Fractal Softworks Forum

Starsector => Mods => Topic started by: theDragn on December 19, 2020, 04:10:58 PM

Title: [0.9.1a] High Tech Expansion v1.2.4
Post by: theDragn on December 19, 2020, 04:10:58 PM
(https://i.ibb.co/gPRvC8j/text.png) (https://github.com/theDragn/HTE/releases/download/1.2.4/HTE_1.2.4.zip)

This mod intends to expand the options for high-tech fleet doctrines. It includes 13 new high-tech hulls (3 capitals, 6 cruisers, 3 destroyers, and 1 frigate), 14 new weapons, 3 new fighters, and a new Domain Battlegroup with 12 hulls (with fancy paintjobs and a unique hullmod).
It also includes one new low-tech light capital to give the Hegemony a fighting chance.

High Tech Expansion can be safely added to an existing save.
Please note that versions after 1.2.0 are NOT save-compatible with versions 1.1.5 and earlier.

(https://img.shields.io/github/downloads/theDragn/HTE/total?color=a&style=for-the-badge) (https://github.com/theDragn/HTE/releases/download/1.2.4/HTE_1.2.4.zip)

This mod requires LazyLib. Get it here. (https://fractalsoftworks.com/forum/index.php?topic=5444.0)
This mod requires MagicLib. Get it here. (https://fractalsoftworks.com/forum/index.php?topic=13718.0)
Vayra's Sector is required if you want to do the unique bounties this mod adds, but is not otherwise required. Get it here. (https://fractalsoftworks.com/forum/index.php?topic=16058.0)

Incompatible with:
Spoiler
  • Aria the Escalation
  • New Galactic Order
[close]

(https://github.com/theDragn/HTE/raw/main/promo.png)

Detailed ship information:
Spoiler

Fighters:
Spoiler
(https://github.com/theDragn/HTE/raw/main/HTE/graphics/ships/khanjali.png)
Khanjali
Role: Strike Fighter
An expensive and powerful fighter designed to kill anything smaller than a heavy cruiser. Carries a high-damage plasma weapon, twin fighter-grade IR pulse lasers, and a miniaturized active flare system.

(https://github.com/theDragn/HTE/raw/main/HTE/graphics/ships/kaskara.png)
Kaskara
Role: Assault
Carries a close-range High Intensity Laser that fires in short bursts. It excels against isolated targets, but is quite fragile due to its small shield arc.

(https://github.com/theDragn/HTE/raw/main/kukri.png)
Kukri
Role: Bomber
A Dagger refit that carries Tawa Standoff Torpedoes. Reliable and effective against all types of defensive layers, but not quite as effective at specific roles as specialized bombers.

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Frigates:
Spoiler
(https://github.com/theDragn/HTE/raw/main/HTE/graphics/ships/scute.png)
Scute
System: Flux Compressor
Two medium mounts and nothing else, so make the most of them. Gains a slight increase to range and projectile velocity as flux level increases, compensating somewhat for its low top speed.
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Destroyers:
Spoiler

(https://github.com/theDragn/HTE/raw/main/HTE/graphics/ships/iris.png)
Iris
System: Fortress Shield
Specialized for PD support, the Iris gets a hefty bonus to PD weapon range and is nearly impossible to kill unless isolated. It's tough enough to fill a spot in a battle line, and slow enough that it doesn't have many other options.

(https://github.com/theDragn/HTE/raw/main/HTE/graphics/ships/moray.png)
Moray
System: Phase Skimmer
A cheaper (and more common) Medusa that trades PD and universal mounts for a medium missile.

(https://github.com/theDragn/HTE/raw/main/HTE/graphics/ships/persephone.png)
Persephone
System: Fast Missile Racks
A fairly generic destroyer. Can put out a lot of firepower, but it's not as pursuit-oriented as other high-tech options.
[close]

Cruisers:
Spoiler

(https://github.com/theDragn/HTE/raw/main/HTE/graphics/ships/aphelion.png)
Aphelion
System: Active Flares
If the Apogee is a van, this is a minivan. Trades out the large missile and large energy for excellent turret arcs, a fighter bay, and even more active flares.

(https://github.com/theDragn/HTE/raw/main/HTE/graphics/ships/bombardier.png)
Bombardier
System: Missile Autoforge
Six small missile mounts, for when you really want something to die. Stupendous alpha damage, but it's not very effective once the ammo runs out.

(https://github.com/theDragn/HTE/raw/main/HTE/graphics/ships/gila.png)
Gila
System: Fortress Shield
Maximum forward firepower and the flux stats to fuel it. A fantastic duelist, but it relies heavily on escorts to prevent flanking in fleet combat.

(https://github.com/theDragn/HTE/raw/main/HTE/graphics/ships/kingfisher.png)
Flamingo
System: Targeting Overclock
A large energy, a large synergy, and lots of support weapons. Has an oppressive range with its system on, at the cost of a relatively low top speed.

(https://github.com/theDragn/HTE/raw/main/HTE/graphics/ships/peregrine.png)
Peregrine
System: Flux Compressor
No missiles at all and very few weapon slots. Has a built-in hullmod that vastly improves weapon damage, and it's remarkably slippery with its system.

(https://github.com/theDragn/HTE/raw/main/HTE/graphics/ships/tigershark.png)
Tigershark
System: Plasma Jets
An Aurora that trades good PD for a large universal hardpoint. Fills a similar role but with an emphasis on sustained firepower due to the different slot layout.

(https://github.com/theDragn/HTE/raw/main/HTE/graphics/ships/gloom/gloom.png)
Gloom
System: Active Flares
A heavy phase cruiser designed for a support role. It has a salvage rig and a Drive Field Compressor, which improves fleet maneuvering (on the campaign map, not in combat.)
It can hold its own in combat thanks to a powerful built-in beam weapon, but it's not as powerful compared to most similarly-priced phase cruisers.
[close]

Capitals:
Spoiler

(https://github.com/theDragn/HTE/raw/main/HTE/graphics/ships/incursion.png)
Incursion
System: Plasma Burn
As offensive as the Paragon is defensive. For both meanings of "offensive".

(https://github.com/theDragn/HTE/raw/main/HTE/graphics/ships/inequality.png)
Inequality
System: High Energy Focus
A battlecruiser with an absolutely horrifying diagonal broadside. Uses flux to augment its weapons, increasing projectile velocity and weapon range with flux level.

(https://github.com/theDragn/HTE/raw/main/HTE/graphics/ships/Spire.png)
Spire
System: Reserve Deployment
Designed to exclusively carry fighters and interceptors, the Spire can keep its squadrons active even in heavy combat environments. Not quite as tough as a true combat capital, but it certainly has the armament of one.
(https://github.com/theDragn/HTE/raw/main/HTE/graphics/ships/aggressor.png)
Aggressor
System: Accelerated Ammo Feeder
A cut-down Onslaught designed to fill the battlecruiser role, the Aggressor has an excellent thrust-to-weight ratio for a low-tech capital.
[close]
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Weapon information:
Spoiler

(https://github.com/theDragn/HTE/raw/main/HTE/graphics/weapons/drg_arc_s_turret_base.png)(https://github.com/theDragn/HTE/raw/main/HTE/graphics/weapons/drg_arc_m_turret_base.png)(https://github.com/theDragn/HTE/raw/main/HTE/graphics/weapons/drg_arc_l_turret_base.png)
Arc Emitters
Role: Point Defense
Fires arcs at random hostile targets in a wide cone. Inefficient with fairly low DPS, but they deal unavoidable hard flux damage with a side of EMP.
The medium version has a chance to produce a chaining arc, and the large has a ramp-up mechanic that can produce multiple chaining arcs.
Because of their random nature, Improved Point Defense AI does not cause them to ignore flares, but it will still improve damage to missiles.
Despite their lackluster stats, they are still quite decent— they can disable most missile engines with a single hit.

(https://github.com/theDragn/HTE/raw/main/HTE/graphics/weapons/drg_tpr_m_turret_base.png)(https://github.com/theDragn/HTE/raw/main/HTE/graphics/weapons/drg_tpr_l_turret_base.png)
Toroidal Plasma Railguns
Role: General
An ancient weapon design, these fire tiny rings of plasma at significant fractions of lightspeed. They have mediocre DPS, but excellent range and good per-shot damage.

(https://github.com/theDragn/HTE/raw/main/HTE/graphics/weapons/drg_plp_turret_base.png)
Plasma Lens Projector
Role: Anti-Armor/Strike
Fires a homing projectile that produces an explosive lensing effect on contact with hull or armor, punching deep inside the target.
Extremely powerful against unshielded targets, but since it does HE damage and a large portion of that damage only occurs on armor/hull hits, it can be caught on shields fairly easily.
Benefits from Expanded Magazines, and synergizes well with Autopulse Lasers.


(https://github.com/theDragn/HTE/raw/main/tawa_small.png)(https://github.com/theDragn/HTE/raw/main/HTE/graphics/weapons/drg_tawa_pod_turret_showoff.png)(https://github.com/theDragn/HTE/raw/main/HTE/graphics/weapons/drg_tawa_battery_turret_showoff.png)
Tawa Standoff Torpedoes
Role: Torpedo
Homing torpedo that explodes into an inaccurate burst of three plasma projectiles when it nears its target, avoiding the worst of enemy point defenses.
It's more expensive than other missiles, but also a lot more general-purpose. Less effective against smaller targets due to the spread of the secondary projectiles.

(https://github.com/theDragn/HTE/raw/main/HTE/graphics/weapons/drg_atropos_m_turret_base.png)(https://github.com/theDragn/HTE/raw/main/HTE/graphics/weapons/drg_atropos_l_turret_base.png)
Atropos-class Torpedoes
Role: Torpedo
Two additional launchers to round out the selection of torpedo weapons.
Their damage is fairly mediocre compared to Reapers, but they have above-average ammo reserves and a fire rate that's fast enough to squeeze in a follow-up salvo.

(https://github.com/theDragn/HTE/raw/main/HTE/graphics/weapons/drg_kneecapper_small_showoff.png)(https://github.com/theDragn/HTE/raw/main/HTE/graphics/weapons/drg_kneecapper_medium_showoff.png)
Kneecapper MRR
Role: Disabler, Suppression
A pre-aimed rocket that splits into a cluster of ion bomblets. Deals very low energy damage and very nasty EMP damage. A reloading system keeps the launcher topped up during long fights.

(https://github.com/theDragn/HTE/raw/main/HTE/graphics/weapons/ahab/ahab_turret_showoff.png)
Ahab Harpoon Stream
Role: Finisher
A single-tube Harpoon launcher that can spew out a near-continuous stream of missiles.
It gets a large bonus to firerate that decays with each consecutive shot. The bonus regenerates when not firing.
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Around 202 post-collapse, a secret Tri-Tachyon vault holding blueprints for the elite Fourth Domain Battlegroup was broken into, and various blueprints quickly made their way into the hands of independent shipbuilders.
In response, Tri-Tachyon began open production of IV Battlegroup hulls, though only in very limited numbers.
Spoiler
(https://github.com/theDragn/HTE/raw/main/promoIV.png)
[close]

Vayra's Sector Content:
Spoiler
(https://github.com/theDragn/HTE/raw/main/HTE/graphics/ships/medusa_hvb.png)(https://github.com/theDragn/HTE/raw/main/HTE/graphics/ships/shrike_hvb.png)(https://github.com/theDragn/HTE/raw/main/HTE/graphics/ships/tigershark_hvb.png)(https://github.com/theDragn/HTE/raw/main/HTE/graphics/ships/inequality_hvb.png)(https://github.com/theDragn/HTE/raw/main/HTE/graphics/ships/scute_ak.png)(https://github.com/theDragn/HTE/raw/main/HTE/graphics/ships/tigershark_ak.png)(https://github.com/theDragn/HTE/raw/main/HTE/graphics/ships/spire_ak.png)
[close]

This mod includes support for Industrial Evolution, Vesperon Combine, and Version Checker. Everything can be reverse-engineered, printed, and found in Vesperon caches, aside from the unique bounty flagships.

Credits:
Helmut- Bombardier, Incursion
AxleMC131- Moray
Vinya- Aphelion
DrakonST- Invader, Invader XIV
Anonymous- Kingfisher, Tigershark, Peregrine, Gila, Iris
Nicke535- homing projectile script
Unofficial Starsector Discord- help with descriptions, balance, and spriting

Version history (warning: long)
Spoiler
25FEB2021: 1.2.4 release
Save compatible.

New:
- Kneecapper MRR: A medium-range rocket that delivers a spread of 5 high-energy ion bomblets at extended ranges. Deals a very small amount of energy damage, and a very nasty amount of EMP, with a chance for multiple arcs. It's pre-aimed, so the rocket will rotate to face the target before igniting its engine. An autoloader provides a bit of ammo regeneration for longer fights. Comes in small (5 OP) and medium (10 OP); both are included in the missile blueprint package.

Changes:
- Ahab Harpoon Barrage: Renamed to Ahab Harpoon Stream. Sprite and mechanics reworked; no longer fires a fixed burst of missiles. Instead, it fires a single missile at a time with an extreme bonus to fire rate that decreases with each consecutive shot. This bonus regenerates while the weapon isn't firing. It's roughly the same in terms of sustained DPS, but has less burst damage. OP remains the same; ammo reduced (56->50).
- Aggressor: DP and maintenance cost increased (36->38). Had a bit too much firepower for the cost, and I'd rather increase cost than reduce firepower.
- Bombardier: DP and maintenance cost increased (22->25). Shield efficiency decreased (0.8->0.9). Too good for the cost, given how much alpha damage it can put out.
- Flamingo: One small synergy hardpoint was a cleverly-disguised turret. Now it's a hardpoint.
- Gloom: Front hardpoint synergy slots changed to universals.
- Peregrine: DP and maintenance cost decreased (22->20).
- HVB scaling adjusted, and added an FP cap to both bounties so they can't get too big.
- HVB boss loadouts adjusted. They are no longer remotely fair.
- Sprite improvements for:
   - Inequality (all variants)
   - Scute (all variants)
- Sprite rework for:
   - Tawa Standoff Torpedo Launcher
   - Tawa Standoff Torpedo Barrage
- Removed meme bugzapper variants of Paragon and Radiant from spawn tables. RIP in peace.
- Blueprint packs now properly display icons. (I think I fixed this earlier but it sneaked out of the patch notes.)

13FEB2021: 1.2.3a patch
- Fixed a crash that occurred when Metelson Industries was installed. Not sure exactly what caused it, but I fixed it anyway.

13FEB2021: 1.2.3 release
- Save compatible. Probably.
- Use "generateHTE" from the console (requires Console Commands) to add the Zarmazd system to an existing save.

New:
- System: Zarmazd. A black hole with a single planet, Svarog, terraformed into (mediocre) habitability before the collapse. The independent planetary government managed to keep critical parts of the pre-collapse industry intact, and now performs contract shipbuilding for major polities across the sector. In addition to their standard markets, they have a special market that sells high-grade weapons and ship hulls, including IV and XIV battlegroup hulls. You'll need excellent rep with independents to access it, and "spare" domain-spec hulls don't come cheap.
- Added config file. This is mostly for market config at the moment- there are a bunch of options in there if you want to change the proportions of what Svarog sells. Right now it can only be set to sell various proportions of XIV, IV, Hightech, Midline, and rare blueprints; eventually I'll figure out how to allow an arbitrary number of tags.
- Gloom-class utility phase cruiser. Phase cloak and a salvage rig. It's capable in combat, though inefficient for its supply cost. The main attraction is its Drive Field Compressor, which improves fleet acceleration, and also reduces sensor profile while you're not using sustained/emergency burn. Each one you have in your fleet will provide a 50% bonus to acceleration and a 7.5% reduction to sensor profile, up to a maximum of +200% acceleration/-30% profile. Note that more acceleration also means better turning. Big Tritachyon fleets can probably catch you a bit more easily, so be careful. Glooms are fairly rare; even large Tritach fleets shouldn't have more than one or two.

Changes:
- Smaller ships have had their credit costs adjusted to bring them in line with vanilla.
- Scute: PPT increased (180->240).
- Persephone/Moray: Significant stat/system reworks; the two ships have had their roles and ship systems swapped. The Persephone now offers greater firepower (and better CR/PPT stats) at the cost of speed, and the Moray now offers speed at the cost of firepower.
- All Arc Emitters: Efficiency and fire rate increased by ~10%. Previous nerf was perhaps a bit heavy-handed.
- Some small sprite improvements to Arc Emitters, Incursion, and Flamingo.
- Some internal code changes. Mostly more robust error handling, and some other internal tweaks.

6FEB2021: 1.2.2 release
Save compatible.

New:
- High-Value Bounty, including a unique cruiser reskin as flagship. Requires Vayra's Sector to spawn.
- Several extremely heretical Ashen Keeper refits. Scute (AK), Tigershark (AK), and Spire (AK). Requires Vayra's Sector to spawn.
- "Grand Fleet" start scenario for Ashen Keepers. Requires Nexerelin and Vayra's Sector. A bit pricey in supply costs, but the Luddics will happily throw themselves into your guns.

Changes:
- Covert Ops Refit: Supply cost penalty increased (50%->100%). Sorry, but it had to be done.
- Kukri: Changed from Trident reskin to Dagger reskin. Wing size is still 2. OP cost reduced to 19. 4 torpedoes per wing was simply too good in comparison to other bombers. (I think I did the math wrong when originally making these.)
- All Tawa torpedoes: Projectile maximum speed reduced (350->300), acceleration reduced (100->80), split range variation removed, and spread increased (30->35). Flight time increased (4->4.5) to compensate for reduced speed. They shouldn't feel quite as bad to get shot by now, but you'll still need more than vulcans or PD lasers to intercept them. This also makes them a bit worse (but not unusable) in off-bore mounts.
- Plasma Lens Projector: Decreased reload time (10s->6s) and firing cycle duration (1.5s->1s). Should now be much more competitive with other high-end energy weapons.

1FEB2021: 1.2.1 release
New:
- Scute-class Frigate. 1x Medium Energy, 1x Medium Synergy. Has a built-in Harmonic Energy Projector hullmod that increases weapon range and projectile velocity as flux level increases. Its system is Flux Compressor, same as the Peregrine.
- Five custom starts for Nexerelin if you're starting as Tritachyon. Three are normal (1x Combat Small, 2x Combat Large), and two (Super Ship) start you off in a solo destroyer with a Covert Ops refit.

Changes:
- Adjusted some values and text on the HVB ship hullmods. Compact Missile Autoforge: Cycle time increased (20s->50s) and reload percent increased (5%->10%). Covert Ops Refit: Zero-flux boost threshold increased (1.0%->1.5%), which makes a few weapons usable without disabling the zero-flux boost.
- HVB has been made a bit more difficult. Total fleet size remains the same, but ships and loadouts have been adjusted.
- Flux Compressor: Now changes engine and contrail color while active.
- Aggressor: Armor reduced (1500->1350), flux capacity reduced (15000->13500), max speed reduced (50->40), and turn speed reduced (15->10). Its narrow profile makes it surprisingly tanky, so this should bring it down to a more reasonable level of toughness.
- Inequality: DP and supply cost increased slightly (45->48). It was a little too strong for its cost.
- Kingfisher: Renamed to the Flamingo because Vayra bullied me. Added some engines to match up with the sprite.
- Khanjali: Slight HP buffs across the board. Increased hull (300->350), armor (25->75), shield HP (500->550), and shield arc (180->220). This should put it closer to other superheavy fighter wings in terms of toughness.

25JAN2021: 1.2.0 release (not save compatible)
New:
- High-Value Bounty, including a unique flagship. Requires Vayra's Sector to spawn.
- Two new variants of existing ships. They only show up as flagships for random bounties, so they're quite rare (and quite powerful). Requires Vayra's Sector to spawn.
- Kaskara Assault Fighter Wing. Carries a close-range High Intensity Laser that fires in short bursts. It excels against isolated targets, but is quite fragile due to its small shield arc. Two per wing, at a price of 17 OP. Included in the high-tech blueprint package.

Changes:
- All Arc Emitters: General nerfs, mostly to fire rate. No longer arc to phased ships. No longer reset chargedown or refund flux if they don't produce an arc when firing (this was a 'hidden' stat due to some AI shenanigans, which have been resolved.) Secondary chain range scaling adjusted. Formula is now (((total_range_after_modifiers / base_range) - 1) * 0.5) + 1) * base_chain_range. Basically, weapon range adjustments apply at half effectiveness to chain range.
- Light Arc Emitter: Firing speed decreased (1.75->2.5) and charge time increased substantially. Flux ratio increased (1.5->2.0).
- Arc Emitter: Firing speed decreased (1->1.75) and charge time increased substantially.  EMP damage reduced (100->50). Flux ratio increased (1.5->2.0). Base secondary chain range reduced (250->200).
- Heavy Arc Emitter: Firing speed decreased (0.4->0.6), damage reduced (125->100), EMP damage reduced (100->50), and flux ratio increased (1.8->3.0). Now starts ramping down if it didn't produce an arc the last time it fired. Base secondary chain range reduced (300->250).
- Spire: Deployment and supply cost increased (50->55), and maximum burn reduced (8->7).

17JAN2021: 1.1.5 release
New:
- Scarab (IV). Two energy mounts replaced with universals, in addition to the IV hullmod. It's *very* good, but good luck finding one.
- Fourth Battlegroup Blueprint Package. Much rarer than other blueprint packages; you have about a 50% chance of finding one in a vanilla game with no other mods if you visit every blueprint drop source.
- Fourteenth Battlegroup Blueprint Package. Same rarity as the Fourth Battlegroup package.

Changes:
- Fixed some descriptions being too long in certain contexts.
- Aphelion: Added a rear turret slot to match up with the sprite. Adjusted turret arcs. Reduced OP by 5. Omni shield converted to front shield. Variants adjusted.
- Gila: Shield arc increased (110->120). Previous nerf was a little bit heavy-handed; now you can reasonably choose between stabilized and extended shields.
- Kingfisher: Sprite adjusted to match turret arcs and directions.
- Peregrine: Adjusted turret arcs. This is a buff.
- Khanjali: Shield HP increased (425->500). Plasma Catapult damage increased (250->350), mag size decreased (4->3), and it now reloads one projectile every 3 seconds, instead of the entire mag every 10 seconds.
- Heavy Arc Emitter: Decreased ramp time (10s->6s) and increased the time needed for the ramp to fully decay (3.3s->4s).
- Plasma Lens Projector: Improved visual effects a little bit.
- Toroidal Plasma Railguns: Now create a small secondary explosion when hitting armor, and have improved visual effects on impact. Sprites adjusted so that the barrels don't look quite as flat.
- Tawa torpedoes: Removed friendly-fire on secondary projectiles. The AI would occasionally try to fire them through allied ships, which would die when the torpedoes split inside of them.
- Reduced the rarity of several weapons. They're still in the same blueprint categories, but some of the rarer ones should show up more often in markets.
- Added 10 simulation opponents.
- Added two variants for [REDACTED]. I hope you haven't been relying on swarms of unshielded fighters.
- Reduced cost multiplier for IV variants (1.75->1.6). Lorewise, IV hulls are in active (though extremely limited) production around the sector, so they shouldn't be quite as expensive as XIV stuff.
- Adjusted some weapon descriptions to account for numerical reality.
- Actually remembered to update the version number this time.
- Added one new loading tip. Do you like focaccia bread?


11JAN2021: 1.1.4 release
- New weapon: Light Arc Emitter (small energy), Arc Emitter (medium energy), and Heavy Arc Emitter (large energy). They fire arcs at random hostile targets within a 120 degree cone, dealing decent energy and EMP damage with a relatively low firerate. The medium emitter has a chance to create a secondary chain, and the large has a chance to create multiple chains that increases as long as it's firing. The small and medium are in the hightech blueprint package, the large is rare and known by Tritachyon and Remnants.
- Remnant fleets will now occasionally use the Plasma Lens Projector, Nyx Atropos Salvo, and Tawa Standoff Torpedo Battery.

8JAN2021: 1.1.3 release
- Added some variants of vanilla ships that use the new weapons.
- Actually added the Ahab to the vanilla missile blueprint package this time. For sure.
- New sprite for the Khanjali Strike Fighter.
- New weapon: Toroidal Plasma Railgun (medium energy, 12 OP) and Twin Toroidal Plasma Railgun (large energy, 26 OP). One of the oldest types of energy weapon, they use electric fields to accelerate a tiny ring of plasma to extreme velocities. It has great range (for an energy weapon, anyway) and good per-shot damage with a side of EMP, but poor DPS and efficiency. It has relatively low flux usage when compared to other energy guns, so it's a good choice for ships that have energy slots but not high-tech flux stats. The medium is in the base blueprint package, and the large is in the hightech package.

Buffs:
- Tawa Standoff Torpedoes: Second-stage spread reduced (35->30) and EMP damage increased (50->75). Ammo on medium and large launchers increased (8->10 and 30->36). Large launcher OP reduced (30->28). Large launcher reload time increased (12->13).
- Plasma Lens Projector: Homing improved (23 deg/sec -> 28 deg/sec).
- Kukri Bomber Wing: OP cost reduced (28->27).

Changes:
- Plasma Lens Projector: Now deals 1000 damage on initial hit and 3x 500 damage in a line. (Combining the first hit of the original 4x 500 line with the initial projectile). This is numerically a buff, but in reality it makes the AI catch the projectile on its shields much more often, so it's more of a nerf (and intended as such).
- Persean League now knows the blueprints for the large Tawa and large Atropos, though they won't use them very often.
- Tigershark sprite lightened up a bit

Nerfs:
- Gila shield efficiency reduced 0.6->0.8, changed omni shield to front shield, arc reduced (180->110), armor reduced (950->800), and turn speed reduced (22->12). Still very tanky from the front, but much more vulnerable to flanking, and you can't catch shots on armor quite as much.

2JAN2021: 1.1.2 release
Now requires MagicLib.

New:
- Weapon: Plasma Lens Projector. Large energy. Fires a slow, weakly-guided projectile that deals significant HE damage in a line if it connects with the target's hull. Holds two charges, and reloads one every 10 seconds. Nearly unusable against small, fast targets. Synergizes extremely well with autopulses. Known by Tritachyon.

Changes:
- Name changes to deconflict with other mods and adhere better to vanilla naming patterns.
- Invader -> Aggressor
- Wyvern -> Khanjali
- Name changes are display-name only, hull and weapon IDs won't change until a future patch. No sense in breaking saves if I don't have to.
- Wyvern (now Khanjali): Weapons no longer generate flux. Its Plasma Catapult now has a slow-reloading four-shot magazine and a fast rate of fire. Active flares are now shot forwards instead of to the sides, but the total number of flares has been reduced. Added two IR Pulse Lasers (high-delay). Speed reduced slightly. Shield is now frontal instead of omni, and arc has been reduced.
- Variants modified to account for changes and additions.
- New ships and items added to whitelists for Industrial Evolution and Vesperon Combine.

Nerfs:
- Incursion: Synergy slots converted to missile slots and turret arcs adjusted to reduce forward convergence. Maximum convergence is now 3 large energies, 3 medium energies, and 5 small energies. No more 9 graviton beams on a single target. System changed to Plasma Burn instead of Plasma Thrusters to reduce its ability to escape sticky situations. Maneuverability and flux capacity increased to compensate somewhat. It should now be significantly more dangerous to over-commit. Cleaned up the sprite a bit.


Buffs:
- Persephone: OP increased by 12.
- Moray: DP decreased to 9 (from 10).
- Iris: Has now been released from the PD jail. PD specialization no longer penalizes non-PD weapons and is compatible with DTC/ITU, but caps maximum weapon range at 1200 units. OP increased by 10.
- Kingfisher: Improved the AI's usage of Targeting Overclock. Arc of the large energy turret slightly reduced (this is a buff, it helps the AI)

27DEC2020: 1.1.1 release
Fixed an error that made the Ahab, Nyx, and Tawa Battery rare exploration drops only. Now the Ahab is part of the missile blueprint package, and the Nyx and Tawa Battery are known by Tritachyon.

27DEC2020: 1.1.0 release
New:
- Forums: Download tracker added. Nifty!
- Ship: Inequality-class battlecruiser, and its Battlegroup IV variant. It has a funky diagonal broadside and a built-in unique hullmod.
- Weapon: Alecto Atropos Launcher. Medium missile. Holds 6 shots of 2 torpedoes. Good choice when reliability is more important than sheer damage. Reload time is just barely fast enough to hit a target with a follow-up salvo if your first overloads it.
- Weapon: Nyx Atropos Salvo. Large missile. Has a very good fire rate, though not quite as good as the Hammer Barrage. Holds 8 shots of 4 torpedoes. Good choice if you're willing to sacrifice the damage and speed of a Hammer Barrage for homing projectiles and more ammo.
- Weapon: Ahab Harpoon Barrage. Large missile. Has a slow fire rate. Holds 6 shots of 9 missiles. It's 9 harpoons every 18 seconds. What more do you want?
- Weapon: Tawa Standoff Torpedoes. These torpedoes detonate into a trio of unstable plasma spheroids at the edge of point defense range, making them extremely difficult to intercept. Comes in a dual rack (small), dual launcher (medium, 4 shots of 2 torpedos), and triple launcher (large, 10 shots of 3 torpedos) variant. A good general-purpose weapon, but inefficient compared to anti-shield or anti-armor missiles. Struggles against small, fast, or narrow targets. Costs 5/12/30 OP.
- Fighter: Kukri Bomber Wing. A Trident bomber wing rebuilt to carry Tawa torpedoes. Generally better than Tridents by themselves, but not better than a Trident/Longbow combo, especially against heavily armored targets. Costs 28 OP.
- Fighter: Wyvern Strike Fighter. Carries a Plasma Catapult (a short-range, low-damage version of the Plasma Cannon) and two active flares. Great armor penetration (for a fighter) and a decent shield, but it will quickly stress its flux when firing. Costs 20 OP.

Nerfs:
- Overall: Most ships had their shield upkeep slightly increased to match vanilla values.
- Tigershark: Now has practically identical stats to the Aurora, instead of being better in most regards, and got a builtin hullmod that gives it a penalty to ballistic range, rof, and efficiency. Large ballistics should remain a good choice, but shouldn't be the optimal choice in all scenarios. Shield radius has been increased to prevent clipping with the forward large hardpoint.
- Kingfisher: Lost its two medium missile hardpoints, lost 20 OP, had its flux stats reduced, and has been given a new ship system, Targeting Overclock. This system is a toggle (though it cannot be immediately reactivated), and doubles the range of all energy weapons while active (up to a cap), but generates significant amounts of hard flux and reduces speed by two-thirds. DP reduced to 30. Turn speed increased, though it's still the slowest-turning cruiser in the mod.
- Aphelion: Fuel capacity and fuel/ly reduced; range is the same. Shield ratio increased to 0.7 to match the Apogee.
- Incursion: Max turn speed, top speed, and turn acceleration reduced. OP reduced by 20.
- Iris: Speed and flux stats reduced. DP increased to 12. Removed prior builtin hullmods. OP reduced by 5. Now has a builtin hullmod that increases PD range significantly, but blocks ITU/DTC and has a hefty penalty for mounting non-missile and non-PD weapons. PPT reduced to 300 seconds, but now has Hardened Subsystems built in. Shield radius increased slightly. You can still use it for things other than point defense, but it won't be nearly as good at it.
- Invader: Apparently only cost 30 DP to deploy. This was a mistake, and it has been increased to the intended 36 DP. Speed slightly reduced. The XIV variant got 5 extra OP.
- Spire: DP increased to 50, flux stats reduced, turn speed reduced, OP reduced, builtin hullmods removed and replaced with a weaker custom builtin hullmod.
- Gila: OP reduced by 12, flux capacity and shield radius increased slightly, speed reduced slightly.
- Bombardier: Shield arc increased a smidge, since it's such a wide boy. Reduced OP by 10 and adjusted turret arcs. This is a buff. (It's not)

Changes:
- Overall: Fleet point changes to balance AI usage. Cargo, crew, and fuel capacity have been adjusted on most ships.
- Overall: Changes to PPT and CR recovery. "Line" ships (Kingfisher, Gila) get an extra minute of PPT to make up for their slow speed, and lose less CR from deployment (and thus recover faster). Other ships have been normalized to standard values for their size and tech level.
- Sprites: Lightened up the Battlegroup IV sprites a bit to improve contrast against dark backgrounds.
- Spawning: The Tigershark has been removed from the high-tech BP pool and made a rare BP; independents will still use it, but very rarely. The chance of Battlegroup IV ships spawning in independent fleets has been reduced, and they will no longer use Spires. Tri-Tachyon will use Spires and Incursions less frequently, and has a better chance of spawning IV variants of all ships. (though they don't use direct-fire warships much so they'll still be fairly rare)
- Moray: Mild flux nerfs, 2 more OP. Has slightly less shield upkeep than the Persephone, and loses less CR from deployment. Increased rear small turret arc by a lot.
- Persephone: Mild flux nerfs, 2 more OP. Costs 11 DP (from 10).
- Peregrine: Has been given a new ship system, Flux Compressor. When activated, it instantly vents a sizeable fraction of your soft flux and a small fraction of your hard flux, and gives you a brief movement bonus that decays over time. Disposing of more flux with the system increases the bonus significantly, but not the duration. Dissipation has been slightly reduced to make it more reliant on its system. Integrated Supercapacitors has had its damage bonus reduced slightly to 66%, and now has a significantly weaker effect on beams. Base speed, acceleration, and shield arc slightly increased.
- Many updates to variants.
- Added some loading tips. Only one of them is threatening.

Buffs:
- Spire sprite redone a bit. It's still a flat wide boy, but the shading isn't as horrific. This is a buff.
- Fourth Battlegroup had its hullmod values adjusted. Now provides 7% reduced shield damage taken (from 5%) and -5% hull and armor (from -7%).

19DEC2020: 1.0.0 release
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(https://i.creativecommons.org/l/by-nc-sa/4.0/88x31.png) (http://creativecommons.org/licenses/by-nc-sa/4.0/)
High Tech Expansion Mod by theDragn is licensed under a
Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License (http://creativecommons.org/licenses/by-nc-sa/4.0/).
Any derivative work must also comply with Starsector's EULA. Sprites that were not made by theDragn belong to their original creators.
Title: Re: [0.9.1a] High Tech Expansion
Post by: IonDragonX on December 19, 2020, 07:47:45 PM
They look sooo beautiful!

Suggestion : since Beam weapons are getting a buff in .95 in the form of increased damage at close ranges, why not try to show some love to non-beam energy types? something like faster missile speed or lower flux per shot?
Title: Re: [0.9.1a] High Tech Expansion
Post by: Retry on December 20, 2020, 12:35:19 PM
Suggestion : since Beam weapons are getting a buff in .95 in the form of increased damage at close ranges, why not try to show some love to non-beam energy types? something like faster missile speed or lower flux per shot?

That buff you're referring to is a player & officer exclusive skill, and it applies to energy projectiles too, not just beams.
Title: Re: [0.9.1a] High Tech Expansion
Post by: theDragn on December 20, 2020, 01:38:30 PM
Suggestion : since Beam weapons are getting a buff in .95 in the form of increased damage at close ranges, why not try to show some love to non-beam energy types? something like faster missile speed or lower flux per shot?

I really don't have any intention of trying to fiddle with vanilla weapon balance. I might reduce the Peregrine's built-in hullmod bonus slightly in anticipation of 0.95 (or if enough people tell me that it's too strong), but otherwise I'll leave weapon balance up to better modders than me.
Title: Re: [0.9.1a] High Tech Expansion
Post by: hefewy on December 24, 2020, 09:19:56 AM
These look great! I feel like High-Tech doesn't get as much love as Low and Mid in vanilla-like ship packs like these, so you're doing a good service. Definitely gonna start a new game with this.
Title: Re: [0.9.1a] High Tech Expansion v1.1.0
Post by: theDragn on December 27, 2020, 04:13:40 PM
1.1.0 version released. Lots of nerfs all around; hopefully things are in a more reasonable position now. Added six new missile weapons, two fighter wings, and a new capital. See the patch notes dropdown for full details.

Also given a quick patch to 1.1.1, to make the large missile weapons less rare. Tritach now knows the Nyx and Tawa Battery, and the Ahab is now part of the missile blueprint package.
Title: Re: [0.9.1a] High Tech Expansion v1.1.1
Post by: Rain on December 28, 2020, 02:01:47 AM
As an enthusiast of pewpew and high-tech, I have greatly enjoyed these additions. You also gave me a great idea for an Apogee setup! ;)
Title: Re: [0.9.1a] High Tech Expansion v1.1.1
Post by: Chairman Suryasari on December 28, 2020, 06:14:19 AM
The spriteworks look great, and the little detail on these ship make them really look like a plausable high-tech ship especially the Onslaught.

My only concern is probably the Onslaught-lite, does she have a TPC? since you know, the entire arm of vanilla Onslaught is the TPC itself, a relic from old technology as siege weapon, it better change it to something else, many mod that have similar weapon like TPC exist, like Underworld and HMi, maybe give the little Onslaught modified TPC instead normal TPC.
Title: Re: [0.9.1a] High Tech Expansion v1.1.1
Post by: IonDragonX on December 28, 2020, 07:51:07 AM
Edit: Oops. Thought you meant the Incursion, not the Invader.

@theDragn The mission that you created has loadouts that still have unused OP.
Title: Re: [0.9.1a] High Tech Expansion v1.1.1
Post by: Chairman Suryasari on December 28, 2020, 08:01:56 AM
I just checking in, the little Onslaught use TPC.
(https://i.imgur.com/bRsThjP.png)
Title: Re: [0.9.1a] High Tech Expansion v1.1.1
Post by: Retry on December 28, 2020, 01:51:59 PM
The spriteworks look great, and the little detail on these ship make them really look like a plausable high-tech ship especially the Onslaught.

My only concern is probably the Onslaught-lite, does she have a TPC? since you know, the entire arm of vanilla Onslaught is the TPC itself, a relic from old technology as siege weapon, it better change it to something else, many mod that have similar weapon like TPC exist, like Underworld and HMi, maybe give the little Onslaught modified TPC instead normal TPC.
Underworld has 2 TPC variants, one on the Dragon and one on the Infernus.  IIRC they're both fluffed as salvage from Onslaughts.

Neither the description of the TPC nor the Onslaught itself suggests that weapon is taking up the entire arm of the Onslaught.
Quote
A bulky energy weapon from the early epoch, the TPC is built directly into the Onslaught's hull and provides overwhelming firepower.
Designed before modular energy weapons were a reality, this weapon was coded into the Onslaught's blueprint because no other ship was large enough or had reactors capable of generating the requisite power.
Even though it's outperformed by some of the later epoch modular designs, the Thermal Pulse Cannon remains an integral part of the Onslaught's arsenal.
Quote
A venerable design the Onslaught-class battleships were first created to serve the Domain of Man eons ago, before the development of advanced strike weapons, fighter craft, modern energy weapons, and shield systems.
When first launched from orbital dock, they must have surely dwarfed any other ship in existence and intimidated entire systems. Some even say that they were built to combat non-humans in a long forgotten war, in which the Domain was triumphant. Much later, Domain engineers made modifications to the blueprints to include a shield system, upgrade the FTL drives and reduce the necessary crew complement....
Title: Re: [0.9.1a] High Tech Expansion v1.1.1
Post by: theDragn on December 28, 2020, 04:21:25 PM
Edit: Oops. Thought you meant the Incursion, not the Invader.

@theDragn The mission that you created has loadouts that still have unused OP.

This mod doesn't add any missions.
Title: Re: [0.9.1a] High Tech Expansion v1.1.1
Post by: IonDragonX on December 28, 2020, 08:42:46 PM
Edit: Oops. Thought you meant the Incursion, not the Invader.

@theDragn The mission that you created has loadouts that still have unused OP.

This mod doesn't add any missions.
Really? wow. I loaded vanilla, the three libraries, audio plus and your mod. No other mods. The 2nd to last Mission in the list basically showcases many of your ships but its probably a bug of mine.

I went through all my mods to check for name conflicts, here's what I found:
Title: Re: [0.9.1a] High Tech Expansion v1.1.1
Post by: Chairman Suryasari on December 28, 2020, 08:47:40 PM
There is a mod that add random showcase even from other mods.
Title: Re: [0.9.1a] High Tech Expansion v1.1.1
Post by: Chairman Suryasari on December 28, 2020, 09:06:59 PM
Quote
Underworld has 2 TPC variants, one on the Dragon and one on the Infernus.  IIRC they're both fluffed as salvage from Onslaughts.

Neither the description of the TPC nor the Onslaught itself suggests that weapon is taking up the entire arm of the Onslaught.

https://www.reddit.com/r/starsector/comments/jfe6nl/a_lore_based_examination_of_the_onslaught_that/

There is an old thread about Onslaught lore, i believe that the entire arm of Onslaught is TPC because how old Onslaught are, how Onslaught and TPC was designed, and why there is no such thing as mountable TPC for other ship to use.

TPC was designed long before modular energy weapons were a reality so they use bulky, unoptimized and specialized blueprint to make it. TPC is a part of Onslaught itself, they're design for each other hence :

"Designed before modular energy weapons were a reality, this weapon was coded into the Onslaught's blueprint because no other ship was large enough or had reactors capable of generating the requisite power. Even though it's outperformed by some of the later epoch modular designs, the Thermal Pulse Cannon remains an integral part of the Onslaught's arsenal.."

I know there is no statement that said the arm of Onslaught is the TPC itself, unless Alex release some sort lore book, but for now i firmly believe that TPC is unique to the Onslaught because of reason above.

And for other TPC-like weapon, they're more or less a jury-rigged or hack-job so i have no problem with it unless it's original un-modified TPC. Hellfire Cannon is Huge, like insanely huge and of course unmountable, for Light TPC, i think most of it component is inside of the hull itself, thus why it's also unmountable, both are non-modular weaponary.

But then again, it's your mod, i put no effort in it, and please don't take it the wrong way, i love this mod for adding such high quality ship into the game, i just give my feedback, no hard feeling okay? It's just a game with .PNG and Javascript in the end of the day  ;D

Spoiler
(https://i.imgur.com/FT5MRgp.jpg)
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Title: Re: [0.9.1a] High Tech Expansion v1.1.1
Post by: Retry on December 28, 2020, 11:53:43 PM
But then again, it's your mod, i put no effort in it, and please don't take it the wrong way, i love this mod for adding such high quality ship into the game, i just give my feedback, no hard feeling okay? It's just a game with .PNG and Javascript in the end of the day  ;D
Just to be clear, I'm not the mod author, theDragn is.

I'm just some random guy who happens to like the TPC and dabbles a bit in Starsector lore.
Quote
There is an old thread about Onslaught lore, i believe that the entire arm of Onslaught is TPC because how old Onslaught are, how Onslaught and TPC was designed, and why there is no such thing as mountable TPC for other ship to use.

TPC was designed long before modular energy weapons were a reality so they use bulky, unoptimized and specialized blueprint to make it. TPC is a part of Onslaught itself, they're design for each other hence :

"Designed before modular energy weapons were a reality, this weapon was coded into the Onslaught's blueprint because no other ship was large enough or had reactors capable of generating the requisite power. Even though it's outperformed by some of the later epoch modular designs, the Thermal Pulse Cannon remains an integral part of the Onslaught's arsenal.."
That thread, while interesting (and something I already know about), is not at all about the TPC.

The TPC not only predates modular energy weapons, it predates shielding, fighter craft, and "advanced strike weapons" (whatever that vague phrase may mean).  The Onslaught is ancient, one of the oldest ships in the game, and around the same age as the Hound.  Furthermore, part of the Onslaught's description says that "When first launched from orbital dock, they must have surely dwarfed any other ship in existence and intimidated entire systems."  If true, then it's almost certain that the typical warship size prior to the launch of the first Onslaught-class Battleship was a frigate.  The thread you linked to agrees.
Quote
I know there is no statement that said the arm of Onslaught is the TPC itself, unless Alex release some sort lore book, but for now i firmly believe that TPC is unique to the Onslaught because of reason above.
Given that the ships that existed prior to the Onslaught's launch were frigates, it's fairly self-evident why no other ship was armed with TPCs before then.  You'll get no argument from me that the Hound is not exactly a great platform to test an entire Thermal Pulse Cannon.

But that's the important part of the phrase, before then.  The Onslaught itself is ancient, launched at a time when neither shields nor fighters were a thing, and the typical warship was no larger than the Hound.  The Onslaught was the first TPC platform because the tiny Hound analogs running about were not cutting it in whatever conflict the early Domain found itself in.  That doesn't require a dubious explanation of a TPC assembly requiring the entire length of an Onslaught's arm.

(If that were the case, then EMP damage should theoretically be capable of impacting and disabling the TPC from anywhere along the Onslaught's side prongs.  Obviously, this is not the case; the TPCs can only be affected and disabled by damage originating fairly close to their barrels.)
Title: Re: [0.9.1a] High Tech Expansion v1.1.1
Post by: theDragn on December 29, 2020, 12:35:01 PM
Really? wow. I loaded vanilla, the three libraries, audio plus and your mod. No other mods. The 2nd to last Mission in the list basically showcases many of your ships but its probably a bug of mine.

I went through all my mods to check for name conflicts, here's what I found:
  • Vayra Ship Pack 1.1.4 has a frigate called Kingfisher
  • The Star Federation 0.7.1 (FTL) has a destroyer called Invader
  • Kingdom of Terra 0.11 has a cruiser called Wyvern
  • Arsenal Expansion 1.5.3i has a fighter called Bombardier
  • The Nomads 1.4.11-rc2 has a battleship called Gila Monster, which is close
  • Roider Union 1.1.0 has a destroyer called Bombard, which is close

You mean the mission called "Benchmark"? That one pulls random ship variants (including ones added by mods) and tests your system performance in a fleet fight. You can't even pilot a ship in it. It is literally just a performance test. It also exists in the base game, and is not added by this mod.

As far as name deconflicting goes, bleh. I checked against the master name list, which is apparently not up to date anymore. I'll try to make sure hulls don't share names within a size category, but unless there's a serious chance of confusion (or a mod author asks me to change it) I'm probably not going to rename things. So, Invader and Kingfisher might get renamed, if I can find new names I like. Everything else will probably stay as is. (Though technically I think the Wyvern wing should probably be renamed to some sort of bladed weapon, to follow vanilla's naming pattern.)

There is an old thread about Onslaught lore, i believe that the entire arm of Onslaught is TPC because how old Onslaught are, how Onslaught and TPC was designed, and why there is no such thing as mountable TPC for other ship to use.

TPC was designed long before modular energy weapons were a reality so they use bulky, unoptimized and specialized blueprint to make it. TPC is a part of Onslaught itself, they're design for each other

There are plenty of other mods with ships that have built-in TPCs. There's even a mod that adds a modular TPC. It's also implied that the Invader was designed later than the Onslaught, since it's effectively a cut-down Onslaught. Developments to reduce the size of the TPCs could have occurred.
Title: Re: [0.9.1a] High Tech Expansion v1.1.1
Post by: IonDragonX on December 29, 2020, 02:30:34 PM
As far as name deconflicting goes, bleh. I checked against the master name list, which is apparently not up to date anymore. I'll try to make sure hulls don't share names within a size category, but unless there's a serious chance of confusion (or a mod author asks me to change it) I'm probably not going to rename things. So, Invader and Kingfisher might get renamed, if I can find new names I like.
Invader is the only one I am worried about. The Star Federation is an active mod released this year. VSP is an older mod & the creator hasn't logged into the forum most of the year. (I'm worried, actually, that she won't be coming back.)
Title: Re: [0.9.1a] High Tech Expansion v1.1.1
Post by: PreConceptor on December 30, 2020, 10:02:56 PM
May I suggest Aggressor as an alternative name for the Invader?

The Vayra Kingfisher is a dinky shuttle most players won't pay a second thought to, unless you really want to change the name I don't think it will cause too much confusion. I actually changed the Vayra one to Fisher lol. Wyvern and Bombardier are in separate categories so also not too confusing. Although if I may suggest Fusilier, Strafe or Deluge as an alternative for Bombardier if you feel so inclined.
Title: Re: [0.9.1a] High Tech Expansion v1.1.1
Post by: theDragn on January 01, 2021, 01:45:23 AM
May I suggest Aggressor as an alternative name for the Invader?

Yeah, that's a pretty good name and as far as I can tell it's not taken. It'll be included in the next patch, which should hopefully be ready by Monday.
Title: Re: [0.9.1a] High Tech Expansion v1.1.2
Post by: theDragn on January 02, 2021, 02:46:37 AM
1.1.2 has been released. Patch notes:

Now requires MagicLib.


New:
- Weapon: Plasma Lens Projector. Large energy. Fires a slow, weakly-guided projectile that deals significant HE damage in a line if it connects with the target's hull. Holds two charges, and reloads one every 10 seconds. Nearly unusable against small, fast targets. Synergizes extremely well with autopulses. Known by Tritachyon.

Changes:
- Name changes to deconflict with other mods and adhere better to vanilla naming patterns.
-- Invader -> Aggressor
-- Wyvern -> Khanjali
- Name changes are display-name only, hull and weapon IDs won't change until a future patch. No sense in breaking saves if I don't have to.
- Wyvern (now Khanjali): Weapons no longer generate flux. Its Plasma Catapult now has a slow-reloading four-shot magazine and a fast rate of fire. Active flares are now shot forwards instead of to the sides, but the total number of flares has been reduced. Added two IR Pulse Lasers (high-delay). Speed reduced slightly. Shield is now frontal instead of omni, and arc has been reduced.
- Variants modified to account for changes and additions.
- New ships and items added to whitelists for Industrial Evolution and Vesperon Combine.

Nerfs:
- Incursion: Synergy slots converted to missile slots and turret arcs adjusted to reduce forward convergence. Maximum convergence is now 3 large energies, 3 medium energies, and 5 small energies. No more 9 graviton beams on a single target. System changed to Plasma Burn instead of Plasma Thrusters to reduce its ability to escape sticky situations. Maneuverability and flux capacity increased to compensate somewhat. It should now be significantly more dangerous to over-commit. Cleaned up the sprite a bit.

Buffs:
- Persephone: OP increased by 12.
- Moray: DP decreased to 9 (from 10).
- Iris: Has now been released from the PD jail. PD specialization no longer penalizes non-PD weapons and is compatible with DTC/ITU, but caps maximum weapon range at 1200 units. OP increased by 10.
- Kingfisher: Improved the AI's usage of Targeting Overclock. Arc of the large energy turret slightly reduced (this is a buff, it helps the AI)
Title: Re: [0.9.1a] High Tech Expansion v1.1.2
Post by: Twilight Sentinel on January 02, 2021, 10:19:33 AM
If I could make a request for ships, it would be for more frigates.  There's very few high-tech frigates in the base game relative to other ship types (unless you include TT variants, which can be very hit or miss).  Also many mod makers tend to skip over frigates.  So when I'm going high tech and have lots of frigates in my fleets, especially from early game colonies, I tend to have a lot of the same frigates in them.  Most often the vanilla ones; wolves, tempests, and mercuries.  More options here, especially covering both combat and non-combat/hybrid roles, would be very welcome.  Though preferably without bogging down the blueprint drops too much, so including many of them in packages would be a good call.
Title: Re: [0.9.1a] High Tech Expansion v1.1.2
Post by: theDragn on January 02, 2021, 11:12:13 AM
Also many mod makers tend to skip over frigates.

There's a reason for this— frigates are naturally limited to relatively few weapon slots because of their size, and their maneuverability decreases the impact of different arrangements of those slots. This basically means that there really aren't many different frigates you can make, especially if you don't want to tread on other mods. Additionally, most players stop using frigates relatively quickly once they get access to larger ships (aside from a few specialty ones like the Omen and phase frigates). I'll make an IV reskin of the Scarab and Wolf eventually, but unless someone has a particularly good suggestion, this mod probably won't add any unique frigates.
Title: Re: [0.9.1a] High Tech Expansion v1.1.2
Post by: IonDragonX on January 02, 2021, 01:23:55 PM
This basically means that there really aren't many different frigates you can make, especially if you don't want to tread on other mods.

DR's Ship & Weapon Pack is extremely popular. I bet you could ask permission to IV reskin his Nautilus (HT Combat Freighter) & Hecate (HT Corvette).
AxleMC131's Disassemble/Reassemble is also popular. Again, you could ask permission to reskin his Prophecy (HT Escort Frigate) & Quoin (HT Heavy Frigate).

BTW, you missed the version number change in the mod_info file.
Title: Re: [0.9.1a] High Tech Expansion v1.1.2
Post by: Twilight Sentinel on January 02, 2021, 03:13:26 PM
It says a lot about the vanilla game that there's only three ships in the high tech blueprint package, compared to the many more you can get in low tech and midline packages.  Unfortunately I cannot find a list of blueprint packages online or sort through the game's files to find them so I cannot verify what's in each of them.  I do know that the only frigate is the wolf.  Most vanilla high tech frigates are either phase ships or skipper ships.  There's a lot of potential room there, especially for a mod intended to supplement vanilla high tech ships.

Is it okay if I brainstorm some ideas for what could be filled in here that isn't covered by vanilla ships?

Title: Re: [0.9.1a] High Tech Expansion v1.1.2
Post by: theDragn on January 02, 2021, 03:51:51 PM

  • A blockade runner combat freighter.  A sort of high tech hound
  • Private security transport.  A small shuttle used by high tech private security firms to move their soldiers, ordinance, and make threats when they aren't paid.
  • Point defense escort ship.
  • Shield tank ship.  Very efficient shield system and better armor than most high tech ships, with some okay firepower as well.
  • Sensor survey ship. A civilian exploration ship, a bit like a scaled down apogee.
  • An alpha strike missile ship.
  • Basic high tech phase ship.

Please peruse some of the other mods that are available, or even this one, because they add ships that are very similar to what you're suggesting. Ship/Weapon Pack adds two high-tech combat freighters, Disassemble-Reassemble adds small troop transports, and High Tech Expansion (this mod!) adds a heavy point-defense destroyer (Iris), a inexpensive survey cruiser (Aphelion), a tanky shield cruiser (Gila) and an alpha-strike missile ship (Bombardier).
Title: Re: [0.9.1a] High Tech Expansion v1.1.2
Post by: Twilight Sentinel on January 02, 2021, 05:46:14 PM
Please peruse some of the other mods that are available, or even this one, because they add ships that are very similar to what you're suggesting. Ship/Weapon Pack adds two high-tech combat freighters, Disassemble-Reassemble adds small troop transports, and High Tech Expansion (this mod!) adds a heavy point-defense destroyer (Iris), a inexpensive survey cruiser (Aphelion), a tanky shield cruiser (Gila) and an alpha-strike missile ship (Bombardier).
Well I specifically meant these as frigate ideas.

An all-in-one ship expansion mod for high-tech ships was what I was hoping for.  If that's not going to happen, that's fine.  I personally have found I like to keep my general ship lists somewhat small, to avoid over-saturation in the markets and for reverse-engineering.
Title: Re: [0.9.1a] High Tech Expansion v1.1.3
Post by: theDragn on January 07, 2021, 11:13:56 PM
Updated to 1.1.3. Save compatible. Big highlight is two new weapons: Toroidal Plasma Railgun and Twin Toroidal Plasma Railgun. They're kind of an energy-weapon combo of HVD and Heavy Mauler.

Full patch notes:
- Added some variants of vanilla ships that use the new weapons.
- Actually added the Ahab to the vanilla missile blueprint package this time. For sure.
- New sprite for the Khanjali Strike Fighter.
- New weapon: Toroidal Plasma Railgun (medium energy, 12 OP) and Twin Toroidal Plasma Railgun (large energy, 26 OP). One of the oldest types of energy weapon, they use electric fields to accelerate a tiny ring of plasma to extreme velocities. It has great range (for an energy weapon, anyway) and good per-shot damage with a side of EMP, but poor DPS and efficiency. It has relatively low flux usage when compared to other energy guns, so it's a good choice for ships that have energy slots but not high-tech flux stats. The medium is in the base blueprint package, and the large is in the hightech package.

Buffs:
- Tawa Standoff Torpedoes: Second-stage spread reduced (35->30) and EMP damage increased (50->75). Ammo on medium and large launchers increased (8->10 and 30->36). Large launcher OP reduced (30->28). Large launcher reload time increased (12->13).
- Plasma Lens Projector: Homing improved (23 deg/sec -> 28 deg/sec).
- Kukri Bomber Wing: OP cost reduced (28->27).

Changes:
- Plasma Lens Projector: Now deals 1000 damage on initial hit and 3x 500 damage in a line. (Combining the first hit of the original 4x 500 line with the initial projectile). This is numerically a buff, but in reality it makes the AI catch the projectile on its shields much more often, so it's more of a nerf (and intended as such).
- Persean League now knows the blueprints for the large Tawa and large Atropos, though they won't use them very often.

Nerfs:
- Gila shield efficiency reduced (0.6->0.8), changed omni shield to front shield, arc reduced (180->110), armor reduced (950->800), and turn speed reduced (22->12). Still very tanky from the front, but much more vulnerable to flanking, and you can't catch shots on armor quite as much.
Title: Re: [0.9.1a] High Tech Expansion v1.1.3
Post by: Prolbo on January 08, 2021, 05:26:30 AM
Can you please use more clearer sprite for "tigership"? The one, like this one: https://imgur.com/BxA9wa4 or, I belive, original one from Spiral Arms II (https://fractalsoftworks.com/forum/index.php?topic=12896.75)

Also I want to donate this little kitbash of mine, made a year ago: https://imgur.com/mvmHyKv
Title: Re: [0.9.1a] High Tech Expansion v1.1.3
Post by: IonDragonX on January 08, 2021, 06:58:14 AM
Updated to 1.1.3.Big highlight is two new weapons: Toroidal Plasma Railgun and Twin Toroidal Plasma Railgun.

I think you should change these to ' Plasma ' projectiles instead of Beam. There aren't enough Plasma weapons in vanilla to begin with. It would fill a niche in the weapon selection.
Title: Re: [0.9.1a] High Tech Expansion v1.1.3
Post by: theDragn on January 08, 2021, 11:29:13 AM
Can you please use more clearer sprite for "tigership"? The one, like this one: https://imgur.com/BxA9wa4 or, I belive, original one from Spiral Arms II (https://fractalsoftworks.com/forum/index.php?topic=12896.75)

I didn't make any changes to the sprite beyond some color correction to make the greenish blue bits on the back match up with the rest of the ship. Though I think that made it a little bit darker, so I've lightened it up a bit. I've put it into the current release (no version number change, but if you redownload you'll get the updated sprite.)

I think you should change these to ' Plasma ' projectiles instead of Beam. There aren't enough Plasma weapons in vanilla to begin with. It would fill a niche in the weapon selection.

I fiddled around with that, but it made the projectiles look a little too dangerous in my opinion. The gun doesn't hit much harder than an HVD or heavy mauler, after all. I also felt a bit oversaturated on plasma-type projectiles— all the Tawa-class torpedoes have plasma bolts, as does the Plasma Lens Projector.

Ninja Update (no version number change)
- Gila nerfs, because I forgot to do that and someone on discord reminded me by complaining about it
- Tigershark sprite lightened up a bit
Title: Re: [0.9.1a] High Tech Expansion v1.1.3
Post by: IonDragonX on January 08, 2021, 12:14:38 PM
... it made the projectiles look a little too dangerous in my opinion. The gun doesn't hit much harder than an HVD or heavy mauler, after all. I also felt a bit oversaturated on plasma-type projectiles— all the Tawa-class torpedoes have plasma bolts, as does the Plasma Lens Projector
Could the collision class be changed to Plasma, at least?
Title: Re: [0.9.1a] High Tech Expansion v1.1.3
Post by: theDragn on January 09, 2021, 01:55:22 AM
Could the collision class be changed to Plasma, at least?

You mean the thing where plasma shots will just punch through anything with low enough health (particularly fighters) and keep going? I think that's due to the projectile class of the plasma cannon, not the collision class, since the plasma cannon has the same collision class as any ballistic weapon.
That said, it shouldn't punch through things like the plasma cannon does. The Toroidal Plasma Railgun is intended to be an energy HVD/Mauler; more of a support weapon than primary DPS. Losing shots to stray fighters getting in the way is an intended downside— if you want the effects of a plasma cannon, use a plasma cannon.
Title: Re: [0.9.1a] High Tech Expansion v1.1.3
Post by: Outlander on January 09, 2021, 01:01:23 PM
(https://i.ibb.co/8MHzBtk/Captura.jpg)
Just something I noticed. If you already knew/don't really care let me know and I'll delete this post.
Title: Re: [0.9.1a] High Tech Expansion v1.1.4
Post by: theDragn on January 11, 2021, 12:50:08 PM
Bumping thread for 1.1.4 update.

Patch Notes:
- New weapon: Light Arc Emitter (small energy, 6 OP), Arc Emitter (medium energy, 11 OP), and Heavy Arc Emitter (large energy, 28 OP). They fire arcs at random hostile targets within a 120 degree cone, dealing decent energy and EMP damage with a relatively low firerate. The medium emitter has a chance to create a secondary chain, and the large has a chance to create multiple chains that increases as long as it's firing. The small and medium are in the hightech blueprint package, the large is rare and known by Tritachyon and Remnants.
- Remnant fleets should now occasionally use the Plasma Lens Projector, Nyx Atropos Salvo, and Tawa Standoff Torpedo Battery.

Also updated the original post to show off all the ships and weapons. Please let me know if you find any typos or errors.
Title: Re: [0.9.1a] High Tech Expansion v1.1.5
Post by: theDragn on January 16, 2021, 11:34:02 PM
Edit: Fixed the Scarab (IV) having a stupid high spawn rate. No version number change.

Yet another update. Save compatible.

A few small new things, but otherwise just some fixes and small balance changes.

New:
- Scarab (IV). Two energy mounts replaced with universals, in addition to the IV hullmod. It's *very* good, but good luck finding one.
- Fourth Battlegroup Blueprint Package. Much rarer than other blueprint packages; you have about a 50% chance of finding one in a vanilla game with no other mods if you visit every blueprint drop source, and a much worse chance of finding it in a heavily-modded game.
- Fourteenth Battlegroup Blueprint Package. Same rarity as the Fourth Battlegroup package.

Changes:
- Fixed some descriptions being long as *** in certain contexts.
- Aphelion: Added a rear turret slot to match up with the sprite. Adjusted turret arcs. Reduced OP by 5. Omni shield converted to front shield. Variants adjusted.
- Gila: Shield arc increased (110->120). Previous nerf was a little bit heavy-handed; now you can reasonably choose between stabilized and extended shields.
- Kingfisher: Sprite adjusted to match turret arcs and directions.
- Peregrine: Adjusted turret arcs. This is a buff.
- Khanjali: Shield HP increased (425->500). Plasma Catapult damage increased (250->350), mag size decreased (4->3), and it now reloads one projectile every 3 seconds, instead of the entire mag every 10 seconds.
- Heavy Arc Emitter: Decreased ramp time (10s->6s) and increased the time needed for the ramp to fully decay (3.3s->4s).
- Plasma Lens Projector: Improved visual effects a little bit.
- Toroidal Plasma Railguns: Now create a small secondary explosion when hitting armor, and have improved visual effects on impact. Sprites adjusted so that the barrels don't look quite as flat.
- Tawa torpedoes: Removed friendly-fire on secondary projectiles. The AI would occasionally try to fire them through allied ships, which would die when the torpedoes split inside of them.
- Reduced the rarity of several weapons. They're still in the same blueprint categories, but some of the rarer ones should show up more often in markets.
- Added 10 simulation opponents.
- Added two variants for [REDACTED]. I hope you haven't been relying on swarms of unshielded fighters.
- Reduced cost multiplier for IV variants (1.75->1.6). Lorewise, IV hulls are in active (though extremely limited) production around the sector, so they shouldn't be quite as expensive as XIV stuff.
- Adjusted some weapon descriptions to account for numerical reality.
- Actually remembered to update the version number this time.
- Added one new loading tip. Do you like focaccia bread?
Title: Re: [0.9.1a] High Tech Expansion v1.1.5
Post by: Frosterus on January 17, 2021, 07:12:07 PM
Thanks for the update. I'm just going to assume it's save compatible, and we'll see how it goes.
Title: Re: [0.9.1a] High Tech Expansion v1.2.0
Post by: theDragn on January 25, 2021, 01:44:41 PM
Pushed out 1.2.0 update. It's not save compatible, so please don't update it until you're ready to start a new game.

New:
- High-Value Bounty, including a unique flagship. Requires Vayra's Sector to spawn.
- Two new variants of existing ships. They only show up as flagships for random bounties, so they're quite rare (and quite powerful). Requires Vayra's Sector to spawn.
- Kaskara Assault Fighter Wing. Carries a close-range High Intensity Laser that fires in short bursts. It excels against isolated targets, but is quite fragile due to its small shield arc. Two per wing, at a price of 17 OP. Included in the high-tech blueprint package.

Changes:
- All Arc Emitters: General nerfs, mostly to fire rate. No longer arc to phased ships. No longer reset chargedown or refund flux if they don't produce an arc when firing (this was a 'hidden' stat due to some AI shenanigans, which have been resolved.) Secondary chain range scaling adjusted. Formula is now (((total_range_after_modifiers / base_range) - 1) * 0.5) + 1) * base_chain_range. Basically, weapon range adjustments apply at half effectiveness to chain range.
- Light Arc Emitter: Firing speed decreased (1.75->2.5) and charge time increased substantially. Flux ratio increased (1.5->2.0).
- Arc Emitter: Firing speed decreased (1->1.75) and charge time increased substantially.  EMP damage reduced (100->50). Flux ratio increased (1.5->2.0). Base secondary chain range reduced (250->200).
- Heavy Arc Emitter: Firing speed decreased (0.4->0.6), damage reduced (125->100), EMP damage reduced (100->50), and flux ratio increased (1.8->3.0). Now starts ramping down if it didn't produce an arc the last time it fired. Base secondary chain range reduced (300->250).
- Spire: Deployment and supply cost increased (50->55), and maximum burn reduced (8->7).
Title: Re: [0.9.1a] High Tech Expansion v1.2.0
Post by: Agalyon on January 25, 2021, 06:17:48 PM
Dang, were the Arc Emitters THAT good? I didn't get to mess with them much.
Title: Re: [0.9.1a] High Tech Expansion v1.2.0
Post by: theDragn on January 25, 2021, 08:11:56 PM
Dang, were the Arc Emitters THAT good? I didn't get to mess with them much.

There were a couple of factors that, when combined, made them incredibly strong that I didn't pick up in testing.

First, Arc Emitters have a lot less wasted damage than PD lasers and Burst PD (wasted damage being any firing time directed at a missile that will still hit the ship) since their random targeting makes them less likely to focus the closest missile like other PD weapons do. Focusing the closest missile makes sense, but when there are multiple missiles in a salvo and PD can't kill individual missiles fast enough, they'll start uselessly shooting at the closest missile, despite the fact that they'll never kill it in time. This is why even a ton of PD lasers don't reliably intercept large salvos of missiles- they get swamped, keep uselessly shooting the closest thing, and the rest of the missiles hit. Arc Emitters bypassing this restriction was (and still is) intended, they'll always be the best option for nullifying at least some of the incoming damage. Also, the instant arc means that they don't have to deal with beam velocity or turret rotation, which makes them more effective than they seem from stats alone.

Second, they fire in a very wide arc, which makes most ships able to achieve greater PD density than they're generally designed for. This, again, is intended; they were (supposed to be) individually less effective than Burst PD lasers, and only became competitive when using multiple emitters with overlapping arcs.

Those two things together made Arc Emitters a really good choice for normal PD, but they didn't seem to be too strong- in testing, if I swapped out all my PD for Arc Emitters, they intercepted similar numbers of missiles per salvo as Burst PDs did. My first error was there, since Burst PD is a mag-fed weapon and should be more effective than Arc Emitters while it still has ammo; the numbers were just a bit too good. Secondly, they simply did too much EMP damage, since they could flame out most fighters in a single hit. What I missed was that it was relatively easy to achieve a critical mass of Arc Emitters- after a certain point, they'd just instantly zap anything that got into range, and they'd never get overwhelmed with targets at close range since they don't have to rotate.

The fix for this was to just gimp the *** out of their stats. The new long charging times (1.25 seconds, on the small and medium) are basically adding back in the time saved by having an instant-hit, non-rotating turret (unlike other PD weapons, they now have difficulty intercepting the first shot in a salvo since they take so long to charge), and the slower firing speed means that they don't have better DPS than the plain PD laser. (Reducing DPS also reduces the benefits gained from being able to overlap firing arcs that normally wouldn't converge.) There are still a ton of advantages- it's a PD weapon that works in a hardpoint, can fire on targets outside of its rotation arc, and does unavoidable hard flux and EMP damage.

Hopefully this puts them in a more reasonable state. They're definitely still usable and good, but they're no longer the optimal choice for point defense.
Title: Re: [0.9.1a] High Tech Expansion v1.2.0
Post by: Frosterus on January 25, 2021, 10:10:31 PM
When I outfit my ships, I design almost entirely around ordnance and flux costs and the ship's capacity for them. I currently skip (or rarely use) quite a few vanilla/mod weapons since they're not feasible to run on certain ships compared to lower cost weapons.
Obviously, balancing is needed or you would just choose the "best" weapons all the time. But I already didn't use light arc emitters too often since they cost 6 ordnance points, so hopefully these nerfs don't throw them into garbage bin for me.

Thanks for the update. Does Vayra's Sector play nice with Nex?
Title: Re: [0.9.1a] High Tech Expansion v1.2.0
Post by: theDragn on January 25, 2021, 11:31:25 PM
When I outfit my ships, I design almost entirely around ordnance and flux costs and the ship's capacity for them. I currently skip (or rarely use) quite a few vanilla/mod weapons since they're not feasible to run on certain ships compared to lower cost weapons.
Obviously, balancing is needed or you would just choose the "best" weapons all the time. But I already didn't use light arc emitters too often since they cost 6 ordnance points, so hopefully these nerfs don't throw them into garbage bin for me.

Thanks for the update. Does Vayra's Sector play nice with Nex?

Yes, Vayra's Sector works perfectly fine with Nex.

In regards to your fitting method... That's really not an optimal way to fit ships. You generally want to select primary weapons for their functionality, and then build the rest of the ship's loadout around those primary weapons. Always using the most efficient or cheapest options will have a seriously negative effect on your combat power. For high tech ships especially, having more flux generation than dissipation is fine (to a point), because they usually have the speed to disengage and vent. This is one of the reasons why energy weapons have worse flux/damage ratios than ballistics- the ships they go on can handle it. Nearly every vanilla weapon is worth using (we don't talk about the Paladin) on certain ships and in certain builds; if you're electing not to use them because of OP costs, you've probably made an error.

Arc Emitters are still good— their poor efficiency is manageable because they have low DPS, and their low DPS is offset by their EMP damage, instant hit, and oversized firing arcs. Don't get too upset about nerfs; I tend to release things in an overpowered state and then nerf them down (which you can see in the patch notes) because it turns out that balancing is hard.
Title: Re: [0.9.1a] High Tech Expansion v1.2.0
Post by: wizardcain on January 26, 2021, 06:37:15 AM
conflict with New Galactic Order
Title: Re: [0.9.1a] High Tech Expansion v1.2.0
Post by: theDragn on January 26, 2021, 08:01:09 AM
conflict with New Galactic Order

This will not be fixed. Either disable NGO, or disable HTE. Same goes for Aria.
Title: Re: [0.9.1a] High Tech Expansion v1.2.0
Post by: Agalyon on January 26, 2021, 10:57:13 AM
There were a couple of factors that, when combined, made them incredibly strong that I didn't pick up in testing.
...
Interesting, I didn't consider all that either. Thanks for the very in depth explanation.
Title: Re: [0.9.1a] High Tech Expansion v1.2.0
Post by: wizardcain on January 26, 2021, 12:07:51 PM
conflict with New Galactic Order

This will not be fixed. Either disable NGO, or disable HTE. Same goes for Aria.
how to play Vayra communist if there is no NGO?
i want to shoot at NGOs
playing as communist with HTE ships

bad english sorry
Title: Re: [0.9.1a] High Tech Expansion v1.2.0
Post by: theDragn on January 26, 2021, 04:03:02 PM
how to play Vayra communist if there is no NGO?
i want to shoot at NGOs
playing as communist with HTE ships

bad english sorry

Check out First Persean Empire by King Alfonso. I think it's only available from the Discord (link here) (https://fractalsoftworks.com/forum/index.php?topic=11488.0), but it does "space fascists" in a good and nuanced way. Several other mods have hard-coded incompatibility with NGO, so you're probably better off without that.
Title: Re: [0.9.1a] High Tech Expansion v1.2.0
Post by: Retry on January 26, 2021, 05:16:20 PM
When I outfit my ships, I design almost entirely around ordnance and flux costs and the ship's capacity for them. I currently skip (or rarely use) quite a few vanilla/mod weapons since they're not feasible to run on certain ships compared to lower cost weapons.
Obviously, balancing is needed or you would just choose the "best" weapons all the time. But I already didn't use light arc emitters too often since they cost 6 ordnance points, so hopefully these nerfs don't throw them into garbage bin for me.

Thanks for the update. Does Vayra's Sector play nice with Nex?
In regards to your fitting method... That's really not an optimal way to fit ships. You generally want to select primary weapons for their functionality, and then build the rest of the ship's loadout around those primary weapons. Always using the most efficient or cheapest options will have a seriously negative effect on your combat power. For high tech ships especially, having more flux generation than dissipation is fine (to a point), because they usually have the speed to disengage and vent. This is one of the reasons why energy weapons have worse flux/damage ratios than ballistics- the ships they go on can handle it. Nearly every vanilla weapon is worth using (we don't talk about the Paladin) on certain ships and in certain builds; if you're electing not to use them because of OP costs, you've probably made an error.
Hmm, I'm not actually seeing a contradiction between these two posts.

It's true that weapon selection usually revolves around selecting a primary weapon(s), and then placing secondary weapons and anti-fighter + point-defense tertiary weaponry around the ship.  It's also true that the primary weapon selection is (or should be) highly influenced by the ship's other parameters, chiefly OP and flux dissipation, but also other things like ship speed, weapon layout, and size class (for ITU range bonuses).  Ex: Building around flux-hungry Gauss Rifles or Mjolnirs may be quite effective on a Conquest, but basing an Onslaught around either as primaries is unlikely to be a winning build, especially under AI control, regardless of how you build the rest of it.

My experience with flux-inefficient dedicated PD weaponry can best be described as anemic so the nerfs make me a bit concerned, but I'll try and with-hold judgement until I try them out.  Whenever I figure out what's causing that pesky crash...
Title: Re: [0.9.1a] High Tech Expansion v1.2.0
Post by: theDragn on January 26, 2021, 05:59:47 PM
Hmm, I'm not actually seeing a contradiction between these two posts.

...

My experience with flux-inefficient dedicated PD weaponry can best be described as anemic so the nerfs make me a bit concerned, but I'll try and with-hold judgement until I try them out.  Whenever I figure out what's causing that pesky crash...
That's a fair point. Inefficient weapons are inefficient usually as a balancing factor for other highly desirable characteristics (like a Gauss Cannon's range and per-shot damage), while weapons that would otherwise be fairly lackluster get good efficiency to make them more attractive.

In regards to inefficient PD, Arc Emitters all do enough EMP damage to flame out nearly all missiles with a single hit; the energy damage is the least important part of their performance as anti-missile PD (unless you're mounting a whole lot of them). In their performance as anti-fighter PD, they have better armor penetration than any other vanilla energy PD weapon besides burst PD lasers, and they still do hard flux and a significant amount of EMP, usually enough to flame out an unshielded fighter in two or three hits. The inefficiency also isn't quite as bad with the larger versions, since the chain chance gives them higher effective dps. The medium hits an average of 1.33 targets per firing cycle, giving it an effective efficiency of ~1.5. The large has even bigger payouts- at maximum ramp, it'll hit an average of 2.5 targets each time it fires, giving it 1.2 efficiency.
Title: Re: [0.9.1a] High Tech Expansion v1.2.0
Post by: Regularity on January 31, 2021, 03:54:57 PM
Minor request, any chance you could add a warning on the front page about how the mod contains a killswitch, and how it intentionally crashes the game if launched with certain mods?

Most other mods have the courtesy of at least mentioning incompatibilities on their front page (and those ones aren't even causing crashes intentionally!) so that players won't waste their time downloading, installing, loading the game, and then crashing. Or in some cases wasting even more time trying to track down the cause of a crash in hopes of fixing it themselves. We players who don't follow forum drama, and especially brand new players looking to try out the game, may find themselves subject to unnecessary wasted time and frustration at finding their game crashing with no advance warning. Unless you expect people to be mind-readers, or to stalk your forum profile's posts, how will any user know which mods or modders you have a personal vendetta with and will get punished for involvement with, if you don't at least tell them beforehand?

While I don't agree with the practice of intentionally crashing the game, at the very least, I'd hope you will have the courtesy of warning people before doing so. Surely that isn't too much to ask, is it?
Title: Re: [0.9.1a] High Tech Expansion v1.2.0
Post by: Retry on January 31, 2021, 05:17:00 PM
From what I understand, the killswitch affects one or two mods, that were specifically banned from the forums.  This isn't the only mod here that has it, and it certainly isn't the first; Kadur Remnants and Tiandong Industries are both hard-coded to crash with it.  There may be others.

While I get the concern of the personal vendettas and stuff, I'm not sure "this mod may not work with mods that were banned from this forum and acquired elsewhere" serves any real purpose other than wasting a few bytes.  As far as I know, the number of (intentional) mod crashes between 2 mods due to personal feuds on this Index is 0, so that'd be a rather niche case.  It's certainly not a problem I'd expect a brand new player to accidentally walk into.

(Disclaimer: I'm not the mod author and don't have deep information as to exactly what events transpired that lead to that mod's ban myself.  I just know enough about the situation to know I don't want to know more about the situation, if that makes sense.)
Title: Re: [0.9.1a] High Tech Expansion v1.2.0
Post by: Vinya on January 31, 2021, 05:48:18 PM
Nice, glad to see someone's using the Pegasus sprite. Was one of my favourites.
Title: Re: [0.9.1a] High Tech Expansion v1.2.0
Post by: MesoTroniK on January 31, 2021, 07:32:04 PM
Tiandong Industries are both hard-coded to crash with it.  There may be others.
I really, really, wish folks would stop saying this about THI... It isn't true, and it never has been. At some point in the past, someone said that for some reason God knows why. And now people think it is fact, and keep repeating it over and over and over no matter how many times I correct it on the Discrap, and now it is spreading to the forums even!

:(
Title: Re: [0.9.1a] High Tech Expansion v1.2.0
Post by: Retry on January 31, 2021, 08:03:17 PM
Sorry, I'll cross that part out.  Did I mistake that for one of the Xeno mods or have I been completely Mandela Effect'd?
Title: Re: [0.9.1a] High Tech Expansion v1.2.0
Post by: Avanitia on January 31, 2021, 08:52:12 PM
Sorry, I'll cross that part out.  Did I mistake that for one of the Xeno mods or have I been completely Mandela Effect'd?

Tiandong causes a crash on Starsector load, if you have enabled mods that would cause crashes or scripts to break in bad ways if enabled alongside THI - some of Xenoargh's mods (AI overhaul from the top of my head), Archean Order and that's it I think? It will mention what mod it is incompatible with too.
Title: Re: [0.9.1a] High Tech Expansion v1.2.0
Post by: theDragn on January 31, 2021, 09:37:09 PM
Minor request, any chance you could add a warning on the front page about how the mod contains a killswitch, and how it intentionally crashes the game if launched with certain mods?

Yeah, that's reasonable and I probably should have done that from the start. I'll add that now.

From what I understand, the killswitch affects one or two mods, that were specifically banned from the forums.  This isn't the only mod here that has it, and it certainly isn't the first; Kadur Remnants and Tiandong Industries are both hard-coded to crash with it.  There may be others.

While I get the concern of the personal vendettas and stuff, I'm not sure "this mod may not work with mods that were banned from this forum and acquired elsewhere" serves any real purpose other than wasting a few bytes.  As far as I know, the number of (intentional) mod crashes between 2 mods due to personal feuds on this Index is 0, so that'd be a rather niche case.  It's certainly not a problem I'd expect a brand new player to accidentally walk into.

(Disclaimer: I'm not the mod author and don't have deep information as to exactly what events transpired that lead to that mod's ban myself.  I just know enough about the situation to know I don't want to know more about the situation, if that makes sense.)

It's not a personal feud or anything, I doubt either of the authors of those two mods know that HTE exists. I just have particularly intense views on certain things, and that extends to not wanting this mod to appear alongside those two.

Tiandong causes a crash on Starsector load, if you have enabled mods that would cause crashes or scripts to break in bad ways if enabled alongside THI - some of Xenoargh's mods (AI overhaul from the top of my head), Archean Order and that's it I think? It will mention what mod it is incompatible with too.

My only complaint about THI's killswitch is that the one that tells you that it can't be enabled mid-save forces a CTD, rather than returning to the title screen. Probably does that due to coding restrictions, though.
Title: Re: [0.9.1a] High Tech Expansion v1.2.0
Post by: theDragn on January 31, 2021, 09:45:51 PM
Nice, glad to see someone's using the Pegasus sprite. Was one of my favourites.

I was pretty surprised that it wasn't in use by anyone, it's very well-done. Unfortunately the name was in use, so that's why that's different.
Title: Re: [0.9.1a] High Tech Expansion v1.2.0
Post by: SafariJohn on February 01, 2021, 03:12:59 AM
My only complaint about THI's killswitch is that the one that tells you that it can't be enabled mid-save forces a CTD, rather than returning to the title screen. Probably does that due to coding restrictions, though.

That sounds like a bug because I am 100% sure Meso wouldn't do a **** move like that.
Title: Re: [0.9.1a] High Tech Expansion v1.2.0
Post by: Avanitia on February 01, 2021, 05:33:25 AM
My only complaint about THI's killswitch is that the one that tells you that it can't be enabled mid-save forces a CTD, rather than returning to the title screen. Probably does that due to coding restrictions, though.

That sounds like a bug because I am 100% sure Meso wouldn't do a **** move like that.

I am pretty sure this one is related to THI's quest you can get from their bar - it is linked to the object in their system and given by person in bar on Shanghai. You don't get a CTD with some random code jibberish, you get message mod can't be enabled mid-game.
Title: Re: [0.9.1a] High Tech Expansion v1.2.1
Post by: theDragn on February 01, 2021, 03:09:46 PM
Version 1.2.1 is out.
New:
- Scute-class Frigate. 1x Medium Energy, 1x Medium Synergy. Has a built-in Harmonic Energy Projector hullmod that increases weapon range and projectile velocity as flux level increases. Its system is Flux Compressor, same as the Peregrine.
- Five custom starts for Nexerelin if you're starting as Tritachyon. Three are normal (1x Combat Small, 2x Combat Large), and two (Super Ship) start you off in a solo destroyer with a Covert Ops refit.

Changes:
- Kingfisher: Renamed to Flamingo because Vayra bullied me. Added some engines to match up with the sprite.
- Adjusted some values and text on the HVB ship hullmods. Compact Missile Autoforge: Cycle time increased (20s->50s) and reload percent increased (5%->10%). Covert Ops Refit: Zero-flux boost threshold increased (1.0%->1.5%), which makes a few weapons usable without disabling the zero-flux boost.
- HVB has been made a bit more difficult. Total fleet size remains the same, but ships and loadouts have been adjusted.
- Flux Compressor: Now changes engine and contrail color while active.
- Aggressor: Armor reduced (1500->1350), flux capacity reduced (15000->13500), max speed reduced (50->40), and turn speed reduced (15->10). Its narrow profile makes it surprisingly tanky, so this should bring it down to a more reasonable level of toughness.
- Inequality: DP and supply cost increased slightly (45->48). It was a little too strong for its cost.
- Khanjali: Slight HP buffs across the board. Increased hull (300->350), armor (25->75), shield HP (500->550), and shield arc (180->220). This should put it closer to other superheavy fighter wings in terms of toughness.
Title: Re: [0.9.1a] High Tech Expansion v1.2.1
Post by: IonDragonX on February 01, 2021, 03:21:42 PM
- Kingfisher: Renamed to Flamingo because Vayra bullied me. Added some engines to match up with the sprite.
Did she DM you or somethin'? She hasn't posted on the forum in a year. I thought she had just quit.

- Inequality: DP and supply cost increased slightly (45->48). It was a little too strong for its cost.
So you are saying there was something out of balance about a ship called "Inequality"?  ::)
Title: Re: [0.9.1a] High Tech Expansion v1.2.1
Post by: _Jay_ on February 02, 2021, 02:45:03 PM
Aggressor: Armor reduced (1500->1350), flux capacity reduced (15000->13500), max speed reduced (50->40), and turn speed reduced (15->10). Its narrow profile makes it surprisingly tanky, so this should bring it down to a more reasonable level of toughness.

Sweet! A welcome change, I was struggling to deal with the enemy Aggressors the other day and was grumbling about it on the unofficial Discord. Was going to message you at the time on Discord after someone tagged us both, but was busy with IRL things. Not sure whether this was from my feedback, or other people too, but this definitely looks to be a promising change. Thanks.

Great work on the mod!
Title: Re: [0.9.1a] High Tech Expansion v1.2.2
Post by: theDragn on February 05, 2021, 10:26:33 PM
New version released. This should probably be the last update aside from any bugfixes before 0.95, though that could always change.

1.2.2:
New:
- High-Value Bounty, including a unique cruiser reskin as flagship. Requires Vayra's Sector to spawn.
- Several Ashen Keeper refits. Scute (AK), Tigershark (AK), and Spire (AK). Requires Vayra's Sector to spawn.
- "Grand Fleet" start scenario for Ashen Keepers. Requires Nexerelin. A bit pricey in supply costs, but the Luddics will happily throw themselves into your guns.

Changes:
- Covert Ops Refit: Supply cost penalty increased (50%->100%).
- Kukri: Changed from Trident reskin to Dagger reskin. Wing size is still 2. OP cost reduced to 19. 4 torpedoes per wing was simply too good in comparison to other bombers. (I think I did the math wrong when originally making these.)
- All Tawa torpedoes: Projectile maximum speed reduced (350->300), acceleration reduced (100->80), split range variation removed, and spread increased (30->35). Flight time increased (4->4.5) to compensate for reduced speed. Overall, they are more interceptable, though doing so still requires longer-ranged PD- most small PD weapons still don't have the range to intercept them. They shouldn't feel quite as *** to get shot by now. It also makes them a bit worse (but not unusable) in off-bore mounts.
- Plasma Lens Projector: Decreased reload time (10s->6s) and refire time (1.5s->1s). Should now be much more competitive with other high-end energy weapons.

And a peek at all the HVB and AK ships:
Spoiler
(https://github.com/theDragn/HTE/raw/main/HTE/graphics/ships/medusa_hvb.png)(https://github.com/theDragn/HTE/raw/main/HTE/graphics/ships/shrike_hvb.png)(https://github.com/theDragn/HTE/raw/main/HTE/graphics/ships/tigershark_hvb.png)(https://github.com/theDragn/HTE/raw/main/HTE/graphics/ships/inequality_hvb.png)(https://github.com/theDragn/HTE/raw/main/HTE/graphics/ships/scute_ak.png)(https://github.com/theDragn/HTE/raw/main/HTE/graphics/ships/tigershark_ak.png)(https://github.com/theDragn/HTE/raw/main/HTE/graphics/ships/spire_ak.png)
[close]
Title: Re: [0.9.1a] High Tech Expansion v1.2.2
Post by: Chairman Suryasari on February 06, 2021, 06:33:03 AM
Hey hey, thanks for the AK Ship, AK doesn't have many dedicated ships unlike some other Vayra Sector factions with mods like Tahlan Shipworks, HMI, and Mayasuran Navy. So it's great that there is a mod that supports it as viable faction.

Edit 1 : Also, would it be good if the new AK ship was added to the AK blueprint? Like other mods that add new ship for Vayra Sector factions?
Title: Re: [0.9.1a] High Tech Expansion v1.2.2
Post by: theDragn on February 06, 2021, 11:22:09 AM
Edit 1 : Also, would it be good if the new AK ship was added to the AK blueprint? Like other mods that add new ship for Vayra Sector factions?

The frigate is added to the AK blueprint package, but the cruiser and capital aren't. Since the default AK package doesn't include the Aurora (AK), it would be unfair to give a similar cruiser and capital in the same package.
Title: Re: [0.9.1a] High Tech Expansion v1.2.2
Post by: Outlander on February 07, 2021, 03:46:47 AM
Is 1.2.2 update save compatible with 1.2.1?
Title: Re: [0.9.1a] High Tech Expansion v1.2.2
Post by: theDragn on February 07, 2021, 09:33:44 AM
Is 1.2.2 update save compatible with 1.2.1?

Yes. Updates that break saves will change the second number in the version number. Ie, all 1.2.X versions will be save-compatible with previous 1.2.X saves, but 1.3.0 will not be compatible with any 1.2.X saves.
Title: Re: [0.9.1a] High Tech Expansion v1.2.0
Post by: Vinya on February 07, 2021, 03:29:10 PM
Nice, glad to see someone's using the Pegasus sprite. Was one of my favourites.
I was pretty surprised that it wasn't in use by anyone, it's very well-done. Unfortunately the name was in use, so that's why that's different.
I think it's unique cannons were on the sprite page too, they were meant for the two forward hardpoints. Just Hypervelocity Drivers in stats. I'd throw it together for ya but I'm very out of date with SS modding lmao.
Title: Re: [0.9.1a] High Tech Expansion v1.2.2
Post by: Twilight Sentinel on February 09, 2021, 09:12:22 PM
I gave this a shot now and noticed that the Moray and Persephone are nearly identical ships.  The two cost the same, have similar roles, have the same speed, almost the same logistical profiles, and both come in the high tech blueprint package.  Beyond the obvious difference in ship systems and weapon arcs, the Persephone has two extra small energy mounts, better ordinance points, and slightly worse shield maintenance compared to the Moray.  This would seem to make the Persephone the ship that should be used over the Moray in almost all circumstances.  Perhaps the Moray should gain another missile mount or two?
Title: Re: [0.9.1a] High Tech Expansion v1.2.2
Post by: theDragn on February 10, 2021, 12:46:46 AM
I gave this a shot now and noticed that the Moray and Persephone are nearly identical ships.  The two cost the same, have similar roles, have the same speed, almost the same logistical profiles, and both come in the high tech blueprint package.  Beyond the obvious difference in ship systems and weapon arcs, the Persephone has two extra small energy mounts, better ordinance points, and slightly worse shield maintenance compared to the Moray.  This would seem to make the Persephone the ship that should be used over the Moray in almost all circumstances.  Perhaps the Moray should gain another missile mount or two?

The major difference is role, though yes, they are very similar. Persephone is not always the correct choice; a Moray can be a lot scarier than a Persephone in the right situations because of the burst damage that Fast Missile Racks offers. And Morays are also cheaper to operate, cheaper to deploy, and lose less CR from fighting. (They're also getting 30 more seconds of peak performance time and slightly better CR stats next patch.) Morays should be better general-purpose ships, especially for fleets that fight back-to-back, while Persephones should be better hunter-killers or specialty ships. Morays should be the Eagle of hightech destroyers, Persephones should be the Aurora, if that makes sense.
Title: Re: [0.9.1a] High Tech Expansion v1.2.2
Post by: Twilight Sentinel on February 10, 2021, 11:34:56 AM
The major difference is role, though yes, they are very similar. Persephone is not always the correct choice; a Moray can be a lot scarier than a Persephone in the right situations because of the burst damage that Fast Missile Racks offers. And Morays are also cheaper to operate, cheaper to deploy, and lose less CR from fighting. (They're also getting 30 more seconds of peak performance time and slightly better CR stats next patch.) Morays should be better general-purpose ships, especially for fleets that fight back-to-back, while Persephones should be better hunter-killers or specialty ships. Morays should be the Eagle of hightech destroyers, Persephones should be the Aurora, if that makes sense.
In my current game I ended up slapping on graviton beams, a converted hanger, and a pilum launcher on my Moray so it could be a long range support ship.  Since it didn't have the phase skimmer, it had a much harder time keeping up with enemies, evading attacks, and disengaging to vent than the Persephone.

To help the two feel more distinct, you could also make the Persephone a more expensive ship and tweak the Moray's stats to be much more defensive.  The phase skimmer already is a fantastic defensive system and makes wolves some of the most likely frigates to survive engagements in the AI's hands.  Better operating time will help with the distinction of the Moray as a line ship, but the lack of defensiveness will limit its ability to perform that role.  Say lean more into the better shield, better flux, and maybe add more hull.

I'm looking at the destroyers added by the mod in general and notice that all three are priced as oversized frigates, with similar defensive stats to the vanilla shriek which is an oversized frigate also in the high tech package.  They're actually all cheaper than both the Buffalo and the Phaeton are only 3000-4500c more than the wolf.  While the Scute frigate is more expensive than them and probably overpriced.

The hammerhead and enforcers are the vanilla destroyer sized line ships and should probably be used as a baseline for the Persephone and Moray.  The enforcer is 38,000c, and the hammerhead 40,000c.  The Persephone has comparable weapon mounts, operating time, and ordinance points to the hammerhead, but worse flux which the hammerhead's ship power compensates for.  It has a better shield and defensive ship system, which compensates for having half the hull and armor.  The Persephone could maybe use a little more hull or armor (3000 and 250?), and its price raised to a little over 40,000c.  Finishing up with a slightly higher crew complement and raise the storage capacities across the board (80, 80, 80?).

The Moray is trickier, its firepower doesn't compare as easy to one of those line ships.  It ends up closer to the mule, which costs 34,000c and has 250 cargo space, but is almost as tough as an enforcer.  As I suggested before, leaning into better raw defensive power and a lower price is probably the way to go.  We can't really make the damage efficiency any higher, so instead we can bring up the flux capacity while lowering the dissipation a bit.  Maybe 6500 and 380?  Then raise the armor and hull a touch to 3000 and 350.  I think a price of 35,000c would be appropriate.

The Iris feels like something closer to the Sunder in terms of function and power.  A support ship for a larger fleet, but I'm not sure what if any balance changes might be warranted for the ship right now.  The Sunder is 45,000c, so raising its price to that could work.  It might be that it should be somewhat less, but it definitely needs to be a lot more than what it is now.

The Scute is very similar to the vanilla Vigilance ship, which costs 11,000c.  While the wolf is 13,000.  It's price should probably be lowered to something in the range of 11,000 to 14,000c.

I don't see anything obviously out of line with the cruisers you get in the high tech package.  Though I do very much appreciate that we get a ship that can use fighters in the Aphelion.  The vanilla package is very bare, giving three light warships not a single carrier capable ship for the two great fighters in the package.
Title: Re: [0.9.1a] High Tech Expansion v1.2.2
Post by: theDragn on February 10, 2021, 05:26:07 PM
Quote
In my current game I ended up slapping on graviton beams, a converted hanger, and a pilum launcher on my Moray so it could be a long range support ship.
In my opinion, that's a horrifyingly wasteful use of a Moray, but if you enjoy it, I won't stop you. I would suggest a medium Reaper and two Pulse Lasers as a standard loadout.

Quote
To help the two feel more distinct, you could also make the Persephone a more expensive ship and tweak the Moray's stats to be much more defensive.
Making the Persephone more expensive makes it compete directly with the Medusa, and the Medusa is generally a better ship because it can fit railguns. If anything, I would reduce the shield efficiency of the Persephone to push it further into the skirmishing role.

Quote
I'm looking at the destroyers added by the mod in general and notice that all three are priced as oversized frigates...
Combat ships are generally balanced around combat performance vs supply/deployment cost, not credit cost. That said, I'll go over credit values for the ships to bring them in-line with vanilla, since it looks like a few ships have the wrong prices for their size class.

Quote
The Iris feels like something closer to the Sunder in terms of function and power.
The Iris is explicitly a PD support ship for cruiser and capital fleets- it can survive firepower that would normally obliterate any other destroyer and has a substantial bonus to PD range, but it's also cripplingly slow, which limits its power in more offensive roles.

Quote
The Scute is very similar to the vanilla Vigilance ship...
The Scute is substantially stronger than the Vigilance, because it has much stronger flux stats, a 0.6 shield, and a system that improves survivability. It pays for this in speed- it's an excellent line frigate, but you won't be capturing objectives or chasing down other frigates with it. It's also getting some more PPT next patch, to compensate for that sluggishness. In terms of credit price, it should probably be more expensive, not less- all high-tech frigates are pricier than their midline or lowtech counterparts.

Quote
The vanilla package is very bare, giving three light warships not a single carrier capable ship for the two great fighters in the package.
Yeah, there would probably be a few more carriers in HTE, but I don't want to tread on the toes of other mods- Several mods add destroyer/cruiser hightech carriers, and I don't want to duplicate ships that already exist.
Title: Re: [0.9.1a] High Tech Expansion v1.2.2
Post by: Twilight Sentinel on February 10, 2021, 08:18:17 PM
Quote
To help the two feel more distinct, you could also make the Persephone a more expensive ship and tweak the Moray's stats to be much more defensive.
Making the Persephone more expensive makes it compete directly with the Medusa, and the Medusa is generally a better ship because it can fit railguns. If anything, I would reduce the shield efficiency of the Persephone to push it further into the skirmishing role.
That assumes the player finds a medusa or its blueprint, personally I hadn't before so I didn't even think to make the comparison when I was checking the stats.  Looks like the Medusa has a cost of 60,000c.  You're quite right that the Persephone shouldn't be a heavy line destroyer when the Medusa is already in the game.  A medium destroyer in the high tech blueprint package that can fill the role of an enforcer or hammerhead in a high tech fleet would still be appreciated, if we're not so fortunate to find the Medusa.  It doesn't have to be the Persephone.  More options on this front is very nice so you don't have to use the same ship every game.
Title: Re: [0.9.1a] High Tech Expansion v1.2.2
Post by: Retry on February 11, 2021, 03:02:07 PM
The major difference is role, though yes, they are very similar. Persephone is not always the correct choice; a Moray can be a lot scarier than a Persephone in the right situations because of the burst damage that Fast Missile Racks offers. And Morays are also cheaper to operate, cheaper to deploy, and lose less CR from fighting. (They're also getting 30 more seconds of peak performance time and slightly better CR stats next patch.) Morays should be better general-purpose ships, especially for fleets that fight back-to-back, while Persephones should be better hunter-killers or specialty ships. Morays should be the Eagle of hightech destroyers, Persephones should be the Aurora, if that makes sense.
I'd strongly suggest the script's actually flipped; I've found Persephones to be much better equipped for a general role and the Moray leans towards a specialist.  The biggest difference is the ship system.  Mobility systems tends to be either "one-note" (Burn Drive, or Plasma Burn) or highly flexible (Maneuvering Jets, Phase Skimmer).  Phase skimmer is the Swiss Army Knife ship system: You can use it to chase, you can use it to run, you can use it to dodge shots in close skirmishes.  FMR is useful, but not nearly as broad in scope and its ultimate role heavily depends on the actual missile weapon that's chosen, most of which are specialized themselves.

Using your example Moray loadout, unloading 4 Reapers in a short time frame into, say, a Heavy Cruiser or Battleship is certainly devastating, but definitely not as flexible as a Persephone with 2 Pulse Lasers + 1 Reaper, which while not capable of such crazy alpha strikes, does have the same total missile capacity and can use its additional mobility to open and exploit gaps to place a few good Reaper shots over the course of a minute.

Basically, if given the choice between the two, if I don't know who or what I'm going to be facing I'd prefer the Persephone.  That's why I would describe it as the general-purpose ship.
Title: Re: [0.9.1a] High Tech Expansion v1.2.2
Post by: Twilight Sentinel on February 11, 2021, 07:49:01 PM
I'd strongly suggest the script's actually flipped; I've found Persephones to be much better equipped for a general role and the Moray leans towards a specialist.  The biggest difference is the ship system.  Mobility systems tends to be either "one-note" (Burn Drive, or Plasma Burn) or highly flexible (Maneuvering Jets, Phase Skimmer).  Phase skimmer is the Swiss Army Knife ship system: You can use it to chase, you can use it to run, you can use it to dodge shots in close skirmishes.  FMR is useful, but not nearly as broad in scope and its ultimate role heavily depends on the actual missile weapon that's chosen, most of which are specialized themselves.

Using your example Moray loadout, unloading 4 Reapers in a short time frame into, say, a Heavy Cruiser or Battleship is certainly devastating, but definitely not as flexible as a Persephone with 2 Pulse Lasers + 1 Reaper, which while not capable of such crazy alpha strikes, does have the same total missile capacity and can use its additional mobility to open and exploit gaps to place a few good Reaper shots over the course of a minute.

Basically, if given the choice between the two, if I don't know who or what I'm going to be facing I'd prefer the Persephone.  That's why I would describe it as the general-purpose ship.
That's kinda the problem I was running into.  I had the high tech package which gave me access to both the Persephone and the Moray, but almost every situation I came up with I'd prefer the Persephone.  It's got a generally better ship system, better weapon mounts, and better OP.  The reason I turned the Moray into an artillery ship with a converted hanger was so it at least was doing something that it felt better than using a Persephone.

Which actually gave me a thought.  What if you swapped the ship systems?  The Persephone has a good weapon mount loadout and can pull a decent safety overrides.  If it had the missile system and was the tankier ship, it could easily be a high tech line ship like the hammerhead without stepping on the role of the Medusa.  It even has its own twist on ballistics boost.  I'd totally be willing to take a ship with fewer weapons and OP for a phase skimmer, because of how generally useful it is especially in the AI's hands.  The limited mounts on the Moray would make it a phase skimmer ship that's less flexible than the Wolf and Medusa, but can still pack a punch.  It has an excess of OP already.  Or hell, it could have a single hanger bay built into the hull and make it a light battlecarrier phase ship.

EDIT: I played around a bit with the ship data, and this is what I came up with:
https://i.imgur.com/uAzVewJ.png

The Persephone as a line ship, similar to the hammerhead and enforcer, and the Moray as a 'double' wolf.  I abandoned the idea of giving the Moray a built in hanger bay for this, nor did I change the ship texts.  I only changed their stats and costs.
Title: Re: [0.9.1a] High Tech Expansion v1.2.2
Post by: theDragn on February 12, 2021, 12:21:43 PM
These are decent arguments. I'll think about it for the next version.
Title: Re: [0.9.1a] High Tech Expansion v1.2.3
Post by: theDragn on February 13, 2021, 01:53:39 PM
Sorry- screwed up a fighter wing ID string, which would crash the game on startup if you had Vayra's Sector. I'm sure a few people downloaded the screwed-up version before someone found the bug; if you redownload it it'll fix the issue.

1.2.3 update released. New ship and a new star system.

- Save compatible.
- Use "generateHTE" from the console (requires Console Commands) to add the Zarmazd system to an existing save.

New:
- System: Zarmazd. A black hole with a single planet, Svarog, terraformed into (mediocre) habitability before the collapse. The independent planetary government managed to keep critical parts of the pre-collapse industry intact, and now performs contract shipbuilding for major polities across the sector. In addition to their standard markets, they have a special market that sells high-grade weapons and ship hulls, including IV and XIV battlegroup hulls. You'll need excellent rep with independents to access it, and "spare" domain-spec hulls don't come cheap.
- Added config file. This is mostly for market config at the moment- there are a bunch of options in there if you want to change the proportions of what Svarog sells. Right now it can only be set to sell various proportions of XIV, IV, Hightech, Midline, and rare blueprints; eventually I'll figure out how to allow an arbitrary number of tags.
- Gloom-class utility phase cruiser. Phase cloak and a salvage rig. It's capable in combat, though inefficient for its supply cost. The main attraction is its Drive Field Compressor, which improves fleet acceleration, and also reduces sensor profile while you're not using sustained/emergency burn. Each one you have in your fleet will provide a 50% bonus to acceleration and a 7.5% reduction to sensor profile, up to a maximum of +200% acceleration/-30% profile. Note that more acceleration also means better turning. Big Tritachyon fleets can probably catch you a bit more easily, so be careful. Glooms are fairly rare; even large Tritach fleets shouldn't have more than one or two.

Changes:
- Smaller ships have had their credit costs adjusted to bring them in line with vanilla.
- Scute: PPT increased (180->240).
- Persephone/Moray: Significant stat/system reworks; the two ships have had their roles and ship systems swapped. The Persephone now offers greater firepower (and better CR/PPT stats) at the cost of speed, and the Moray now offers speed at the cost of firepower.
- All Arc Emitters: Efficiency and fire rate increased by ~10%. Previous nerf was perhaps a bit heavy-handed.
- Some small sprite improvements to Arc Emitters, Incursion, and Flamingo.
- Some internal code changes. Mostly more robust error handling, and some other internal tweaks.
- Added some ships, weapons, and fighters to the Research Mandate faction, so that their known ships continues to match up with Tritachyon known ships.
Title: Re: [0.9.1a] High Tech Expansion v1.2.3
Post by: Chairman Suryasari on February 13, 2021, 05:45:51 PM
Did you have a plan for Lowtech and Midline Expansion in the future?  :D
Title: Re: [0.9.1a] High Tech Expansion v1.2.3
Post by: theDragn on February 13, 2021, 06:54:38 PM
Did you have a plan for Lowtech and Midline Expansion in the future?  :D

No, for multiple reasons- first, I kinda suck at making lowtech/midline sprites, and second, those mods already exist. Low Tech Armada is a pretty sizeable expansion for lowtech stuff, and Mayasuran Navy is basically Midline Expansion but it's a faction. There's also a lot of midline and lowtech ships added by various other ship pack mods, and I don't think that there's really much room for interesting designs in that space.
Title: Re: [0.9.1a] High Tech Expansion v1.2.3a
Post by: theDragn on February 13, 2021, 07:29:58 PM
Pushed out 1.2.3a patch to fix a crash that occurred when Metelson Industries was installed. Not sure exactly what in Metelson was causing it, but it's fixed anyway. If you don't have Metelson or don't plan to get Metelson, there's no need to update.
Title: Re: [0.9.1a] High Tech Expansion v1.2.3a
Post by: DerkaDur on February 15, 2021, 02:15:08 PM
Hey there, really enjoying the mod so far. Looking forward to future content! Had a question about the Fourth Battlegroup hull mod on the IV Paragon. The hull mod claims 'Significant internal changes provid a 3/5/7/10 bonus to OP budgets', but I see no OP discount on any mounts or hullmods. Am I reading this wrong or what?
Title: Re: [0.9.1a] High Tech Expansion v1.2.3a
Post by: Kaitol on February 15, 2021, 04:04:20 PM
I would assume this just means it has 10 more total OP than the base paragon. Anything else would be a weeee bit broken. Haven't actually looked at it though, so this is just a guess.
Title: Re: [0.9.1a] High Tech Expansion v1.2.3a
Post by: theDragn on February 15, 2021, 11:27:43 PM
Hey there, really enjoying the mod so far. Looking forward to future content! Had a question about the Fourth Battlegroup hull mod on the IV Paragon. The hull mod claims 'Significant internal changes provid a 3/5/7/10 bonus to OP budgets', but I see no OP discount on any mounts or hullmods. Am I reading this wrong or what?

It's increasing the total OP of the hull, not modifying the cost of anything you put on it. For example, the regular Paragon has 370 OP, and the Paragon (IV) has 380.

This generally matches up with vanilla- XIV Battlegroup ships also get additional OP compared to their standard variants, though it varies a bit between ship classes. XIV Dominator and Onslaught get 10 extra, XIV Falcon/Eagle/Enforcer get 5 extra. Irritatingly, the XIV hullmod doesn't mention OP, so unless you compared the two you probably wouldn't notice it. I figured that it would be useful to know that IV ships get extra OP, so I added the line into the hullmod description. (Internally, hullmods can't add to the ship's OP, as far as I know. The way they do it is by setting a higher OP value in the .skin file, and then having the hullmod list the extra OP as a bonus; I'm assuming this is why the XIV hullmod doesn't mention the OP bonus.)
Title: Re: [0.9.1a] High Tech Expansion v1.2.3a
Post by: Twilight Sentinel on February 16, 2021, 09:01:58 AM
It's increasing the total OP of the hull, not modifying the cost of anything you put on it. For example, the regular Paragon has 370 OP, and the Paragon (IV) has 380.

This generally matches up with vanilla- XIV Battlegroup ships also get additional OP compared to their standard variants, though it varies a bit between ship classes. XIV Dominator and Onslaught get 10 extra, XIV Falcon/Eagle/Enforcer get 5 extra. Irritatingly, the XIV hullmod doesn't mention OP, so unless you compared the two you probably wouldn't notice it. I figured that it would be useful to know that IV ships get extra OP, so I added the line into the hullmod description. (Internally, hullmods can't add to the ship's OP, as far as I know. The way they do it is by setting a higher OP value in the .skin file, and then having the hullmod list the extra OP as a bonus; I'm assuming this is why the XIV hullmod doesn't mention the OP bonus.)
What about extreme modifications?  I hear that thrown around a lot in discussions, but I don't personally use the mod that adds it.  I think it's ship/weapon pack?
Title: Re: [0.9.1a] High Tech Expansion v1.2.3a
Post by: Chairman Suryasari on February 16, 2021, 10:03:29 AM
Some say that EM broke the meta because how easy is to negate the downside, it's fun to combine it with SO on capital ship mod.

And you should install SWP, It doesn't matter whether you use EM or not, it's a great ship pack, fit like a glove in the vanilla game, it's also fix the market, make Odyssey actually spawn in Persean League market.
Title: Re: [0.9.1a] High Tech Expansion v1.2.3a
Post by: DerkaDur on February 16, 2021, 11:46:22 AM
Hey there, really enjoying the mod so far. Looking forward to future content! Had a question about the Fourth Battlegroup hull mod on the IV Paragon. The hull mod claims 'Significant internal changes provid a 3/5/7/10 bonus to OP budgets', but I see no OP discount on any mounts or hullmods. Am I reading this wrong or what?

It's increasing the total OP of the hull, not modifying the cost of anything you put on it. For example, the regular Paragon has 370 OP, and the Paragon (IV) has 380.

This generally matches up with vanilla- XIV Battlegroup ships also get additional OP compared to their standard variants, though it varies a bit between ship classes. XIV Dominator and Onslaught get 10 extra, XIV Falcon/Eagle/Enforcer get 5 extra. Irritatingly, the XIV hullmod doesn't mention OP, so unless you compared the two you probably wouldn't notice it. I figured that it would be useful to know that IV ships get extra OP, so I added the line into the hullmod description. (Internally, hullmods can't add to the ship's OP, as far as I know. The way they do it is by setting a higher OP value in the .skin file, and then having the hullmod list the extra OP as a bonus; I'm assuming this is why the XIV hullmod doesn't mention the OP bonus.)

Ok thanks for clearing that up, I do like to use the IX Paragons over the vanilla ones so I didn't notice the OP difference.
Title: Re: [0.9.1a] High Tech Expansion v1.2.3a
Post by: Twilight Sentinel on February 16, 2021, 01:22:10 PM
Small bug: One of the Flamingo's small synergy hardpoints is labeled as a turret.
Title: Re: [0.9.1a] High Tech Expansion v1.2.3a
Post by: theDragn on February 16, 2021, 05:06:04 PM
What about extreme modifications?  I hear that thrown around a lot in discussions, but I don't personally use the mod that adds it.  I think it's ship/weapon pack?

Oh, that's a good point. EM gives bonus OP by having a negative cost, and that would work for the IV hullmod too if it wasn't a built-in, since built-in hullmods have no cost. (Now that I'm thinking about it, it probably is possible to do some really complex stuff under the hood to modify a ship's OP with a builtin, but it's definitely not worth the effort.)

Small bug: One of the Flamingo's small synergy hardpoints is labeled as a turret.

Thanks, I'll fix this in the next patch.
Title: Re: [0.9.1a] High Tech Expansion v1.2.4
Post by: theDragn on February 25, 2021, 02:41:38 PM
Updated to 1.2.4. Includes a new missile weapon (I just really like missiles, okay?), some sprite improvements, and a reworked Ahab harpoon launcher.

- Save compatible.

New:
- Kneecapper MRR: A medium-range rocket that delivers a spread of 5 high-energy ion bomblets at extended ranges. Deals a very small amount of energy damage, and a very nasty amount of EMP, with a chance for multiple arcs. It's pre-aimed, so the rocket will rotate to face the target before igniting its engine. An autoloader provides a bit of ammo regeneration for longer fights. Comes in small (5 OP) and medium (10 OP); both are included in the missile blueprint package.

Changes:
- Ahab Harpoon Barrage: Renamed to Ahab Harpoon Stream. Sprite and mechanics reworked; no longer fires a fixed burst of missiles. Instead, it fires a single missile at a time with an extreme bonus to fire rate that decreases with each consecutive shot. This bonus regenerates while the weapon isn't firing. It's roughly the same in terms of sustained DPS, but has less burst damage. OP remains the same; ammo reduced (56->50).
- Aggressor: DP and maintenance cost increased (36->38). Had a bit too much firepower for the cost, and I'd rather increase cost than reduce firepower.
- Bombardier: DP and maintenance cost increased (22->25). Shield efficiency decreased (0.8->0.9). Too good for the cost, given how much alpha damage it can put out.
- Flamingo: One small synergy hardpoint was a cleverly-disguised turret. Now it's a hardpoint.
- Gloom: Front hardpoint synergy slots changed to universals.
- Peregrine: DP and maintenance cost decreased (22->20).
- HVB scaling adjusted, and added an FP cap to both bounties so they can't get too big.
- HVB boss loadouts adjusted. They are no longer remotely fair.
- Sprite improvements for:
   - Inequality (all variants)
   - Scute (all variants)
- Sprite rework for:
   - Tawa Standoff Torpedo Launcher
   - Tawa Standoff Torpedo Barrage
- Removed meme bugzapper variants of Paragon and Radiant from spawn tables. RIP in peace.
- Blueprint packs now properly display icons. (I think I fixed this earlier but it sneaked out of the patch notes.)
Title: Re: [0.9.1a] High Tech Expansion v1.2.4
Post by: BigBeans on February 25, 2021, 03:53:33 PM
Hot
Title: Re: [0.9.1a] High Tech Expansion v1.2.4
Post by: Alex on February 27, 2021, 08:39:16 PM
@wad78: It's extremely bad form to post a modification to someone's mod without the mod author's permission. I've removed the link from your post; consider this an official warning.

Edit: actually, let me just remove the post entirely so it doesn't clutter up the thread.
Title: Re: [0.9.1a] High Tech Expansion v1.2.4
Post by: wad78 on February 27, 2021, 08:41:21 PM
Oh okay no problem, the mod exists now anyway and those who want it know where to find it :)
Title: Re: [0.9.1a] High Tech Expansion v1.2.4
Post by: Twilight Sentinel on February 28, 2021, 12:19:31 PM
I've played around a fair bit now with the system swapped Moray and Persephone.  I've seen that the Moray does consistently outperform the Persephone in terms of damage and survivability, especially in the AI's hands.  The only real exception is safety overrides in the players hands, where the Persephone's ability to bring 3.5 pulse lasers to bare on a target at once is much stronger.  I feel like the Moray is in need of some nerfs.  My first instinct would be be to its ordinance points or defensiveness.  Currently it can easily afford to pack a converted hanger and some wasps, while leaving the back turret empty, to cover its lack of PD.

My other main thought is that I think there's too many cruisers in the high tech blueprint package right now.  They cover pretty much everything you might need for cruiser warships, limiting fleet variety from game to game and the excitement from finding a new cruiser blueprint.  Maybe cut it to 2-3 new cruisers in the package and have the rest as rare singleton blueprints?
Title: Re: [0.9.1a] High Tech Expansion v1.2.4
Post by: theDragn on February 28, 2021, 03:40:23 PM
I've played around a fair bit now with the system swapped Moray and Persephone.  I've seen that the Moray does consistently outperform the Persephone in terms of damage and survivability, especially in the AI's hands.  The only real exception is safety overrides in the players hands, where the Persephone's ability to bring 3.5 pulse lasers to bare on a target at once is much stronger.  I feel like the Moray is in need of some nerfs.  My first instinct would be be to its ordinance points or defensiveness.  Currently it can easily afford to pack a converted hanger and some wasps, while leaving the back turret empty, to cover its lack of PD.

My other main thought is that I think there's too many cruisers in the high tech blueprint package right now.  They cover pretty much everything you might need for cruiser warships, limiting fleet variety from game to game and the excitement from finding a new cruiser blueprint.  Maybe cut it to 2-3 new cruisers in the package and have the rest as rare singleton blueprints?

The AI isn't fantastic at abusing Fast Missile Racks, but it is very good at using Phase Skimmer, so that's not very surprising. The Moray is also intended to be slightly better than the Persephone, since it has worse CR stats and a higher supply cost. In terms of possible nerfs- it's actually got pretty bad OP for a destroyer, with only 79. Nearly every vanilla combat destroyer has at least 95 OP, for comparison. It's also not absurdly tanky for its class either; the Medusa has the same shield eff and ~10% more flux capacity. Perhaps I could cut a bit of dissipation? I'll think on it.

On blueprint availability- I was gonna type some stuff about how most cruisers are actually in the blueprint packs, but I just looked at the files for vanilla and it turns out that there's way more rare cruiser blueprints than I thought- I thought only the Aurora and the Doom were rare, and that's not the case. That's a bit of a screwup on my part. I'll move the Bombardier and Flamingo into the rare pool, so the hightech pack will give you the Aphelion, Peregrine, and Gila (and the Apogee).
Title: Re: [0.9.1a] High Tech Expansion v1.2.4
Post by: Twilight Sentinel on March 02, 2021, 02:32:30 PM
On blueprint availability- I was gonna type some stuff about how most cruisers are actually in the blueprint packs, but I just looked at the files for vanilla and it turns out that there's way more rare cruiser blueprints than I thought- I thought only the Aurora and the Doom were rare, and that's not the case. That's a bit of a screwup on my part. I'll move the Bombardier and Flamingo into the rare pool, so the hightech pack will give you the Aphelion, Peregrine, and Gila (and the Apogee).
That sounds reasonable.  The Aphelion and Gila work as fleet anchors, similar to the Apogee, Dominator, and Venture.  The Peregrine looks to be a light cruiser that can fit the same role as the Falcon.  The Bombardier has a clear rare blueprint comparison in the Gryphon, while the Flamingo can be compared to the Aurora and Eagle.