primarily ballistic weapons. Its main products are reliable Akers autocannons and the tensor drive ships, Eld and Skymning.
-- Stjärngård supplies carriers and missile weapons. The package includes Kaja-family missiles, the Välljud and the Flock.
-- The Ryak HEL supplies phase ships and energy weapons. The blueprints include sophisticated weapons and the Conquest (Ryak) battlecruiser.
--- Nexerelin prv starts will supply the player with only one of the above packages.
- Reduced asteroid counts in the Kratul system by two thirds.

Factions
- Removed access to the Plasma Cannon from the prv.
- Added the Pulse Laser to the prv preferred weapons list.
- Removed the Ion Beam and Heavy Burst Laser from the prv preferred weapons list.
- Promoted the UVIR Pulse Laser to a standard prv weapon.

Shortened many codex shorts.

(https://i.imgur.com/fJgooQe.png)
Title: Re: [0.9.1a] prv Starworks v15 (2020-03-02) - Latest: vfx update and tuning
Post by: tindrli on April 05, 2020, 08:31:49 AM
i wonder if you have plans to include this great mod to version checker?

thanx again for sharing
Title: Re: [0.9.1a] prv Starworks v15 (2020-03-02) - Latest: vfx update and tuning
Post by: grinningsphinx on April 07, 2020, 12:44:03 PM
Hiya Prav!

The Flicker Core mod upgrade could use some more explanation as to what it does and what its used with.  If its referencing Defence: Phase cloak, those dont have a cooldown that ive ever seen. Ive seen gremlins that literally phased between ballistic burst weapons...AI controlled of course lol.. 

Maybe some ships have a phase cloak system thats slow? I feel that there some room for a bit more out of it, perhaps additional mobility or a reduction in phase flux costs?
Title: Re: [0.9.1a] prv Starworks v15 (2020-03-02) - Latest: vfx update and tuning
Post by: prav on April 29, 2020, 06:15:56 PM
Phase cloak absolutely has a cooldown after you uncloak, brief as it is, and Flicker Core will reduce it and let you do some Matrix-style dodging. As it is now, I believe the hullmod is worth its cost - especially on smaller ships. I'll look at the tooltip wording though.

It also works on certain ship systems from other mods that use the phase implementation. I hear that some of them benefit a lot from a cooldown reduction. Might be fun to abuse if you manage to find something compatible.

But the core use of the hullmod is to do quick phase/unphase, er, flickers to dodge fire. If you feel that your ship stays safe enough at the normal CD, yeah, don't install it.

No plans for version checker compatibility. I have enough trouble remembering to update the modinfo.

And while I'm bumping the thread I'll mention that v16 is probably both small and a bit off. I got burned out on a big sprite.
Title: Re: [0.9.1a] prv Starworks v15 (2020-03-02) - Latest: vfx update and tuning
Post by: Hrothgar on June 04, 2020, 12:16:51 PM
Btw Prav, i dont know if you use discord , but your mod is in prime tournament.
Title: Re: [0.9.1a] prv Starworks v15 (2020-03-02) - Latest: vfx update and tuning
Post by: prav on June 04, 2020, 10:10:47 PM
Btw Prav, i dont know if you use discord , but your mod is in prime tournament.

Haven't been on lately, so thanks for telling me!
Title: Re: [0.9.1a] prv Starworks v16.1 (2020-06-05)
Post by: prav on June 04, 2020, 11:32:49 PM
DOWNLOAD (https://github.com/johcas/prvStarworksRelease/releases/download/v16.1/prv.Starworks.v16.1.rar)

https://www.youtube.com/watch?v=eGi_u46-QlM

Update 20-06-10:
v16.1

Fixed a crash bug that could occur in combination with other mods when the Gravkan hit near certain projectiles.

v16

Added the Bergtagen Battleship
- More heavy weapons and rusted-up hull than you can shake a stick at.
- Press F for fun.

Added the Brand Destroyer
- A prv elite destroyer with a powerful attraction/repulsion system and heavy energy armaments.

Added the Svepfräsare
- Large energy weapon which sweeps through space leaving an arc of fragmentation blasts behind it.

Added the Gravkan
- Mid-sized ballistic assault weapon with a tendency to push around smaller targets.

Added the Akers Denova
- A developmental what-if that might be found in the dark corners of space.

Added the Remission EMP Mortar
- Fires explosive shells which cause energy weapons around the hit location to discharge EMP damage.
-- Used and developed by the Luddic Church. May also occasionally turn up on Ruster ships.
-- We all know that wouldn't have been punished if they hadn't been doing anything wrong.

Added Ramshields
- This hullmod is found on all prv ships, and most derived models.
- Ramshields deploy rapidly, and briefly cover a larger arc than normal before settling at regular size.

Välljud
- Disruption Mine Strike replaced with Disruption Zone
-- Teleports a short-lived disruption emitter to the targeted location.
-- The emitter continually disrupts (briefly overloads) all ships caught in its area of effect.
- Removed built-in Defense in Depth hullmod.

Sorl
- Overhauled
-- New sprites
-- Shield efficiency improved to 0,8.
-- Armor reduced by ~11%
-- Hull reduced by ~11%
-- System changed to Plasma Thrusters.
- Spawn group changed to carrierMedium
-- Should reduce the amount of Gasts used by prv fleets a little.

Tystnad
- New sprite.
- Mounts realigned for broadside firing.
- Added two small hybrid turrets.
- Nose mount removed.
-- Pre-v16 Tystnads may retain a decorative weapon in this location. To remove it, simply use the Strip button on the ship refit screen.
- OP reduced by 5.
- System changed to Kaja Gun Drones.

Tystnad (League), Tystnad (P)
- Also updated.

Tystnad (Mod)
- No longer availiable.
- Retained only for save compatability. Expect visual errors if you still use one.

Flamma (P)
- The built-in Punktskydd Cluster is now restricted to a 90° arc, and faces forward.

Ljungeld
- Improved visual effect.
- Chargeup and chargedown reduced by 0.8s total.
- Beam duration increased by 0.8s.
- Beam damage per second reduced by ~20%.
- Rotation speed reduced by 50%.
-- Sustained DPS, ROF and damage per burst is unchanged.
-- Net change should be slightly improved AI behavior, with similar raw performance.

Vakt
- Improved visual effect.

Linjär PK
- Projectile and effects color changed to violet.
- Hits will launch two 30-damage splinters which are strongly homing.
- Removed homing from the main projectile.
-- Significantly improves game performance.
- Cooldown time switched to chargeup time.
- Rate of fire reduced by 14%.

Fräsare
- Enabled friendly fire on the secondary explosions.

Belt Blaster
- Damage and flux per shot increased by 50%
- Maximum burst size reduced to 4.
- Cooldown increased to 6s
-- Throughput is unchanged.

Light Akers
- Projectile speed reduced by 50%.

Heavy Akers, Siege Akers
- Projectile speed reduced by 25%.

Punktskydd
- Sprite updated.

Punktskydd Cluster
- Sprite updated.
- Rotation rate reduced by 80%.
- Proximity fuze and explosion radius reduced by ~50%.
-- It's still highly potent against massed missiles, but you'll have to work a little harder for reliable coverage.

Skata
- New sprite.

Annihilator Rocket Burst Launcher
- Renamed to Annihilator Burst Launcher.

Gravity Mine Strike
- Contact detonating mines will now displace nearby entities.

Gravity Shield
- Added a dynamic particle effect.
- Status info will now display the flux usage.
- Fixed a bug that caused projectiles to get ejected with incorrect speed and heading in certain arc sectors.
-- Sadly this also fixes the cool "loop around" behavior.
- Fixed a bug that caused odd over-effective behaviour with missile-class projectiles.
- Removed effect penalty vs missiles.
- Improved game performance.
- Push effect and flux buildup rate may be somewhat different. Overall changes are minor.

Lykta System
- The antennas will now send electrical arcs between them while the system is active.
-- You have no idea how long I've wanted to add this.

Swarm Host
- Increased the update rate significantly. Swarm Hosts will now die many times more quickly when capped on flux.
- Removed the glow effect from linked fighters.
-- Largely for performance reasons. It sure looked cool though.

Arc Smelter
- Reversed smelting order; it will now smelt ore before transplutonics.
- Improved tooltip.

Campaign
- For factions with no defined relationship with the Rust Belt, the starting relationship level will now be half of that with the pirates.
-- E.g. a faction that's hostile to the pirates will be inhospitable to rusters.
-- This applies both directions; factions that somehow love pirates will like rusters.
--- Technical comment: the check is if the rep is exactly 0f.

The Tiger combat tanker now belongs to the Kratul blueprint group.
Adjusted weapon mount z-render order on the Skymning, Eld and Aska.
Adjusted magictrail offsets on several projectiles.
Added a small visual highlight to the Fristat Lasse TPC.
Overdriven Thumpers will no longer show up at the lab market.
Improved burnout behavior for Kaja, Råka and Skata-family missiles; no more dangling trails.
Corrected a few sound effects, now correctly mono-channel. Volume and sound characteristics may be slightly different.
Added version checker support.

Title: Re: [0.9.1a] prv Starworks v16.1 (2020-06-10)
Post by: CrixM on July 04, 2020, 03:08:59 AM
Does the swarm host make it's fighters stronger, or is it just a fun way to use fighters without a physical carrier?
Title: Re: [0.9.1a] prv Starworks v17 (2020-07-10)
Post by: prav on July 10, 2020, 11:46:59 AM
DOWNLOAD (https://github.com/johcas/prvStarworksRelease/releases/download/v17/prv.Starworks.v17.rar)

Notes correction: Svepfräsare no longer pierces ships or fighters.

v17

MAGICLIB (http://fractalsoftworks.com/forum/index.php?topic=13718.0) IS NOW A REQUIRED DEPENDENCY.

Added the Eldsjäl
- An extensive conversion of the Eld, adapted to Ruster wants, needs, and wallets.

Added the Bergslag (P)
- Rearmed with not-at-all-civilian weapons, this ship is a clear danger to anyone too slow to run away.

Added the Aska (Au)
- Wouldn't you like to know.
- Vayra's Sector HVB.

Added the Spatterflamer
- Large ballistic weapon which sprays a stream of plasma fire that sticks to the target and delivers additional damage over time.

Added the Rörsångare Torpedo Rack
- Mid-sized strike weapon of the Svala family, which disperses a long chain of antimatter blasters around the target, striking from all angles.
- Limited ammunition.
- Rare laboratory weapon.

Ljus
- Sprite updated.

Aska
- Sprite updated.
- Bounds refined.
- Middle and fore small turret locations swapped.

Aska (LC)
- Removed the fore (previously middle) small turret.
- Outer large missile mount is now correctly a hardpoint.
- Otherwise as above.

Aska (LG)
- Removed the fore (previously middle) small turret.
- Otherwise as above.

Skära
- Sprite touchups.
- The Ljungeld emitter can now also be fired directly, twice per battle.

Gnejs, Gnejs (P)
- Hull reduced by 10%.
- Armor reduced by 20%.
- Max speed and acceleration reduced by ~25%
- Shield arc reduced to 150°.

Spattergun, all sizes
- Damage reduced by 20%.
-- Nominal efficiency is now 1,0.
- Hits on hull and armor will now cling to the target, dealing an additional 100% damage over time.
-- Burns deal damage 4 times per second; armor is effective at reducing the damage.
-- Spattergun plasma will agglomerate if it hits an already affected surface, leading to larger rather than more numerous ticks.
- Spatter amount on shield hits reduced.

Linjär PK
- Homing reintroduced using new backend mechanics.
- Base accuracy massively reduced.
- Projectile size slightly increased.
- Splinter effect removed.

Fräsare
- Damage and flux cost increased by 30%.
- Beam impact increased by 100%.
- Range increased to 900.

Jursla
- Flux per shot increased by ~18%.
-- Efficiency is now 1,3.

Kartesch
- Mechanics overhauled; large back-end changes. No longer has strange corner case behaviors.
- No longer vulnerable to PD.
- Nominal range increased to 1 000.
- Rate of fire increased by ~10%.
- Turn rate reduced by ~33%.
- Projectile restyled.

Svala
- New missile sprite.
- Added a new custom missile AI
-- The split behavior is now VASTLY cleaner, and the submunition stage is skipped entirely.
-- Split distance may be somewhat different.
- Improved visual effect.
- Damage per blast reduced by 9%.

Sidensvans
- Added a custom missile AI
-- Will now split into three small and strongly homing submunitions if the missile is a near miss or has been sufficiently damaged.
-- The SubSRMs deal 80 HE damage each, have a short lifespan, and are very fragile.
- Nominal range reduced by 33%.

Skrål
- Added a custom systems AI.
-- Fighters will now preserve their burn charges until they are in final approach, or are returning to the carrier.
--- While in approach for a bombing run the fighters will coordinate their burn timing.
--- While returning fighters will use any remaining charges to evade individually.
- Maximum turn speed increased by 100%.
- OP cost reduced to 12.

Grus
- Now launches one flare per fighter, not two.

Kalk
- Missile pack now fires Sidensvans submunitions (see above).

Diskordant
- Spatterguns have had their base damage reduced and will now stick to the target and deal additional damage over time (see above).

Jämmer
- Karbinfräsare damage increased by 30%.

Skrän
- Max speed reduced to 225.
- Gun damage increased by ~21%
- ER field damage tripled.
- Both the Microjursla and the ER Field will now generate significant amounts of flux.
- Flux stats adjusted.

Oklang
- Hull integrity increased by 50%.
- Armor increased by 33%.

Tensor Drive, Heavy Tensor Drive
- Improved visual effect.
- Will now repel and deal damage over time to any ships that it would otherwise collide with.
- Affects all ships, and fighters belonging to any other ship.

Gravity Shield
- The safety shutoff will now only engage if the ship's shield is active.
- Fixed a bug which resulted in BaB-type projectiles to always get pushed towards absolute left.
- Reduced BaB deflection by 33%

Absolute Territory Field
- Fixed a very odd bug which could cause a crash under rare circumstances.
- Now also affects friendlies.

Arcfault Insulator
- Renamed Arcfault Ejector
- Overload duration reduction reduced to 20%.
- In addition to reducing overload duration, the hullmod will now emit a powerful gravitic burst when the ship is overloaded or destroyed.
-- The burst potency scales by ship size and does not discriminate based on teams.

Blueprint reshuffling
- Heavy Spattergun to Stjärngård
- Fräsare, Svepfräsare to HEL
- Linjär PK to Laboratory

Updated several ship variants.
Added missing variants for the rare Flock.
Rare flock maintenance and deployment cost increased to 19.
Simplified several fighter bounds.
Simplfied Gnejs bounds.
Refined Venture (RB) bounds.
Fixed a bug which caused considerably more Gryning to spawn than intended.
Fixed a bug which would cause the Ruster industry synchronization script to conclude prematurely.
Fixed Ramshield not affecting the Sunder (Ryak)
Fusion Burst Laser autofit weights reduced.
Belt Blaster projectile color shifted towards red.
Ballebo can now show up as a rare blueprint.
Added skin-specific codex entry for the Hornfels (LP)

(https://i.imgur.com/dNS3FOH.png) (https://i.imgur.com/MnUGO7I.png)
(https://i.imgur.com/79IiHmM.png) (https://i.imgur.com/Cr3T0Ji.png) (https://i.imgur.com/rGUQQZl.png)
Title: Re: [0.9.1a] prv Starworks v16.1 (2020-06-10)
Post by: prav on July 10, 2020, 12:12:49 PM
v17 release download and notes are on the last post of the previous page.

Does the swarm host make it's fighters stronger, or is it just a fun way to use fighters without a physical carrier?

The supply cost per wing is pretty good, and the HVB version has a Targeting Feed system. The general behavior also favors some kinds of bombers, which will have very fast attack runs, essentially immediately firing and going back to reload. (Careful with that though; reloading bombers build flux. Keeping a durable non-bomber wing in a swarm is generally a good idea.)

But otherwise no, no explicit stat buffs or the like.
Title: Re: [0.9.1a] prv Starworks v17 (2020-07-10)
Post by: Albreo on July 20, 2020, 08:58:41 PM
A swarm host, with a bit of imaginative mod, without fighter, can be made into an almost invincible decoy. The only thing that can harm it a little is Tach-lance and it can still tank it for a few minutes.

Valljud ability is very OP against orbital station.

Gravity mine is very strong and cheap to deploy.

Title: Re: [0.9.1a] prv Starworks v17 (2020-07-10)
Post by: onychannel on August 14, 2020, 12:06:06 PM
I encountered an issue with the Valljud in the most recent update, it appears to create the old disruption mine instead of the disruption zone. I checked the ships.csv and it is listed and the disruption mine. not sure what other info to provide atm
Title: Re: [0.9.1a] prv Starworks v17 (2020-07-10)
Post by: prav on August 19, 2020, 12:51:17 AM
I encountered an issue with the Valljud in the most recent update, it appears to create the old disruption mine instead of the disruption zone. I checked the ships.csv and it is listed and the disruption mine. not sure what other info to provide atm

If you have distortion effects from graphicslib turned off it will look very similar to the old mine - but should still function correctly mechanically, disrupting ships that are within it's area of effect.

Beyond that, no idea.
Title: Re: [0.9.1a] prv Starworks v18.1 (2020-08-19)
Post by: prav on August 19, 2020, 12:53:46 AM
DOWNLOAD (https://github.com/johcas/prvStarworksRelease/releases/download/v18.1/prv.Starworks.v18.1.rar)


v18.1
- Fixed a rare crash related to memory management.

####

v18

Added the Fasfasa mission
- Take on a Tri-Tachyon blockade using a prv specops detachment.
- Watch out of the phase jammer!

Added the At the gates of HEL mission
- Fight for your life as a Rust Belt raid intercepts your trade convoy.
- The HEL are scrambling a relief force. Stay cool.

Added the Kvarts Phase Cruiser
- The Rusters have managed to steal enough phase coils and graviton cores to build their very own Doom knockoff.
- Lacking a standard shield it instead relies on a Gravity Pulse Core for protection.

Added the Plasma Agitators hullmod
- Rare hullmod that can be acquired at the Laboratory Complex.
- Causes Spattergun plasma to explode rather than burn.
-- Don't let the 50% conversion rate fool you; it's quite effective.

Added the Ramshield Adjunct hullmod
- Rare hullmod that can be acquired at the Laboratory Complex.
- A modular version of the Ramshield.
- It places some additional strain on the shield generator, but can be installed on most ships.

Ljus
- Hybrid turret arc reduced to 70°.

Tystnad
- Ballistic medium turret now faces forwards.

Jämmer Wing
- Autofit priority reduced to bomber3

Diskordant Wing
- Autofit priority increased to bomber4

Skära
- Built-in Ljungeld (Damaged) range increased by 100%.

Skrål Bomber
- Added missing system description.
- Improved system AI.

Spatterguns, all sizes
- Shield spatter damage type changed to energy.
-- Damage values are unchanged.

Spatterfire
- Damage rate reduced to 2 ticks per second.
-- Armor will be less effective at reducing the damage from heavy burns.
-- Net application rate is unchanged.
-- Exact amount per tick is ((remaining plasma damage * 0,25) + 30) * 0,5
--- Eg. 300 damage stored (one full Spattergun volley) creates damage ticks of 53, 46, 40, etc energy damage (before armor).

Studsare
- Bouncing behavior adjusted - will now behave more closely in line with the "skips on the outside of the shield" concept.
- Seeking behavior toned down, will now aim for new targets in a 45° cone from its impact angle.
-- ie it will no longer bounce backwards.
- Rate of fire increased by 12.5%.
- Trail size reduced.

Automatstudsare
- Bouncing behavior adjusted - will now behave more closely in line with the "skips on the outside of the shield" concept.
- Seeking behavior toned down, will now aim for new targets in a 45° cone from its impact angle.
-- ie it will no longer bounce backwards.
- Maximum number of bounces uncapped.
- Damage and flux per shot increased by 12.5%.
- Rate of fire increased by ~40%.
-- Net throughput is now 650/second, an increase of 57%.
- Recoil buildup and recovery rates reduced.

Gravity Shield
- Optimized AI code.
-- Exact behavior may be slightly different.

Tensor Drive
- Added special-casing when resetting the collisionclass for fighters with burned-out engines and phased ships.

Gravity Mine Strike
- Replaced with Gravity Well
- The mines will now repel objects near them while active.
- The mines will also give off a repelling blast when they time-detonate.
- Homing reduced.

EMP Cluster Mine Strike
- Updated.
- The mines will now give off light EMP arcs while active.
- The mines will also detonate into a more potent set of arcs.
- Homing reduced.

Rörsångare Torpedo
- Missile durability increased by ~30%.
- Vfx tweaked.
- Adjusted AI threat profile; enemy ships will now be more likely to keep shields up while the missile is discharging.

Ramshield
- Shield will now change color based on deployment state.
- Icon updated.

Blast Heater
- Thresholds improved to 33%/67%.
- Ballistic ROF increase and Energy flux discount doubled.
- Reduced CPU load.

Arc Smelter
- Will now keep its tracker state between save reloads, and only report smelt amounts of 1 or more.
- Improved smelting logic.
- Now leaves a message intel notification instead of a floating text.

War Syndicate
- Blueprint can now be acquired.
- Will now continue operating if controlled by a faction that matches one of the following:
-- Are the Rust Belt.
-- Have a Suspicious or better relationship with the pirates.
- Other factions will attempt to shut down the industry as soon as they are able. The success chance is based on market stability.
- Added an intel item for syndicate industry changes.

Campaign
- The Ryak HEL's Dazzling Lights condition will now add a slight increase to population growth.
- Ryak HEL volatiles reduced to 'diffuse'.
- Rust Belt fleets will now contain slightly more phase ships and slightly fewer line ships.
- The prv will now occasionally reshuffle their naval doctrine.
- Rust Belt weapon preferences updated
-- Siege Akers replaced with Storm Needler
-- Removed all ballistic weapons from the priority list; ballistics will now be fit without any particular preference.
- prv weapon preferences updated
-- Gauss Cannon access added.
-- Hephaestus Assault Gun, Assault Chaingun and Hypervelocity Driver access removed.
-- Removed the priority list; weapons will now be fit without any particular preference.
- Greatly increased the priority of Laboratory Complex and War Syndicate HQ industries when generating a random Nexerelin sector.

Console
- Added the "smeltore" console command: instantly performs one week's worth of ore processing.
- Added the "shuffledoctrine" console command: permanently shuffles the specified faction's fleet doctrine.
-- While only intended to be used on the prv, it can be used on any faction. Keep in mind that there is no reset command.
- Added the "syncrusterindustry" console command: forces a synchronization pass on all War Syndicate line industries.
-- Created to aid development. There is no reason to use this in a normal game.

Centered Eldsjäl's rear small turret.
Brand "Standard" variant renamed "Advanced".
Removed errant Kartesch BP tags.
Corrected the engine attachment point for Sidensvans submunitions.
Fixed a bug which would prevent Skrål from using their system while returning to the carrier unless they were the wing leader.
Fixed a bug which would cause the Gravity Shield safety shutoff sound to play at the wrong volume.
Fixed a bug which would cause phased ships or fighters with disabled engines to recieve the wrong collision class when reset from a Tensor Drive effect.
Fixed a bug which could cause a crash if Gravity Shield was used by a ship without a shield.
Fixed a bug which could cause a crash if Disruption Zone was used by a ship without a shield.
Fixed a bug which could cause a crash if a gravitic effect with added damage was applied to a ship without a shield.
Fixed a bug which caused Gravity Shield to display an incorrect statusinfo. Actual flux usage has not changed.
Fixed a bug which caused Remission shells to ignore muzzle the flash particle color of the targeted weapon when choosing effect color.
Fixed a bug which would let a Tensor Drive overwrite the damage of a Heavy Tensor Drive.
Improved Ruster Industry Manager code performance.
Added missing Ballebo variants to DSR.
Further reduced the spawn rate of the Gast for prv fleets.
Improved how certain gravitic effects affect certain types of projectiles.
Increased patch note vagarity.

Mod intercompatability
- Added a hullmod whitelist for the Laboratory Complex to ensure that an otherwise hidden or restricted hullmod can show up there.
- Use the "prv_lab_bp" tag to opt in.
- "prv_lab_exclude" opt-out remains.
- Added an optional .faction "custom":{"syndicateName": "your syndicate name here",},
-- Use if you want to specify a syndicate name for a faction. Otherwise one will be picked from the sector-wide name list.
-- Should work with the format "[syndicateName] have established a Raider Base at Umbra" and "There are rumors that [syndicateName] are operating a Raider Base on the Hegemony station of Tigra City."
-- Criminals know no borders.
Title: Re: [0.9.1a] prv Starworks v18.1 (2020-08-19)
Post by: EpicLancer on August 23, 2020, 11:33:19 AM
im not sure what exactly broke but something did. just installed it and was starting a new game. tried reinstalling but still crashed. had it set to random gen, both factions off, rust belt off, prv off, and still crashes.

(http://puu.sh/GkYlO.png)
Title: Re: [0.9.1a] prv Starworks v18.1 (2020-08-19)
Post by: prav on August 23, 2020, 04:03:48 PM

I believe that's related to Free Stars Union (AicModPlugin), get the hotfix.
Title: Re: [0.9.1a] prv Starworks v18.1 (2020-08-19)
Post by: wakko151 on September 09, 2020, 01:24:07 PM
Hi, this is my first post on the forums. I registered just so I could write it. I have been playing the game for about 2 weeks now. It reminds me of Sid Meiers pirates. Loved that game. As a fulltime gamer I didn't want to learn the game vanilla. It seemed like a waste of time. So I of course downloaded every single mod that seemed relativley balanced or added something and attacked the game like my life depended on learning every inch of it. I struggled at first to find a flag ship that suited my playstyle. I just felt like none of the ships really spoke to my playstyle. I tend to be a pirate. But all of that changed when i tried out a "prv Military Commander". I was given an Aska, a wolf variant designed to be sneaky, and a potato that focused on disabling ships.

The Shadow in the Warp is a stock Aska fit with 3 Studsare Anti Armor shells that will hit a shield and bounce off of it sometimes hitting other people, friend or foe alike. I fit a bunch of cheap point defense on it and put in Missles. Doesn't matter what kind as long as they have some guidance. I tank it like crazy. Studsares are cheap to fit and low flux cost for a cruiser so you can just be firing all day with them without a care.

The first indication I even exist will be the missiles flying towards you from the edge of your view. Then you will see a giant purple gorilla slowly ploding towards you. Then it will teleport in front of you, squaring off and firing Anti-Armor rounds into your shield like an idiot. Then the missiles hit you. Forgot about them. Then you suddenly realize all your support has peeled off because the rounds are flying off your shield and smacking them at weird angles. Anyone near you is going to be hurting. Its just you and the purple ape. And then its behind you. Firing into your engines. As you spin out of control and your crew struggles to get the engines back online a ship drops out of cloak near you like a purple potato and drops an ion field which you drift through. The purple gorilla relentlessly mauls you until you explode.

Thank you for making the Aska. When i was first learning to use it I died alot to over confidence and bad fitting descions. It is an amazing ship.
Title: Re: [0.9.1a] prv Starworks v18.1 (2020-08-19)
Post by: Pokpaul on January 10, 2021, 06:59:42 AM
Is there any way to easily find out about where the Ruster base is when they're raiding your system, like the pirate in the bar? Haven't found any so far.
Title: Re: [0.9.1a] prv Starworks v18.1 (2020-08-19)
Post by: Requal on January 25, 2021, 11:33:23 AM
I recommend adding a list of all added ships so we see what we add.