Fractal Softworks Forum

Starsector => Mods => Topic started by: connortron7 on August 24, 2020, 06:11:20 PM

Title: [0.97a] Exalted (V1.4) DO YOU FEEL BUFF? BECAUSE I DO!
Post by: connortron7 on August 24, 2020, 06:11:20 PM
                                                                                  (https://i.imgur.com/ZWEHvGs.png)
DELETE THE OLD VERSION OF THIS MOD BEFORE UPDATING (do that for all mods)
The Download for version 1.4: https://github.com/connortron7/The-Exalted/raw/master/Exalted.zip

if you find any problems or have some opinions on balance let me know here or on discord! (preferably discord)


The Ships (not all)
Spoiler
(https://i.imgur.com/HkWdohR.png)
[close]

The Weapons (not all)
Spoiler
(https://i.imgur.com/usAcTT1.jpg)
[close]

 The Exalted are ex-Tri-Tachyon Corporation members who have grown to strongly dislike them over the years. Shortly after the Second AI War began, the forerunners of the Exalted took advantage of the chaos to flee the Core Worlds with a massive amount of ships, personnel and supplies. Long after the war ended, Tri-Tachyon Corporation was primarily occupied with rebuilding itself and assumed the mass amount of company property lost during their conflict with the Church and Hegemony was destroyed in the war, ensuring the Exalted's freedom and anonymity, allowing them to pursue their own goals.

The Exalted believe that advanced technology is the only hope to survive in the current political climate they find themselves in and have come to the conclusion that Tri-Tachyon's abuse of technology, the Galactic Church's ignorance and the Terran Hegemony's stubborn clingyness to a dead empire will be the end of humanity. Instead, these people choose to campaign against such beliefs. Within their short time in power, they have earned a reputation for being cruel and ruthless to any military officer unfortunate enough to be captured, but merciful to any innocents caught in between the crossfire of most battles.



Supported mods:
Nexerelin: https://fractalsoftworks.com/forum/index.php?topic=9175.0
Vayras Sector: https://fractalsoftworks.com/forum/index.php?topic=16058.0 (1 HVB)
Commissioned Crews: https://fractalsoftworks.com/forum/index.php?topic=16677.0

Credits
Spoiler
avanitia and JRG for some major description changes
exalted theme: acid by bdog705 https://www.newgrounds.com/audio/listen/628892
Sound effects obtained from https://www.zapsplat.com
[close]

Change Log
Spoiler
V:1.4: breaks saves

general changes:
fixed several typos/mistakes in descriptions
removed heavy burst laser from known weapons (plasma morter taking its spot)
added hielo heavy shredder
added trueno bolt gun
removed geist
removed witch
removed plague

ship systems:

possession:
added shimmer visual effect
increased active time from 4 to 8 seconds
increased cooldown time from 5 to 15 deconds
changed AI_TYPE tag from MANEUVERING_JETS to WEAPON_BOOST

weapons:

updated shot/glow colors of fuego, agua, tierra and aire weapons

plasma mortar:
now acts as a point defence weapon
increased flux per shot from 370 to 400
decreased range from 450 to 350

aire burst laser:
decreased sound volume
decreased chargeup from 1 to 0.7
decreased flux per shot from 25 to 20
decreased weapon market tier allowing more common spawns in markets and easier access

fuego blaster:
decreased flux per shot from 65 to 60
decreased weapon market tier allowing more common spawns in markets and easier access

agua blaster:
decreased chargedown from 0.5 to 0.4
decreased flux per shot from 130 to 110
increased max range from 450 to 500
decreased weapon market tier allowing more common spawns in markets and easier access

tierra burst cannon:
increased flux per shot from 400 to 450

varna PD laser:
increased flux per shot from 4 to 5

ship changes:

apparition:
edited sprite to be less bright at the front

vampire:
increased max flux from 5900 to 6500
increased max dissipation from 350 to 450

spirit:
increased max flux from 3100 to 3300
increased max dissipation from 170 to 200

wraith:
increased max flux from 11700 to 14000
increased max dissipation from 700 to 850
increased max speed from 60 to 75
increased max burn from 7 to 8

lich:
increased max flux from 12700 to 13400

odyssey (EX): making the super ship super
increased shield efficiency from 0.7 to 0.6
increased sheild arc from 90 to 120
prototype emp reactor no longer prevents weapon fire
increased range of prototype emp reactor arcs from 900 to 1000
decreased sprite saturation

nightmare:
increased max flux from 11000 to 13000

non (EX) variants of hoshiko and cielo:
changed tech/manufacturer from exalted to hightech
fixed not spawning in independent fleets

V:1.3.3: not save safe
general changes:
removed and combined all 3 phylactorys
fixed faction intel showing up even when destroyed
removed mention of the werewolf from an indo-evo file causing a rare crash
fixed eerie mis-spell
fixed exalted ships not showing up in the nex start after hitting "randomize ships"
fixed grand fleet start in nex
added support for tomatopastes HexShields mod
gave the exalted access to ballistic weapons for nex mining fleet purposes

additions:
added the faint class light frigate to exalted fleets
added a civ version of the cielo to the hightech_bp
added the hoshiko salvage vessel to the hightech_bp
added the hoshiko (EX) salvage vessel to exalted fleets

ship changes:

omen (EX):
decreased max OP from 40 to 35

V:1.3.2: save safe
general changes:
fixed osiris star system placement
removed ground support package from phylactery MK.III
replaced the spectral cloak on the witch and geist with regular phase cloak
fixed the elemental weapons sound issue (wont be so loud and wont come through both ears when weapon is to the side)
updated faction ship starts with nex installed (with a new super ship start)


odyssey (EX):
added as a super ship start with nex installed
increased ordnance points from 280 to 310
increased shield efficiency from 0.9 to 0.7
increased peak CR from 600 to 700
increased supplies a month/deployment points from 45 to 55
    (prototype EMP emitter):
    increased arc damage from 200 to 300
    increased arc EMP damage from 1000 to 1300
    increased range from 800 to 900



wraith:
decreased supplies a month/deployment points from 30 to 25



V:1.3.1: save safe
general changes:
fixed phylactery MK.III having 700 cargo instead of fuel
gave the cielo a description

V:1.3:
general changes:
split the blueprint into separate weapon and ship blueprints
added Phylactery MK.III
removed the Werewolf
added the Cielo
reduced size of the Aires projectile
adjusted Mausoleums background and Tombs market picture
added the "devious" faction trait with Nex installed
removed the priest HVB
added the Shrike (EX)
added weapon sounds to the Aire, Fuego, Agua and Tierra
edited the descriptions to remove any reference to anvil industries (rip)
NOTE:for some reason the exalteds open markets like to spam tankers, i cant figure out how to fix this. (i spent like 3 hours trying, sorry)


Eerie:
decreased shield efficiency from 0.4 to 0.5
improved shading on sprite

Lich:
decreased spawn rate by 60%

Phylactery:
increased max cargo space from 250 to 300

Phylactery (B):
renamed from (B) to MK.II

omen (EX):
replaced sprite
increased max OP from 35 to 40
decreased max cargo from 30 to 20


V1.2: NOT SAVE SAFE
general changes:
descriptions looked over and updated by JRG#5310 on discord
added a secondary teal color to the campaign and most exalted ships (phase ships and HVBs not included)
fixed exalted blueprint sprite showing up as blank
removed vayra raiding partys (at least till vayra fixes them)
added exalted ships to the sim

fantasma:
now has the COMBAT tag
increased supplies per month/deployment points from 20 to 25

mordare siege laser:
increased damage from 1300 to 2500
decreased flux per shot from 850 to 700
increased projectile speed from 700 to 900
decreased chargedown from 1.2 to 1

all voodoo missiles:
increased hitpoints from 150 to 200
increased damage from 450 to 500

varna pd laser:
increased damage from 15 to 20

witch:
increased OP from 40 to 45
increased max flux from 2600 to 2800

fuego blaster:
increased damage from 50 to 75

halvete cannon:
increased damage from 350 to 450
increased energy per shot from 250 to 400

wraith/lich/apparition:
completely reworked with new sprite

both phylacterys:
increased shield efficiency from 0.6 to 0.7

aire burst laser:
decreased flux per shot from 35 to 25

tierra burst cannon:
increased damage from 120 to 350
increased flux per shot from 150 to 400

geist:
increased max hull from 3000 to 3600

vampire:
decreased max flux from 6000 to 5900

eerie:
decreased shield efficiency from 0.7 to 0.4
decreased shield upkeep from 0.5 to 0.4
replaced fortress shield with active flare launcher

spirit:
removed high maintenance

nightmare:
bulked up the engines on the sprite and added smaller details


V1.1: save safe
general changes:
fixed most weapons not spawning in regular markets
migrated version checker to github


new ships/weapons:
plague class super fighter

the following descriptions have had major changes:
eerie
werewolf
spirit
vampire

delusion:
replaced the ecto beam with a diluted ecto beam (does 1/3 of the damage)
increased OP cost from 9

mordare siege cannon:
complete rework

exalted subsystems:
decreased CR degradation from 60 to 45
added increased shield unfold speed by 50%
added increased shield turn speed by 30%
made hardened shields incompatible

V1:
general changes:
added the Osiris star system near tri-tach space
mordare no longer targets fighters
lowered sound of market music for the exalted
added reinforced bulkheads to all HVBs (sorry completely forgot)
the exalteds blueprint package is now rarer
new faction flag
grave is no longer a freeport
edited the exalteds engine and shield colors
upgraded the battlestation on Tomb to a Starfortress
added several AI Cores to industries on exalted worlds
changed the location of mausoleum (high above Haven and Westernesse)
replaced space port on tomb with mega port
replaced corrupted nanoforge on tomb with a pristine nanoforge
commissioning with the exalted now makes the player friendly to the remnant
refined known weapon blueprints



new ships/weapons:
fairy class kinetic bomber to exalted fleets
witch class phase frigate to exalted fleets
phylactery (B) class troop transport to exalted fleets
voodoo launcher (large missile) to exalted ships
fuego blaster (medium energy) to exalted ships
eerie class defense frigate to exalted fleets
agua blaster (medium energy) to exalted ships
aire burst laser (small energy) to exalted ships
werewolf class attack destroyer to exalted fleets

ships that had a full overhaul including new sprites and stats:
wendigo
geist
spirit
fantasma

following ships/weapons have had minor/major sprite changes, but little to no stat changes:
omen (EX)
nightmare
plasma mortar (formally plasma caster)
varna PD laser
apparition

following weapons have been renamed:
plasma caster to plasma mortar
halvete MK.2 to halvete

removed these ships/weapons:
mercury EX
doom EX
wolf EX
regular halvete


plasma mortar (formally plasma caster)
increased range from 450 to 550

apparition:
decreased max fuel/LY from 5 to 4
decreased max fuel from 100 to 40
decreased max cargo from 150 to 80


possession:
edited color change to engines and weapon glow
now properly shows speed and maneuverability increase on left of screen

voodoo MRM:
decreased ordinance cost from 5 to 4


nightmare:
removed 1 large hardpoint
[close]
Title: Re: [0.9.1a] The Exalted (V1.0) New independence, sprite overhual and new weapons.
Post by: BigBeans on August 24, 2020, 06:13:59 PM
Are you splitting up Anvil?

EDIT: Answered in the Anvil thread haha
Title: Re: [0.9.1a] The Exalted (V1.0) New independence, sprite overhaul and new weapons.
Post by: e on August 26, 2020, 01:56:18 AM
The Exalted don't have a Nexerelin diplomacy profile in my game, this probably means they don't have diplomacy traits or stuff like that. If it's the case, you should consider adding those.
Title: Re: [0.9.1a] The Exalted (V1.0) New independence, sprite overhaul and new weapons.
Post by: connortron7 on August 26, 2020, 12:24:09 PM
The Exalted don't have a Nexerelin diplomacy profile in my game, this probably means they don't have diplomacy traits or stuff like that. If it's the case, you should consider adding those.

Not sure why, they show up on my end just fine. Thats odd.
Title: Re: [0.9.1a] The Exalted (V1.0) New independence, sprite overhaul and new weapons.
Post by: e on August 26, 2020, 12:54:08 PM
The Exalted don't have a Nexerelin diplomacy profile in my game, this probably means they don't have diplomacy traits or stuff like that. If it's the case, you should consider adding those.

Not sure why, they show up on my end just fine. Thats odd.

I'll reinstall and keep trying and see if i messed something up or something.

EDIT:
Ok, so, for reasons unknown to me it is now working as intended, now it has a diplomacy profile and and everything as it should. So i guess nevermind what i said before, i screwed up somewhere, somehow. :o

Sorry for the inconvinience!
Title: Re: [0.9.1a] The Exalted (V1.0) New independence, sprite overhaul and new weapons.
Post by: connortron7 on August 26, 2020, 01:10:47 PM
The Exalted don't have a Nexerelin diplomacy profile in my game, this probably means they don't have diplomacy traits or stuff like that. If it's the case, you should consider adding those.

Not sure why, they show up on my end just fine. Thats odd.

I'll reinstall and keep trying and see if i messed something up or something.

EDIT:
Ok, so, for reasons unknown to me it is now working as intended, now it has a diplomacy profile and and everything as it should. So i guess nevermind what i said before, i screwed up somewhere, somehow. :o

Sorry for the inconvinience!
No worries, as long as it works!
Title: Re: [0.9.1a] The Exalted (V1.1) minor changes, version checker fix and new fighter
Post by: connortron7 on September 15, 2020, 12:18:39 PM
ayyy first update, nothing major, save safe


Spoiler
V1.1:
general changes:
fixed most weapons not spawning in regular markets
migrated version checker to github


new ships/weapons:
plague class super fighter

the following descriptions have had major changes:
eerie
werewolf
spirit
vampire

delusion:
replaced the ecto beam with a diluted ecto beam (does 1/3 of the damage)
increased OP cost from 9

mordare siege cannon:
complete rework

exalted subsystems:
decreased CR degradation from 60 to 45
added increased shield unfold speed by 50%
added increased shield turn speed by 30%
made hardened shields incompatible
[close]
Title: Re: [0.9.1a] The Exalted (V1.1) minor changes, version checker fix and new fighter
Post by: fellabrando on October 02, 2020, 03:03:17 PM
Looking forward to seeing this developed dude.

I hope it is easy to make it compatible with the majority of mods for Starsector.

I've got a good computer so I like to pile it on. The more factions fighting each other the better!
Title: Re: [0.9.1a] The Exalted (V1.1) minor changes, version checker fix and new fighter
Post by: connortron7 on October 02, 2020, 07:11:58 PM
Looking forward to seeing this developed dude.

I hope it is easy to make it compatible with the majority of mods for Starsector.

I've got a good computer so I like to pile it on. The more factions fighting each other the better!
Glad to hear it! At the moment im kinda taking a break from modding as i burned myself out a little bit (gonna get back to it in the future) trying to work on 2 mods and potentially a 3rd, but i do have some more plans id like to implement down the line including more custom relations between modded factions.
Title: Re: [0.9.1a] The Exalted (V1.1) minor changes, version checker fix and new fighter
Post by: connortron7 on November 11, 2020, 08:33:30 PM
not dead! lifes been a mess recently on top of the heavy focus on anvil for the tournament so progress has been slow. heres the wraiths new sprite, still a WIP but mostly there.


Spoiler
(https://i.imgur.com/BAyXiT2.png)
[close]
Title: Re: [0.9.1a] The Exalted (V1.1) minor changes, version checker fix and new fighter
Post by: Space Dynamics on January 15, 2021, 12:17:06 PM
I was trying to figure out why my game slowed to a crawl, then approached a system containing your faction. I can't say for sure that was the issue but good lord look at all that! There were just as many patrolling outside of the system, it was crazy!

(https://i.postimg.cc/28VNgXPf/screenshot010.png)
Title: Re: [0.9.1a] The Exalted (V1.1) minor changes, version checker fix and new fighter
Post by: connortron7 on January 15, 2021, 01:24:03 PM
I was trying to figure out why my game slowed to a crawl, then approached a system containing your faction. I can't say for sure that was the issue but good lord look at all that! There were just as many patrolling outside of the system, it was crazy!

(https://i.postimg.cc/28VNgXPf/screenshot010.png)
Ah yeah, you have varyas sector installed? I think the raiding function does that, ill remove compatibility next update so this doesn't happen, at least till varya updates.

Speaking of which the new lich sprite is nearing completion so after that a few minor changes and the next exalted update will be out
Title: Re: [0.9.1a] The Exalted (V1.1) not dead! new update out in a month or so.
Post by: connortron7 on January 31, 2021, 03:03:40 PM
still not dead! the new lich sprite is mostly done, gotta smooth alota stuff and mess with shading.
bouncing around the idea of a green secondary color as having one color can be bland. but not 100% sure yet
(https://i.imgur.com/yusI3FT.png)

once this is done all thats left is to make a new apparition sprite then a few bug fixes and its ready to roll out, lifes been slowin this down, i used to be able to shoot these updates out monthly but oh well, better late then never
Title: Re: [0.9.1a] The Exalted (V1.2) a new hope
Post by: connortron7 on February 10, 2021, 03:35:24 PM
big update! save breaking, lots of stuff changed

Spoiler
V1.2: NOT SAVE SAFE
general changes:
descriptions looked over and updated by JRG#5310 on discord
added a secondary teal color to the campaign and most exalted ships (phase ships and HVBs not included)
fixed exalted blueprint sprite showing up as blank
removed vayra raiding partys (at least till vayra fixes them)
added exalted ships to the sim

fantasma:
now has the COMBAT tag
increased supplies per month/deployment points from 20 to 25

mordare siege laser:
increased damage from 1300 to 2500
decreased flux per shot from 850 to 700
increased projectile speed from 700 to 900
decreased chargedown from 1.2 to 1

all voodoo missiles:
increased hitpoints from 150 to 200
increased damage from 450 to 500

varna pd laser:
increased damage from 15 to 20

witch:
increased OP from 40 to 45
increased max flux from 2600 to 2800

fuego blaster:
increased damage from 50 to 75

halvete cannon:
increased damage from 350 to 450
increased energy per shot from 250 to 400

wraith/lich/apparition:
completely reworked with new sprite

both phylacterys:
increased shield efficiency from 0.6 to 0.7

aire burst laser:
decreased flux per shot from 35 to 25

tierra burst cannon:
increased damage from 120 to 350
increased flux per shot from 150 to 400

geist:
increased max hull from 3000 to 3600

vampire:
decreased max flux from 6000 to 5900

eerie:
decreased shield efficiency from 0.7 to 0.4
decreased shield upkeep from 0.5 to 0.4
replaced fortress shield with active flare launcher

spirit:
removed high maintenance

nightmare:
bulked up the engines on the sprite and added smaller details
[close]
Title: Re: [0.9.1a] The Exalted (V1.2) Back on the saddle again
Post by: JamesCawl on March 09, 2021, 04:26:37 AM
Hey man are you still working on the mod?
I know it might not be very rewarding but you are actively providing people some enjoyment in this trying times.
Title: Re: [0.9.1a] The Exalted (V1.2) Back on the saddle again
Post by: connortron7 on March 09, 2021, 05:09:36 AM
Hey man are you still working on the mod?
I know it might not be very rewarding but you are actively providing people some enjoyment in this trying times.
I am! Just slow atm, working on a another mod atm (more information on the now dead Anvil Industries forum page) and trying to get it into a playable state.
Exalted will probably get updated around the release of the other mod tbh, just dont know when that is.

As for the next updates changes:
Adding a tanker phylactery
Replacing the omen (ex) with a new frigate
Removing the priest HVB
Hopefully adding some custom sounds for the weapons
Replacing the werewolf with the ceilo from anvil (rip)
And maybe a new urn sprite? No promises on that yet.
Title: Re: [0.9.1a] The Exalted (V1.2) Back on the saddle again
Post by: Dazs on March 21, 2021, 06:51:16 PM
Sorry to post this here but you do not have a page for your new mod's beta. I activated "Keruvim Shipyards beta V0.1.1: Minor balancing and crash fix!" from the discord and it seems to have an issue with Vayra's sector bounties:

362467 [Thread-8] INFO  sound.oo0O  - Cleaning up music with id [miscallenous_main_menu.ogg]
362860 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.intel.VayraPersonBountyIntel.pickReason(VayraPersonBountyIntel.java:648)
   at data.scripts.campaign.intel.VayraPersonBountyIntel.<init>(VayraPersonBountyIntel.java:244)
   at data.scripts.campaign.intel.VayraPersonBountyManager.createEvent(VayraPersonBountyManager.java:310)
   at data.scripts.campaign.intel.VayraPersonBountyManager.advance(VayraPersonBountyManager.java:284)
   at data.scripts.VayraModPlugin.onNewGameAfterTimePass(VayraModPlugin.java:225)
   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.Ò00000(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)
362935 [Thread-11] INFO  sound.oo0O  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
362935 [Thread-11] INFO  sound.null  - Playing music with id [miscallenous_main_menu.ogg]
Title: Re: [0.9.1a] The Exalted (V1.2) Back on the saddle again
Post by: connortron7 on March 22, 2021, 04:23:10 AM
Sorry to post this here but you do not have a page for your new mod's beta. I activated "Keruvim Shipyards beta V0.1.1: Minor balancing and crash fix!" from the discord and it seems to have an issue with Vayra's sector bounties:

362467 [Thread-8] INFO  sound.oo0O  - Cleaning up music with id [miscallenous_main_menu.ogg]
362860 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.intel.VayraPersonBountyIntel.pickReason(VayraPersonBountyIntel.java:648)
   at data.scripts.campaign.intel.VayraPersonBountyIntel.<init>(VayraPersonBountyIntel.java:244)
   at data.scripts.campaign.intel.VayraPersonBountyManager.createEvent(VayraPersonBountyManager.java:310)
   at data.scripts.campaign.intel.VayraPersonBountyManager.advance(VayraPersonBountyManager.java:284)
   at data.scripts.VayraModPlugin.onNewGameAfterTimePass(VayraModPlugin.java:225)
   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.Ò00000(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)
362935 [Thread-11] INFO  sound.oo0O  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
362935 [Thread-11] INFO  sound.null  - Playing music with id [miscallenous_main_menu.ogg]
Are you using the latest version? I updated it within an hour of release to fix that.
Also you could have just told me on discord  :P
Title: Re: [0.9.1a] The Exalted (V1.2) Back on the saddle again
Post by: connortron7 on March 26, 2021, 10:47:45 AM
I won't be updating the Exalted for a little bit, id like to play vanilla and experience the new stuff naturally and have a chill time, but it wont be terribly long before im gonna dig in and get em workin, just not right away.
Title: Re: [0.95a] The Exalted (V1.3) Tankers by the Numbers, Troubles by the Score
Post by: connortron7 on March 28, 2021, 12:53:14 PM
aaaand we got ourselves an update, everything should work but! lmk if something doesnt


Full update changelog:
Spoiler
V:1.3:
general changes:
split the blueprint into separate weapon and ship blueprints
added Phylactery MK.III
removed the Werewolf
added the Cielo
reduced size of the Aires projectile
adjusted Mausoleums background and Tombs market picture
added the "devious" faction trait with Nex installed
removed the priest HVB
added the Shrike (EX)
added weapon sounds to the Aire, Fuego, Agua and Tierra
edited the descriptions to remove any reference to anvil industries (rip)
NOTE:for some reason the exalteds open markets like to spam tankers, i cant figure out how to fix this. (i spent like 3 hours trying, sorry)


Eerie:
decreased shield efficiency from 0.4 to 0.5
improved shading on sprite

Lich:
decreased spawn rate by 60%

Phylactery:
increased max cargo space from 250 to 300

Phylactery (B):
renamed from (B) to MK.II

omen (EX):
replaced sprite
increased max OP from 35 to 40
decreased max cargo from 30 to 20
[close]
Title: Re: [0.95a] The Exalted (V1.3) Tankers by the Numbers, Troubles by the Score.
Post by: ER137 on March 28, 2021, 10:44:47 PM
Could u upload the mod to github or google drive?Just can't download from that website, tryed vpn but still can't make a connection
Title: Re: [0.95a] The Exalted (V1.3) Tankers by the Numbers, Troubles by the Score.
Post by: morriganj on March 29, 2021, 12:46:06 AM
I was poking through the files, because reasons, and read the changelog. I was wondering why the Priest was disabled from the current version of the mod? That ship was badass!
Title: Re: [0.95a] The Exalted (V1.3) Tankers by the Numbers, Troubles by the Score.
Post by: connortron7 on March 29, 2021, 01:56:51 PM
Could u upload the mod to github or google drive?Just can't download from that website, tryed vpn but still can't make a connection

https://github.com/connortron7/The-Exalted/blob/cee87107aaf47c784dfa0ee98443349066dbe670/Exalted.zip
let me know if this works


I was poking through the files, because reasons, and read the changelog. I was wondering why the Priest was disabled from the current version of the mod? That ship was badass!

yeah sorry. it and the old omen sprite where the last of the original pure grey sprites and well, pure grey sprites are bad, the sprite in general did not age well tbh and didn't fit with all the newer ones in terms of quality, and im not in the market to be making a decent capital ship sized sprite to replace it as thats always alota toruble.
Title: Re: [0.95a] The Exalted (V1.3.1) Tankers by the Numbers, Troubles by the Score.
Post by: connortron7 on April 03, 2021, 01:22:27 PM
quick hotfix

https://github.com/connortron7/The-Exalted/raw/master/Exalted.zip

V:1.3.1: save safe
general changes:
fixed phylactery MK.III having 700 cargo instead of fuel
gave the cielo a description
Title: Re: [0.95a] The Exalted (V1.3.1) Tankers by the Numbers, Troubles by the Score.
Post by: Arcarian Kano on April 05, 2021, 05:45:53 AM
quick hotfix

https://github.com/connortron7/The-Exalted/raw/master/Exalted.zip

V:1.3.1: save safe
general changes:
fixed phylactery MK.III having 700 cargo instead of fuel
gave the cielo a description

As someone who's been using the MK.III as cargo ships due to this prior; how bad is it going to be when I boot up my save? Lol
Title: Re: [0.95a] The Exalted (V1.3.1) Tankers by the Numbers, Troubles by the Score.
Post by: connortron7 on April 05, 2021, 08:27:20 AM
quick hotfix

https://github.com/connortron7/The-Exalted/raw/master/Exalted.zip

V:1.3.1: save safe
general changes:
fixed phylactery MK.III having 700 cargo instead of fuel
gave the cielo a description

As someone who's been using the MK.III as cargo ships due to this prior; how bad is it going to be when I boot up my save? Lol
Well it now has 700 fuel and 50 cargo, so tbh best to just keep taking advantage of it lol
Title: Re: [0.95a] The Exalted (V1.3.1) Tankers by the Numbers, Troubles by the Score.
Post by: Arcarian Kano on April 05, 2021, 09:09:23 AM
quick hotfix

https://github.com/connortron7/The-Exalted/raw/master/Exalted.zip

V:1.3.1: save safe
general changes:
fixed phylactery MK.III having 700 cargo instead of fuel
gave the cielo a description

As someone who's been using the MK.III as cargo ships due to this prior; how bad is it going to be when I boot up my save? Lol
Well it now has 700 fuel and 50 cargo, so tbh best to just keep taking advantage of it lol

Oof. Yeah, it was rough. I had to revert to the old version. At least until I can properly offload stuff. Any chance I can bribe you for a MK.IV that's a 700 cargo hauler? ;)
Title: Re: [0.95a] The Exalted (V1.3.1) Tankers by the Numbers, Troubles by the Score.
Post by: RemnantAI on April 05, 2021, 06:17:26 PM
This will be the mod pack for my next run. Thank you for the sweet looking content.
Title: Re: [0.95a] The Exalted (V1.3.1) Tankers by the Numbers, Troubles by the Score.
Post by: connortron7 on April 05, 2021, 07:07:46 PM
This will be the mod pack for my next run. Thank you for the sweet looking content.
Glad to hear it! And hey, you didnt hear it from me but the exalted are non-hostile with [REDACTED]  ;)
Title: Re: [0.95a] The Exalted (V1.3.1) Tankers by the Numbers, Troubles by the Score.
Post by: tiberazure on April 06, 2021, 05:28:44 AM
Hello, i was wondering how does one get acess to faction ships early in the game without nexaralin. Do you have to get comminsioned by the faction in order to gain acess to their ships. Sorry for dumb question, i guess its in general for other faction mods too. So I am starting a fresh 0.95a run,was just wandering how do procure custom factions ships in vanillaish setting.
Title: Re: [0.95a] The Exalted (V1.3.1) Tankers by the Numbers, Troubles by the Score.
Post by: RemnantAI on April 06, 2021, 01:06:55 PM
Starting up a new game with Exalt, Roider, and Tahlan shipyards.

When Underworld updates I really want to run a game with Exalt, Cabal, and Tritach.
Title: Re: [0.95a] The Exalted (V1.3.1) Tankers by the Numbers, Troubles by the Score.
Post by: connortron7 on April 06, 2021, 02:06:54 PM
Hello, i was wondering how does one get acess to faction ships early in the game without nexaralin. Do you have to get comminsioned by the faction in order to gain acess to their ships. Sorry for dumb question, i guess its in general for other faction mods too. So I am starting a fresh 0.95a run,was just wandering how do procure custom factions ships in vanillaish setting.
Early on Tombs blackjmarket always has nice exalted ships for sale, otherwise yeah just gotta complete missions for em, trade alot, give em ai cores and commission with them
Title: Re: [0.95a] The Exalted (V1.3.1) Tankers by the Numbers, Troubles by the Score.
Post by: Arcarian Kano on April 06, 2021, 02:36:09 PM
Hello, i was wondering how does one get acess to faction ships early in the game without nexaralin. Do you have to get comminsioned by the faction in order to gain acess to their ships. Sorry for dumb question, i guess its in general for other faction mods too. So I am starting a fresh 0.95a run,was just wandering how do procure custom factions ships in vanillaish setting.
Early on Tombs blackjmarket always has nice exalted ships for sale, otherwise yeah just gotta complete missions for em, trade alot, give em ai cores and commission with them

I also had luck with the black market's in the Mausoleum sector. I assume that the hotfix also means that the ship pool should be more balanced. Because I was having to use blackmarkets exclusively to get the other variants of the Phylactery. Particularly the I and II ones.
Title: Re: [0.95a] The Exalted (V1.3.1) Tankers by the Numbers, Troubles by the Score.
Post by: connortron7 on April 06, 2021, 03:11:58 PM
Hello, i was wondering how does one get acess to faction ships early in the game without nexaralin. Do you have to get comminsioned by the faction in order to gain acess to their ships. Sorry for dumb question, i guess its in general for other faction mods too. So I am starting a fresh 0.95a run,was just wandering how do procure custom factions ships in vanillaish setting.
Early on Tombs blackjmarket always has nice exalted ships for sale, otherwise yeah just gotta complete missions for em, trade alot, give em ai cores and commission with them

I also had luck with the black market's in the Mausoleum sector. I assume that the hotfix also means that the ship pool should be more balanced. Because I was having to use blackmarkets exclusively to get the other variants of the Phylactery. Particularly the I and II ones.
Yes the mausoleum black market thats what i said, tomb is in the mausoleum star system, also yeah ove always been having difficulties with freighter spawning, the faction as a whole spams tankers in the open market so much that the only place to get the cargo and crew phylacterys is the military and black market idk what the issue is
Title: Re: [0.95a] The Exalted (V1.3.1) Tankers by the Numbers, Troubles by the Score.
Post by: Arcarian Kano on April 06, 2021, 04:08:40 PM
Hello, i was wondering how does one get acess to faction ships early in the game without nexaralin. Do you have to get comminsioned by the faction in order to gain acess to their ships. Sorry for dumb question, i guess its in general for other faction mods too. So I am starting a fresh 0.95a run,was just wandering how do procure custom factions ships in vanillaish setting.
Early on Tombs blackjmarket always has nice exalted ships for sale, otherwise yeah just gotta complete missions for em, trade alot, give em ai cores and commission with them

I also had luck with the black market's in the Mausoleum sector. I assume that the hotfix also means that the ship pool should be more balanced. Because I was having to use blackmarkets exclusively to get the other variants of the Phylactery. Particularly the I and II ones.
Yes the mausoleum black market thats what i said, tomb is in the mausoleum star system, also yeah ove always been having difficulties with freighter spawning, the faction as a whole spams tankers in the open market so much that the only place to get the cargo and crew phylacterys is the military and black market idk what the issue is

Ah, I misread that. I thought you had meant the Catacombs one. That blackmarket and normal market both seem to be more balanced ship wise. Though the blackmarket definitely has the higher tier vessels.
Title: Re: [0.95a] The Exalted (V1.3.1) Tankers by the Numbers, Troubles by the Score.
Post by: RemnantAI on April 06, 2021, 06:58:02 PM
Are the Phalactry Tanker MKIII's supposed to have ground support package? It seems to make the Troop Carriers nearly redundant, looked like an oversight.

Also I am absolutely digging the faction, and everything.
Title: Re: [0.95a] The Exalted (V1.3.1) Tankers by the Numbers, Troubles by the Score.
Post by: GerdyBird43 on April 08, 2021, 04:33:25 AM
The factions lore and beliefs are badass!
Title: Re: [0.95a] The Exalted (V1.3.1) Tankers by the Numbers, Troubles by the Score.
Post by: connortron7 on April 08, 2021, 11:05:14 AM
Are the Phalactry Tanker MKIII's supposed to have ground support package? It seems to make the Troop Carriers nearly redundant, looked like an oversight.

Also I am absolutely digging the faction, and everything.

The factions lore and beliefs are badass!

ah yeah thats an oversight as i copied the MK.IIs ship file, that darned tanker keeps being the source of countless problems  :'(

also thanks! im glad this mods getting more folks playing and enjoying it recently (helps that it was one of the first updated for 0.95a lol)

Title: Re: [0.95a] The Exalted (V1.3.1) Tankers by the Numbers, Troubles by the Score.
Post by: RemnantAI on April 08, 2021, 04:18:36 PM
I am at 100% rep with The Exalted.

In my current playthrough I have only seen some of the higher end Exalted weapons populate once in their markets. I have been waiting a few months and still not seeing any of the high rep weapons for sale.

Edit: I bought out all the inventories and it seemed to help refresh it, maybe. I was looking for the Siege Cannon, which is hilarious. As far as balance is concerned it is OK vs shields, Good against Armor, and Fantastic against Hull, Flux efficient, and is neither too fast or slow.
Title: Re: [0.95a] The Exalted (V1.3.1) Tankers by the Numbers, Troubles by the Score.
Post by: Hanz_Gruber on April 11, 2021, 04:41:35 PM
Just a heads up, the Aire Burst Laser, the Fuego Cannon, the Tierra Burst Cannon, and the Agua Blaster are a lot louder than other weapon systems to the point where it drowns out sounds.
Title: Re: [0.95a] The Exalted (V1.3.1) Tankers by the Numbers, Troubles by the Score.
Post by: connortron7 on April 11, 2021, 06:24:58 PM
I am at 100% rep with The Exalted.

In my current playthrough I have only seen some of the higher end Exalted weapons populate once in their markets. I have been waiting a few months and still not seeing any of the high rep weapons for sale.

Edit: I bought out all the inventories and it seemed to help refresh it, maybe. I was looking for the Siege Cannon, which is hilarious. As far as balance is concerned it is OK vs shields, Good against Armor, and Fantastic against Hull, Flux efficient, and is neither too fast or slow.

yeah the mordare is a high rarity weapon like the tach lance, the main factor in higher grade exalted weapons is the fact that they only have 1 military market to spawn in so pickings are thin compared to vanilla weapons aswell ( i might look into doing something about that, maybe exalted weapons can be rarely found in independent markets or somethin idk)


Just a heads up, the Aire Burst Laser, the Fuego Cannon, and the Agua Blaster are a lot louder than other weapon systems to the point where it drowns out sounds.



my bad! ill tune it down a bit next update
Title: Re: [0.95a] The Exalted (V1.3.1) Tankers by the Numbers, Troubles by the Score.
Post by: Lprsti99 on April 13, 2021, 09:21:02 AM
(https://i.imgur.com/NPi05WL.png)

E: Also could just say "suffers from rapid CR degradation", or at least take out the its  ;D


EE: Aaaaaalso, according to the tech skill that improves phase ships, neither the geist nor the witch count as combat phase ships (says efficiency at x supply of combat phase, currently 0 with both in fleet).
Title: Re: [0.95a] The Exalted (V1.3.1) Tankers by the Numbers, Troubles by the Score.
Post by: connortron7 on April 19, 2021, 12:52:19 PM
(https://i.imgur.com/NPi05WL.png)

E: Also could just say "suffers from rapid CR degradation", or at least take out the its  ;D


EE: Aaaaaalso, according to the tech skill that improves phase ships, neither the geist nor the witch count as combat phase ships (says efficiency at x supply of combat phase, currently 0 with both in fleet).

thanks for the typo callouts  ;D

also i the prob there is i (like an idiot) want my spin on the phase cloak and made my own that doesnt count, that was in the early stages of exalted and ill replace em with the reg phase cloak.


the fix update is just around the corner here, been really busy.
Title: Re: [0.95a] The Exalted (V1.3.2) Tankers by the Numbers, Troubles by the Score.
Post by: connortron7 on April 19, 2021, 03:05:32 PM
new update, just full of fixes but have some updated nex stuff and ody EX balancing


change log:
Spoiler
V:1.3.2: save safe (i think)
general changes:
fixed osiris star system placement
removed ground support package from phylactery MK.III
replaced the spectral cloak on the witch and geist with regular phase cloak
fixed the elemental weapons sound issue (wont be so loud and wont come through both ears when weapon is to the side)
updated faction ship starts with nex installed (with a new super ship start)


odyssey (EX):
added as a super ship start with nex installed
increased ordnance points from 280 to 310
increased shield efficiency from 0.9 to 0.7
increased peak CR from 600 to 700
increased supplies a month/deployment points from 45 to 55
    (prototype EMP emitter):
    increased arc damage from 200 to 300
    increased arc EMP damage from 1000 to 1300
    increased range from 800 to 900



wraith:
decreased supplies a month/deployment points from 30 to 25
[close]
Title: Re: [0.95a] The Exalted (V1.3.2) Tankers by the Numbers, Troubles by the Score.
Post by: RemnantAI on April 19, 2021, 03:53:42 PM
new update, just full of fixes but have some updated nex stuff and ody EX balancing


change log:
Spoiler
V:1.3.2: save safe (i think)
general changes:
fixed osiris star system placement
removed ground support package from phylactery MK.III
replaced the spectral cloak on the witch and geist with regular phase cloak
fixed the elemental weapons sound issue (wont be so loud and wont come through both ears when weapon is to the side)
updated faction ship starts with nex installed (with a new super ship start)


odyssey (EX):
added as a super ship start with nex installed
increased ordnance points from 280 to 310
increased shield efficiency from 0.9 to 0.7
increased peak CR from 600 to 700
increased supplies a month/deployment points from 45 to 55
    (prototype EMP emitter):
    increased arc damage from 200 to 300
    increased arc EMP damage from 1000 to 1300
    increased range from 800 to 900



wraith:
decreased supplies a month/deployment points from 30 to 25
[close]

I like the changes, especially the super ship start. My issue with the Ex Odd is that without the plasma burn it really loses that maneuverability that allowed it to brawl.
Title: Re: [0.95a] The Exalted (V1.3.2) Tankers by the Numbers, Troubles by the Score.
Post by: Numenar on April 20, 2021, 04:49:02 PM
Game loading bug:

ship_systems.csv is missing line:

M21 Blaster Drones,anvil_m21drone,,,,,,,,35,,0,,0,0,,,,,,,,,,,graphics/icons/hullsys/drone_pd_high.png

I added it to 1.32 and now my main menu/game loads fine

Can someone verify ?
Title: Re: [0.95a] The Exalted (V1.3.2) Tankers by the Numbers, Troubles by the Score.
Post by: connortron7 on April 20, 2021, 04:57:10 PM
Game loading bug:

ship_systems.csv is missing line:

M21 Blaster Drones,anvil_m21drone,,,,,,,,35,,0,,0,0,,,,,,,,,,,graphics/icons/hullsys/drone_pd_high.png

I added it to 1.32 and now my main menu/game loads fine

Can someone verify ?
Did you delete the old version before adding this one?

Others have had the "problem" and it was because they overwrote the old one instead of deleting it
Title: Re: [0.95a] The Exalted (V1.3.2) Tankers by the Numbers, Troubles by the Score.
Post by: Numenar on April 20, 2021, 05:05:49 PM

Did you delete the old version before adding this one?

Others have had the "problem" and it was because they overwrote the old one instead of deleting it

Just tried, you are correct, it works as well. I only saw that save safe tag in changelog. Maybe add that red line: Don't be remnant AI, DELETE old folder NOT overwrite.
Title: Re: [0.95a] The Exalted (V1.3.2) Tankers by the Numbers, Troubles by the Score.
Post by: connortron7 on April 20, 2021, 05:43:11 PM

Did you delete the old version before adding this one?

Others have had the "problem" and it was because they overwrote the old one instead of deleting it

Just tried, you are correct, it works as well. I only saw that save safe tag in changelog. Maybe add that red line: Don't be remnant AI, DELETE old folder NOT overwrite.

ah yeah my bad, im so used to everyone knowing to do that with all mods that i forget newer folk dont know to do it. added a warning above the download
Title: Re: [0.95a] The Exalted (V1.3.2) Tankers by the Numbers, Troubles by the Score.
Post by: Jackindabox on April 21, 2021, 08:26:14 AM
Hey! Having a great time with the mod so far. One thing I noticed is that There are no phylactery Mk.I's in the mausosleum system. There are 15 Mk.III's, and 6 MkII's across the markets on Tomb. Is this intentional? I didn't see anyone else asking this question so perhaps it's just something on my end. Thanks for your response and this awesome mod!
Title: Re: [0.95a] The Exalted (V1.3.2) Tankers by the Numbers, Troubles by the Score.
Post by: connortron7 on April 21, 2021, 08:50:23 AM
Hey! Having a great time with the mod so far. One thing I noticed is that There are no phylactery Mk.I's in the mausosleum system. There are 15 Mk.III's, and 6 MkII's across the markets on Tomb. Is this intentional? I didn't see anyone else asking this question so perhaps it's just something on my end. Thanks for your response and this awesome mod!

Thsts a known problem with the exalted thati cant for the life of me figure put, they just want to spam tankers in general and refuse to spawn freighters, im most likely gonna remove all of the phylacterys and add 1 that's just an all purpose cargo/tanker/transport ship. Hopefully that'll help but who knows.

And glad to hear you like it!
Title: Re: [0.95a] The Exalted (V1.3.2) Tankers by the Numbers, Troubles by the Score.
Post by: Arcarian Kano on April 30, 2021, 02:32:43 PM
Hey! Having a great time with the mod so far. One thing I noticed is that There are no phylactery Mk.I's in the mausosleum system. There are 15 Mk.III's, and 6 MkII's across the markets on Tomb. Is this intentional? I didn't see anyone else asking this question so perhaps it's just something on my end. Thanks for your response and this awesome mod!

Thsts a known problem with the exalted thati cant for the life of me figure put, they just want to spam tankers in general and refuse to spawn freighters, im most likely gonna remove all of the phylacterys and add 1 that's just an all purpose cargo/tanker/transport ship. Hopefully that'll help but who knows.

And glad to hear you like it!

I'd definitely put my vote in for a combined vessel, even if it meant making it a bit more expensive to compensate. It'd definitely help with fleet bloat when trying to do trading runs, heh.
Title: Re: [0.95a] The Exalted (V1.3.2) Tankers by the Numbers, Troubles by the Score.
Post by: Lprsti99 on May 01, 2021, 12:17:25 AM
Seconded, and I'll add that I'd love some phased logistics ships, seems like a reasonable fit, if expensive.
Title: Re: [0.95a] The Exalted (V1.3.2) Tankers by the Numbers, Troubles by the Score.
Post by: geminitiger on September 09, 2021, 11:08:25 PM
I'm afraid the Exhalted got bullied out of existence early in my first use of the mod, but they still are listed in the faction list even though they have had no markets for 10 cycles.
AFAIK, usually they get removed.
Title: Re: [0.95a] The Exalted (V1.3.2) Tankers by the Numbers, Troubles by the Score.
Post by: connortron7 on November 10, 2021, 06:56:04 PM
I'm afraid the Exhalted got bullied out of existence early in my first use of the mod, but they still are listed in the faction list even though they have had no markets for 10 cycles.
AFAIK, usually they get removed.

ah yeah had that prob with keruvim, was a minor thing and fixed for next update, tho to be honest i dont know when that will be, i have a handfull of ideas for the exalted still but other then sprite improvements (which i barely have time for these days) not much planned for them in the long run, and im much more focused on updating keruvim atm so they are on the back burner for awhile.  :'(
Title: Re: [0.95a] The Exalted (V1.3.2) Tankers by the Numbers, Troubles by the Score.
Post by: LeoSCfan on November 21, 2021, 08:41:46 PM
Acidic is burned deep in my mind and i doubt it'll ever go away
whom made it i need to know if there is more
Title: Re: [0.95a] The Exalted (V1.3.2) Tankers by the Numbers, Troubles by the Score.
Post by: connortron7 on November 22, 2021, 03:52:49 AM
Acidic is burned deep in my mind and i doubt it'll ever go away
whom made it i need to know if there is more
 
It is in the credits spoiler on the main post
Title: Re: [0.95a] The Exalted (V1.3.2) Tankers by the Numbers, Troubles by the Score.
Post by: connortron7 on September 20, 2022, 05:06:10 PM
hey yall its me the one and only connortron7 from the forums! here to bring you fresh news on this dusty mod!

i got a couple new ships planned aswell as a new civ variant for the cielo, at minimum 2 original frigates and a destroyer!
and a few under the hood fixes and such as per the usual.

here is the unnamed destroyer WIP i got for ya, gonna be a hightech salvage ship with both an exalted and civilian variant. figured their isnt much in the way of hightech ships of this type in the modiverse and made sense for the exalted to have one based on their early nomad past scrounging for scraps in ruins and derelicts.
(https://i.imgur.com/BuCIPqg.png)
Title: Re: [0.95a] The Exalted (V1.3.2) Tankers by the Numbers, Troubles by the Score.
Post by: Dadada on September 22, 2022, 03:37:53 AM
Nice. I love your mods. :D
As a high tech connoisseur the Exalted are just the best, lovin' it.
Title: Re: [0.95a] The Exalted (V1.3.2) Tankers by the Numbers, Troubles by the Score.
Post by: connortron7 on September 24, 2022, 03:46:42 PM
Nice. I love your mods. :D
As a high tech connoisseur the Exalted are just the best, lovin' it.

thanks! ;D im more of a lowtech guy myself but i've tooled the exalted in a way that even i enjoy these wild berry flavored pop tart lads
Title: Re: [0.95.1a] Exalted (V1.3.3) The "i wanted to add things before i played" update
Post by: connortron7 on September 24, 2022, 04:21:45 PM
new update!! was 1 less frigate then planned but that can be added whenever, just wanted to get this out there before i started a run.


change log
Spoiler
V:1.3.3: not save safe
general changes:
removed and combined all 3 phylactorys
fixed faction intel showing up even when destroyed
removed mention of the werewolf from an indo-evo file causing a rare crash
fixed eerie mis-spell
fixed exalted ships not showing up in the nex start after hitting "randomize ships"
fixed grand fleet start in nex
added support for tomatopastes HexShields mod
gave the exalted access to ballistic weapons for nex mining fleet purposes

additions:
added the faint class light frigate to exalted fleets
added a civ version of the cielo to the hightech_bp
added the hoshiko salvage vessel to the hightech_bp
added the hoshiko (EX) salvage vessel to exalted fleets

ship changes:

omen (EX):
decreased max OP from 40 to 35
[close]
Title: Re: [0.95.1a] Exalted (V1.3.3) The "i wanted to add things before i played" update
Post by: Mephansteras on October 08, 2023, 09:24:07 AM
Does this mod work with a version change to .96?
Title: Re: [0.95.1a] Exalted (V1.3.3) The "i wanted to add things before i played" update
Post by: Dadada on January 02, 2024, 04:40:04 AM
  • Added Wendigo-class phase cruiser: Low Tech, Rugged Construction, Accelerated Ammo Feeder

E: Ahh, damn, it's Grendel now and not Wendigo. :D
Title: Re: [0.95.1a] Exalted (V1.3.3) The "i wanted to add things before i played" update
Post by: connortron7 on February 02, 2024, 12:47:33 PM
  • Added Wendigo-class phase cruiser: Low Tech, Rugged Construction, Accelerated Ammo Feeder

E: Ahh, damn, it's Grendel now and not Wendigo. :D

well thats unfortunate i literally just got done renaming every file and mention of the wendigo a few minutes ago LOL  :'(

well anyway not dead just MIA. a new update has been mostly done for and gonna try and finish it for this update soonish


anyone like rainbows?

(https://i.imgur.com/XSR9HTu.png)

Title: Re: [0.97a] Exalted (V1.4) DO YOU FEEL BUFF? BECAUSE I DO!
Post by: connortron7 on February 03, 2024, 03:03:59 PM
bring out your dead! bring out your dead! update time


Spoiler
V:1.4: save breaker

general changes:
fixed several typos/mistakes in descriptions
removed heavy burst laser from known weapons (plasma morter taking its spot)
added hielo heavy shredder
added trueno bolt gun
removed geist
removed witch
removed plague

ship systems:

possession:
added shimmer visual effect
increased active time from 4 to 8 seconds
increased cooldown time from 5 to 15 deconds
changed AI_TYPE tag from MANEUVERING_JETS to WEAPON_BOOST

weapons:

updated shot/glow colors of fuego, agua, tierra and aire weapons

plasma mortar:
now acts as a point defence weapon
increased flux per shot from 370 to 400
decreased range from 450 to 350

aire burst laser:
decreased sound volume
decreased chargeup from 1 to 0.7
decreased flux per shot from 25 to 20
decreased weapon market tier allowing more common spawns in markets and easier access

fuego blaster:
decreased flux per shot from 65 to 60
decreased weapon market tier allowing more common spawns in markets and easier access

agua blaster:
decreased chargedown from 0.5 to 0.4
decreased flux per shot from 130 to 110
increased max range from 450 to 500
decreased weapon market tier allowing more common spawns in markets and easier access

tierra burst cannon:
increased flux per shot from 400 to 450

varna PD laser:
increased flux per shot from 4 to 5

ship changes:

apparition:
edited sprite to be less bright at the front

vampire:
increased max flux from 5900 to 6500
increased max dissipation from 350 to 450

spirit:
increased max flux from 3100 to 3300
increased max dissipation from 170 to 200

wraith:
increased max flux from 11700 to 14000
increased max dissipation from 700 to 850
increased max speed from 60 to 75
increased max burn from 7 to 8

lich:
increased max flux from 12700 to 13400

odyssey (EX): making the super ship super
increased shield efficiency from 0.7 to 0.6
increased sheild arc from 90 to 120
prototype emp reactor no longer prevents weapon fire
increased range of prototype emp reactor arcs from 900 to 1000
decreased sprite saturation

nightmare:
increased max flux from 11000 to 13000

non (EX) variants of hoshiko and cielo:
changed tech/manufacturer from exalted to hightech
fixed not spawning in independent fleets
[close]
Title: Re: [0.95.1a] Exalted (V1.3.3) The "i wanted to add things before i played" update
Post by: Dadada on February 04, 2024, 03:02:32 AM
Quote
well thats unfortunate i literally just got done renaming every file and mention of the wendigo a few minutes ago LOL  :'(
:'( ;_;


Thank you for the update. :D
Title: Re: [0.97a] Exalted (V1.4) DO YOU FEEL BUFF? BECAUSE I DO!
Post by: Pizzarugi on February 24, 2024, 06:03:57 AM
This is probably a silly question, but how do we get access to the portraits used in this mod? I really, really love purple and some of the Exalted NPC portraits are so sickeningly bathed in that color that I want them so bad.