**** Version 0.9.3 ****
Updated for version 0.96a-RC9.
Campaign:
Oculian Station:
Flux stats have been shuffled to make gaps more pronounced and compensate with the general efficiency buffs on weapons.
Shields are standardized to the base value as shield resistance is moved towards resisting beam weapons than just energy.
Shield Modules are changed towards being high cap/low vent to have them behave more like armor than shields.
Pillar Guard:
Flux Capacity increased from 4000 to 5000.
Flux Dissipation reduced from 400 to 250.
Shield Efficiency reduced from 0.8 to 1.
Ordinance Points reduced from 200 to 50.
Weapons Platform:
Flux Capacity increased from 12000 to 14000.
Flux Dissipation reduced from 1000 to 700.
Shield Efficiency reduced from 0.8 to 1.
Basic Ring Segment:
Flux Capacity increased from 6000 to 9000.
Flux Dissipation reduced from 750 to 450.
Shield Efficiency reduced from 0.8 to 1.
Star Fortress Ring Segment:
Flux Capacity increased from 8000 to 12000.
Flux Dissipation reduced from 1000 to 800.
Shield Efficiency reduced from 0.8 to 1.
Shield Module:
Flux Capacity increased from 10000 to 18000.
Flux Dissipation reduced from 1000 to 300.
Shield Efficiency reduced from 0.8 to 1.
Ordinance Points reduced from 200 to 50.
Hangar Module:
Flux Capacity increased from 6000 to 7000.
Flux Dissipation reduced from 750 to 350.
Shield Efficiency reduced from 0.8 to 1.
Hangar Command:
Flux Capacity increased from 9000 to 10000.
Flux Dissipation reduced from 900 to 500.
Shield Efficiency reduced from 0.8 to 1.
Ships:
Reduced Engine sound volume slightly more across the board.
Autonomous Drone:
Now displays Sensor strength bonus.
Added Weapon/Engine repair speed bonus by mathematically 33% (-24.82~% = 1 / (1 + bonus)).
Added Sensor profile reduction by 10.
Reduced Sensor strength from 20 to 10.
Oculian Hull:
Added Hull and Armor damage resistance against Beam weapons by 10%.
Added Shield resistance against Beam weapons by 25%.
Shield damage taken from Energy type reduced from 25% to 15%.
Kitted Gretly Buster:
When S-modded, increases death explosion further, also increases flux capacity and shield efficiency.
Overdriven Clock Systems:
When S-modded, reduces penalties significantly and gives a flatout hull and armor damage resistance.
Overdriven Clock Systems:
When S-modded, reduces penalties damage penalty and increases beam damage regardless of faction.
Sconis:
Medium Energy mount is changed to Medium Synergy.
Flux Capacity increased from 2500 to 4000.
Flux Dissipation reduced from 300 to 200.
Ordinance points increased from 50 to 55.
Shield Efficiency increased from 0.9 to 0.7.
Tsundere:
Armor reduced from 200 to 150.
Flux Capacity increased from 4000 to 5000.
Basilix:
Top Speed increased from 75 to 80.
Acceleration reduced from 75 to 70.
Maximum Turn Speed increased from 50 to 60.
(Mi):
Fleet point cost reduced from 20 to 18.
Top Speed increased from 75 to 80.
Acceleration reduced from 75 to 70.
Maximum Turn Speed increased from 50 to 60.
Chimex:
Armor reduced from 600 to 450.
Flux Capacity increased from 4500 to 6000.
(Mi):
Fleet point cost reduced from 18 to 15.
Armor reduced from 600 to 450.
Flux Capacity increased from 5500 to 7500.
Dorothyx:
Flux Capacity increased from 6000 to 7000.
Top Speed reduced from 65 to 50.
Acceleration increased from 55 to 100.
Deceleration increased from 30 to 75.
Maximum Turn Speed increased from 25 to 60.
Turn Acceleration increased from 20 to 40.
Ignix:
CARRIER and COMBAT tags removed.
Engine count increased from 3 to 7.
Hull reduced from 6000 to 4000.
Armor reduced from 600 to 350.
Flux Capacity increased from 4000 to 5000.
Flux Dissipation reduced from 250 to 200.
Shield Arc increased from 240 to 300.
Shield type changed from Omni to Front.
Shield Efficiency increased from 0.9 to 0.7.
Top Speed increased from 60 to 90.
Acceleration increased from 45 to 75.
Deceleration reduced from 35 to 45.
Maximum Turn Speed increased from 40 to 60.
Turn Acceleration increased from 20 to 30.
Evalyx:
Top Speed increased from 70 to 80.
Phase Upkeep generation reduced from 0.06 to 0.03.
Amina:
Flux Capacity increased from 14000 to 15000.
Top Speed increased from 70 to 80.
Acceleration reduced from 60 to 40.
Deceleration reduced from 40 to 30.
Maximum Turn Speed increased from 50 to 60.
Chimaria:
Flux Dissipation reduced from 650 to 500.
Shield Upkeep reduced from 0.5 to 0.3.
Etna:
CARRIER, COMBAT and NO_AUTO_ESCORT tags removed.
Nadia (Mi):
Fleet point cost reduced from 32 to 28.
Utena:
Flux Dissipation reduced from 1000 to 800.
Titanic Phase Columns:
Added Energy damage resistance by 10%.
Speed bonus increased from 50 to 60. (Manueverability increased accordingly)
Pandora:
Designation changed from Flagship to Dreadnought Carrier.
Dulcena:
Base Supply Maintenance/Repair cost reduced from 74 to 65.
Wings:
Loach (and Mi):
Phase Initial Cost generation increased from 0.02 to 0.08.
Phase Upkeep generation reduced from 0.04 to 0.03.
Weapons:
Glint:
Flux generation reduced from 40 (200) to 35 (175).
Pirouette:
Flux per shot reduced from 25 to 15.
Fouette:
Flux per shot reduced from 30 to 25.
Shiredain:
Flux per shot reduced from 250 to 225.
Blita:
Damage per shot reduced from 60 to 50.
Flux per shot reduced from 40 to 25.
Cooldown per shot increased from 0.25 to 0.33.
Spread is removed and shots have perfect accuracy.
Gleam:
Flux generation reduced from 140 (1400) to 100 (10
Prima:
Damage per shot reduced from 80 to 75.
Flux per shot reduced from 50 to 45.
Charge up delay reduced from 0.15 to 0.125.00).
Glistal:
Flux generation reduced from 300 (4500) to 200 (3000).
Kurtina:
Damage increased from 240 to 270.
Flux per second reduced from 150 to 135.
Vira:
Flux per shot reduced from 60 to 40.
Cooldown per shot increased from 0.125 to 0.2.
Spread is removed and shots have perfect accuracy.
Pixie:
Flux per shot reduced from 150 to 130.
Fairy:
Flux per shot reduced from 200 to 180.
Freya:
Flux per shot reduced from 310 to 290.
Nicor:
Flux per shot reduced from 180 to 160.
Flandrey Beam Cannon:
Flux per second reduced from 945 to 840.
**** Version 0.9.2b ****
Campaign:
Forcefully deprecated Arc Mother's Cognition skill to prevent randomized distribution.
Ships:
Oculian Chemical Core:
Unintended stacking beam bonuses removed. Along with associated Mikanate variant and hybrids.
Description wording changed to reflect that hullmod generally improves Energy weapons.
Oculian Crystalline Core:
Can now be equipped on Oculian Phase ships, increasing Phase efficiency and reducing Cooldown time. Mikanate and hybrids receive this bonus.
Phase ships now cancel the top speed penalty.
Now reduces Beam Flux generation by 15% (20% for Mikanate).
Mikanate Pulse Core:
Time script now uses the matured Jandor Time Reactor script to determine conditions and avoid buggy time events.
**** Version 0.9.2 ****
Campaign:
Ocutek Pirate Package manually seperated to the Ocutek Pirates submod to prevent the effectively non-existent blueprint from dropping.
Oculians receive their own naming theme with their people. Serial number for Female and Auxiliary number for Male(Robot).
Relations changed for the corresponding factions:
Added a bare minimum catch logic for Hostile and Vengeful relations.
(HMI) Oculians are now hostile to Mess variations.
Player from Vengeful to Suspicious.
Sindrian Diktat from default Inhospitable to Favorable.
Luddic Path from default to Vengeful.
Luddic Church from default to Hostile.
Star systems and planets associated are now uniquely prefixed.
Oculian Cookies:
Updated to current commodities system.
Atalie Pax:
Atalie II:
Now a Barren-desert World.
Extreme Heat planet condition replaced with Hot.
Mild Climate planet condition added.
Market Size increased from 4 to 5.
Adalie:
EI is added.
Organics changed from Abundant to Common.
Mining has a Gamma Core.
Added unique Heavy Industry called Orbital Assembly Matrix, replacing Orbital Works that does not require a Nanoforge to produce quality ships.
Population and Oculian Bakery Complex no longer have Alpha Cores.
Atalie III-a:
Extreme Cold planet condition removed.
Haelim:
Haelim I:
Mild Climate planet condition added.
Darla:
Now an Arid planet and has Habitable planet condition.
Haelim IIa:
Inimical Biosphere planet condition removed.
Doctrine changed, from 1-3-3 to 4-1-2.
Added missing generic music to encounters and other things.
Nexerelin:
Diplomacy:
Is no longer Ideological.
Diplomacy is increased from +0.1 to +0.25.
Basic blueprint package is given immediately if starting faction.
Ships:
Added the Evalyx Phase Cruiser, a Mikanate Phase cruiser with a dependable logistics capability and a powerful loadout.
Added the Dulcena Dreadnought, a massive flagship that focuses in direct frontal combat.
Added Oculian Optimized Optics, a sidegrade to Advanced Optics that increases base range but at a cost of shield damage.
Mikanate ships and some regulars are now only sold in the Military market.
Oculian Hull:
Description has been overhauled for a more readable overview.
The following changes removes redundant computations with regards to logistics, that would otherwise overcomplicate the descriptions:
Supply Maintenance/Recovery reduction increased from 25% to 33%.
Supply cost reduction removed if Mikanate Overhaul is added.
Base Supply costs for every ship is adjusted accordingly for Deployment cost purposes that impact battle size.
Can no longer allow Advanced Optics.
Mikanate Overhaul:
Description has been overhauled for a more readable overview.
Supply Maintenance/Recovery penalty increase removed.
Combat Readiness decay depletes 100% faster.
All Oculian Cores:
Description has been overhauled for a more readable overview.
Oculian Crystalline Core:
Top Speed reduction is now a percentage. Zero Flux Speed is also normalized. (+ subsequent Mikanate combinations)
Shield damage reduction bonus reverted from 20% to 15%. (+ subsequent Mikanate combinations)
Mikanate Crystalline Core:
Top Speed reduction is now a percentage. Zero Flux Speed is also normalized.
Shield damage reduction bonus reduced from 35% to 25%.
Top Speed reduction penalty reduced from 30% to 25%.
Oculian Pulse Core:
Removed the unmentioned refit time penalty.
Replacement Recovery rate penalty of -33% is added.
Chimly:
Rugged Construction hullmod added. (+ Mi)
Gretly:
Fleet Points reduced from 3 to 2.
Gretly Reassembly Contigency hullmod added, an improved variation of Rugged Construction.
Hull increased from 500 to 650.
Top Speed reduced from 200 to 180.
Gretly (Mi):
Gretly Reassembly Contigency hullmod added.
Hull increased from 600 to 700.
Huely:
Rugged Construction hullmod added.
Added 1 Small Synergy hardpoint.
Base Supply Maintenance/Repair cost increased from 3 to 5.
Prily:
Fleet Points reduced from 3 to 2.
Rugged Construction hullmod added. (+ Mi)
Top Speed reduced from 240 to 200.
Acceleration reduced from 270 to 240.
Chimis:
Acceleration increased from 70 to 105.
Deceleration increased from 55 to 90.
Base Supply Maintenance/Repair cost increased from 7 to 10.
Mi:
Acceleration increased from 60 to 95.
Deceleration increased from 55 to 80.
Base Supply Maintenance/Repair cost increased from 9 to 14.
Doris:
Acceleration increased from 60 to 90.
Deceleration increased from 50 to 70.
Base Supply Maintenance/Repair cost increased from 8 to 11.
Lemphis:
Acceleration increased from 125 to 160.
Deceleration increased from 100 to 130.
Base Supply Maintenance/Repair cost increased from 8 to 14.
Maximis:
Acceleration increased from 90 to 110.
Deceleration increased from 75 to 90.
Base Supply Maintenance/Repair cost increased from 6 to 10.
Sconis:
Acceleration increased from 140 to 160.
Deceleration increased from 125 to 140.
Base Supply Maintenance/Repair cost increased from 5 to 7.
Sophis:
Acceleration increased from 120 to 150.
Deceleration increased from 100 to 120.
Base Supply Maintenance/Repair cost increased from 6 to 9.
Sophis B/C:
Fleet Points reduced from 5 to 4.
Ordinance points increased from 30 to 40.
Base Supply Maintenance/Repair cost increased from 2 to 4.
Storkis:
Acceleration increased from 90 to 125.
Deceleration increased from 80 to 100.
Tsundere:
Sprite adjustments. Some weapon slots have been moved.
Designation changed from Fast Destroyer to Destroyer.
Acceleration increased from 110 to 125.
Deceleration increased from 90 to 100.
Shield Efficiency increased from 0.9 to 0.8.
Base Supply Maintenance/Repair cost increased from 7 to 9.
Beatrix:
Designation changed from Heavy Gunport to Monitor.
Fleet Points reduced from 12 to 10.
Hull increased from 3500 to 5000.
Maximum Turn Speed reduced from 25 to 40.
Turn Acceleration reduced from 15 to 25.
Basilix:
Sprite adjustments. (+ Mi)
Hangar is removed, respective tags for the carrier role is removed while Quantix Core can still take effect. (+ Mi)
2 built-in Glints added. (+Mi)
Hull increased from 5000 to 7000.
Armor increased from 550 to 650.
Ordinance points increased from 100 to 110.
Maximum Turn Speed increased from 20 to 50.
Turn Acceleration reduced from 20 to 30.
Base Supply Maintenance/Repair cost increased from 14 to 18.
Mi:
Hull increased from 6000 to 8000.
Armor increased from 600 to 700.
Ordinance points increased from 120 to 130.
Maximum Turn Speed increased from 20 to 50.
Turn Acceleration reduced from 20 to 30.
Mass reduced from 1000 to 900.
Base Supply Maintenance/Repair cost increased from 22 to 26.
Chimex:
Fleet Points reduced from 12 to 11.
Hull increased from 4000 to 5000.
Base Supply Maintenance/Repair cost increased from 15 to 18.
Acceleration increased from 40 to 50.
Deceleration reduced from 60 to 40.
Turn Acceleration reduced from 40 to 35.
Mass increased from 650 to 750.
Mi:
Fleet Points reduced from 20 to 18.
Hull increased from 5000 to 5500.
Acceleration increased from 40 to 50.
Deceleration reduced from 60 to 40.
Turn Acceleration reduced from 40 to 35.
Base Supply Maintenance/Repair cost increased from 20 to 22.
Mass increased from 650 to 800.
Dorothyx:
Redesigned to fit its in-lore saucer build.
Shield module overhauled to be vulnerable from 2 lateral sides to 4 corners.
Modular slot changes:
From 1 Large Energy, 2 Medium Energy, 2 Small Energy, 4 Small Synergy, 3 built-in Glints
To 1 Large Energy, 2 Medium Energy, 2 Small Energy, 5 Small Synergy, 4 built-in Glints.
Large Energy turret moved to the center, while allowing 360 angle coverage.
Fleet Points increased from 11 to 13.
Hull increased from 4000 to 7000.
Flux Capacity increased from 5000 to 6000.
Flux Dissipation increased from 400 to 450.
Top Speed reduced from 70 to 65.
Base Supply Maintenance/Repair cost increased from 16 to 20.
Shield Module:
Armor reduced from 750 to 500.
Flux Capacity reduced from 5000 to 4000.
Flux Dissipation reduced from 250 to 200.
Shield Type changed from Front to Omni.
Ignix:
Sprite adjustments.
Hangars are removed, respective tags for the carrier role is removed while Quantix Core can still take effect.
Fleet Points increased from 11 to 12.
Hull increased from 4500 to 6000.
Armor reduced from 850 to 600.
Ordinance points increased from 90 to 100.
Flux Capacity increased from 3000 to 4000.
Flux Dissipation increased from 200 to 250.
Top Speed reduced from 70 to 60.
Acceleration reduced from 70 to 45.
Maximum Turn Speed increased from 20 to 40.
Turn Acceleration increased from 10 to 20.
Base Supply Maintenance/Repair cost increased from 11 to 16.
Nimbyx:
Armor reduced from 400 to 300.
Ordinance points increased from 50 to 60.
Flux Capacity increased from 4000 to 6000.
Maximum Turn Speed increased from 10 to 20.
Turn Acceleration increased from 10 to 15.
Amina:
Sprite adjustments.
Designation changed from Warship to Fast Battleship.
Added Integrated Oculian Optics hullmod.
Modular slot changes:
From 2 Large Synergy, 3 Large Energy, 4 Medium Synergy, 2 Small Energy, 4 Small Synergy, 6 built-in Glints
To 2 Large Synergy, 3 Large Energy, 4 Medium Synergy, 4 Medium Energy, 4 Small Missile, 14 built-in Glints.
All 3 Hangars are removed, respective tags for the carrier role is removed while Quantix Core can still take effect.
Fleet Points reduced from 28 to 26.
Flux Capacity increased from 12000 to 14000.
Flux Dissipation increased from 900 to 1000.
Top Speed increased from 50 to 70.
Acceleration increased from 35 to 60.
Deceleration increased from 15 to 40.
Maximum Turn Speed increased from 15 to 25.
Turn Acceleration increased from 7 to 12.
Shield Angle reduced from 360 to 300.
Shield upkeep reduced from 0.5 to 0.3.
Skeleton Crew increased from 65 to 90.
Maximum Crew increased from 80 to 120.
Base Supply Maintenance/Repair cost reduced from 50 to 40.
Etna:
Sprite adjustments. Some mounts have been moved.
Designation changed from Fast Battleship to Battlecruiser.
Temporal Overclock:
Time Flow multiplier reduced from 5x to 4x.
Charge up time reverted from 4 to 3.
Active time increased from 15 to 18.
Hangars of 2 are removed.
2 Large Energy mount angles increased from 165 to 180.
Added 2 built-in Glints.
Flux Capacity increased from 7500 to 8000.
Acceleration increased from 65 to 80.
Deceleration increased from 55 to 70.
Maximum Turn Speed increased from 35 to 45.
Mass increased from 1200 to 1700.
Base Supply Maintenance/Repair cost increased from 25 to 32.
Chimiria:
Nadia:
Designation changed from Combat Carrier to Battleship. (+ Mi)
Acceleration reduced from 40 to 55.
Base Supply Maintenance/Repair cost increased from 34 to 38.
Mi:
Acceleration reduced from 40 to 50.
Base Supply Maintenance/Repair cost increased from 40 to 44.
Utena:
Added Integrated Oculian Optics hullmod.
Titanic Phase Columns:
Now reduce the Ordinance costs of Shiredains by 3.
Now increases the Phase Stress limit from 50% to 60%.
Now increases Kea base range for 150 units, while Pirouette series for 250 units.
Shiredain Range bonus altered from 1.2x to flat base 200 units.
Top Speed bonus increased from 40 to 50.
Receives Integrated Target Unit buff and Delicate Machinery debuff, the preceeding hullmods are removed and blocked from use.
All 16 Shiredain built-ins are now Small Energy slots.
Base Supply Maintenance/Repair cost reduced from 58 to 48.
Wings:
Added the Loach wing (plus Mi), a support drone squadron that relies its survivability with its phase capability.
Breeze:
Hull increased from 60 to 100.
Breeze Mikanate:
Hull increased from 80 to 150.
Flux Capacity increased from 100 to 150.
Flux Dissipation increased from 25 to 35.
Breeze Elite:
Armor given from 1 to 40.
Breeze Superelite:
Armor given from 1 to 60.
Cancer:
Hull increased from 35 to 60.
Flux Capacity increased from 75 to 100.
Flux Dissipation increased from 25 to 40.
Top Speed increased from 200 to 225.
Acceleration increased from 215 to 300.
Deceleration increased from 270 to 300.
Cancer Elite:
Hull increased from 40 to 120.
Flux Capacity increased from 75 to 200.
Flux Dissipation increased from 25 to 60.
Cancer Mikanate:
Base Ordinance cost reduced from 22 to 20.
Weapons changed from 1 Glint, 2 Pixel torpedo to 2 Glints and 1 Kilopixel torpedo.
Hull increased from 70 to 250.
Flux Capacity increased from 75 to 300.
Flux Dissipation increased from 25 to 90.
Tick Elite:
Hull increased from 250 to 350.
Tick Mikanate:
Hull increased from 300 to 400.
Armor increased from 125 to 150.
Cucumber:
Hull increased from 1000 to 3000.
Flux Capacity increased from 2000 to 4000.
Weapons:
Added Kilopixel Torpedo.
Pirouette:
Sound altered to have less bass.
Flux per shot reduced from 45 to 25.
Fouette:
Flux per shot reduced from 45 to 30.
Frappe:
Flux per shot reduced from 40 to 35.
Kea:
Range reduced from 400 to 350.
Damage per shot reduced from 50 (200) to 45 (180).
Flux per shot reduced from 35 (140) to 30 (120).
Blita:
Energy Damage bonus against missiles increased from 50% to 100%.
High Explosive Damage bonus against fighters increased from 50% to 75%.
Fighter arc chance increased from 15% to 25%.
Fighter arcs does half of the primary damage while double the displayed EMP damage.
Damage per shot reduced from 70 to 60.
Flux per shot reduced from 50 to 40.
Charge down reduced from 0.25 to 0.1667.
Gleam:
Damage per second increased from 450 (142) to 500 (158).
Prima:
Range reduced from 750 to 650.
Damage per shot reduced from 90 to 80.
Flux per shot reduced from 60 to 50.
Charge up time reduced from 0.25 to 0.15.
Stredia:
Range reduced from 750 to 650.
Damage per shot increased from 100 to 140.
Flux per shot increased from 80 to 105.
First shot Damage increased from 300 (300% from 100) to 350 (250% from 140).
First shot EMP damage increased from 30 to 100.
Leia:
Damage per shot increased from 70 to 75.
Flux per shot reduced from 50 to 45.
Manndie:
Added the forgotten ocua_mikanate tag.
Damage per shot increased from 120 (60x2) to 140 (70x2).
Flux per shot increased from 80 to 90.
Nicor:
Range reduced from 850 to 750.
Charge down time reduced from 1.9 (2.3) to 1.6 (2.0).
Ruby:
Range reduced from 1500 to 1200.
Turn Rate reduced from 20 to 10.
EMP per shot reduced from 100 to 90.
Flux per shot reduced from 250 to 150.
Charge down reduced from 1.2 to 1.
Projectile Speed reduced from 3000 to 2400.
Vira:
Energy Damage bonus against missiles increased from 50% to 100%.
High Explosive Damage bonus against fighters increased from 50% to 75%.
Fighter arc chance increased from 15% to 25%.
Fighter arcs does half of the primary damage while double the displayed EMP damage.
Damage per shot reduced from 90 to 70.
EMP per shot reduced from 45 to 35.
Flux per shot reduced from 80 to 60.
No longer has magazine size.
Charge down reduced from 0.167 to 0.125.
Flandrey:
Damage per second reduced from 1250 to 1050.
Flux per second reduced from 1250 to 945.
Charge up time reduced from 2 to 1.5 seconds.
Pixel++ Launcher:
Charge down time reduced from 15 to 10.
Rest of the changelog is within the folder.
Meh, I like the idea of making my own ships, ya know, to keep it original. o-o
Also, I like this El person, she seems very... cute.
It appears neither of us aren't capable of making a starsystem of our own despite copying the vanilla coding. Mostly leading to a Java-based error.
Which is unfortunate. Re-posting the Red mod without the plugin active.
im accustomed to the bitting.. UHUM... anyway, its good to see someone pushing you to work on your mod (i know the feeling) expecting wonders here Prot, keep at it. :)
I'll see if I can make some more designs in my spare time. Transport ships are probably the priority.
I'll see if I can make some more designs in my spare time. Transport ships are probably the priority.
What do you transports for, your ships are somewhat capable of delivering moderate goods already? :o
3 hours, I think. Didn't know where to put the parts accordingly, until I stumble on free custom ships to make room for the "side-doors".
That is pretty long for a kitbash for some big ship of yours! )o)
Yeah, in general, most people don't bother reading what the Op says anyway, they see cool ships, then they look for the download button, having a lot of spoliers dosn't do anything other than keep things overly organized for the authors own benefit.If said ships are individually spoilered in class spoiler in ship spoiler in mod spoiler, these "most people" won't even see them. Protonus, why don't you just have one spolier for your mod and inside everything's visible but a second for all the visuals at once, and maybe a third for the changelogs?
I told you to unspoil all the contents, but you spoil them anyway! )o)
Well, sure.
Frankly, a guy told me that if I ever worked for you as partner, but I don't see anything negative about making new ship designs.
By the way Protonus, should we expect you to eventually try to balance your mod or will this stay that way? In the SS tier list, you said they were around tier 1-3. Personally i think they are closer to tier 0, aka nearly impossible to balance, especially the red ones. The absurd amount of large mounts will make them unplayable in the campaign, unfortunately.
Personally i think they are closer to tier 0, aka nearly impossible to balance, especially the red ones. The absurd amount of large mounts will make them unplayable in the campaign, unfortunately.
I recommend that you do these back and forth between each other through private messages or IRC chat programs, rather than bumping this thread regularly for an ill contrived reason.
Your dreaming lady.
Alright so I did a quick modification to one of your Red sprites to put a spotlight on some of the issues with it.
In specific the Red sprites are insanely over-saturated red color wise to a degree that is eye searing, rather than looking like a "candy" color this is more effective in an artistic point of view.
Also some geometry modifications, lighting changes and a minor paint pass to show shadows, highlights and form.
Starsector lighting comes in from the top slightly to the front and I respected that, bridge is ostensibly the highest point as logic with carriers may dictate.
(http://i.imgur.com/w4QcGEm.png)
Also this is a one off, don't try to con me into doing your art, thanks.
The color is definitely better, much more comfortable to the eye.
For the weapons, i don't think it's possible for some ships to mount some faction weapons only. The easy way would be to make them built in but then again, it limit the customization and the fun (laser boats can get quite boring after a while).
The ideal way of fixing the gun problem would be to cover some of those mounts. You can still add medium or small mounts on top of them later if needed. Something like this (just an example).Spoiler(http://i.imgur.com/2AmKw9U.png)[close]
But even outside of the weapons mounts, there's still quite a few issues. Huge number of launch bays, huge burn-speed, incredible shield-efficiency... Plus the drones, while i like the idea, the AI tends to have troubles with those. Perhaps for only one or two tanking oriented ships? It will have to be dealt with eventually anyway.
The blues, while not as broken, still have a few issues too. But i'm sure you'll find most of the problems yourself now that DR posted his modding guide.
So I recently realized I had this mod downloaded and had no idea where it came from. Took me a while to find this page, but I wanted to drop in and say the energy missiles are one of the coolest weapons I've seen. I really like them.
Spoiler(http://i.imgur.com/2AmKw9U.png)[close]
But even outside of the weapons mounts, there's still quite a few issues. Huge number of launch bays, huge burn-speed, incredible shield-efficiency... Plus the drones, while i like the idea, the AI tends to have troubles with those. Perhaps for only one or two tanking oriented ships? It will have to be dealt with eventually anyway.
The blues, while not as broken, still have a few issues too. But i'm sure you'll find most of the problems yourself now that DR posted his modding guide.
This mod is crazy, you're crazy. SS needs more crazyness.
The red one is crazy in her own way as everyone says... ... I'm weary of you. > >;
In case you want to know how crazy I am.
This is one sample of it. c:Spoiler(http://i60.tinypic.com/6pute0.jpg)[close]
Goodluck~ OwO/
Also, sounds. Vanilla ones are boring so new ones are coming, btw~ <3
And stop publicly posting images I just uploaded.
Doth thou insist to fill the kingdom with copious levels of roguish, malapert and ingraft forms and banter?
I sayth nay to this horrid discourse.
I thought I have seen it all, now I have seen more indulgently massive ships then my feeble mind can envision. I am now ascending to a plane of existence beyond comprehension of those that create the enormous, glutted and boundary defying ships.
I can see the gratuitous ships of billions of pixels wide and it is glorious, my sense of balance has dissipated into almost nothing, my senses have been weighted to a point of almost stillness overloading my processing mind to its limits. My mortal frame teeters wildly as I walk on the dense yet invisible space at my feet, I am thoroughly enlightened as I seek witness to the events of battle undertaking before my very eyes. My vessel breaching the boundaries of human capacity, my movements sluggish and my senses dwindle as the mounting burden on my mind to process the immense objects and blinding lights produced from the glory overloads my memory and senses.
Then I keel over, my mind seeking refuge from the display and without control my face hits the dense space below, I am greeted with one final thought as my memories of my past life are overwritten with the glorious display of combat.
The thought although peculiar felt true to the display "java.lang.OutOfMemoryError", all faded to black as my mortal frame crashed.
I thought I have seen it all, now I have seen more indulgently massive ships then my feeble mind can envision. I am now ascending to a plane of existence beyond comprehension of those that create the enormous, glutted and boundary defying ships.Oh my god, I'm literally crying from laughter. Absolutely amazing, I want more
I can see the gratuitous ships of billions of pixels wide and it is glorious, my sense of balance has dissipated into almost nothing, my senses have been weighted to a point of almost stillness overloading my processing mind to its limits. My mortal frame teeters wildly as I walk on the dense yet invisible space at my feet, I am thoroughly enlightened as I seek witness to the events of battle undertaking before my very eyes. My vessel breaching the boundaries of human capacity, my movements sluggish and my senses dwindle as the mounting burden on my mind to process the immense objects and blinding lights produced from the glory overloads my memory and senses.
Then I keel over, my mind seeking refuge from the display and without control my face hits the dense space below, I am greeted with one final thought as my memories of my past life are overwritten with the glorious display of combat.
The thought although peculiar felt true to the display "java.lang.OutOfMemoryError", all faded to black as my mortal frame crashed.
SpoilerI thought I have seen it all, now I have seen more indulgently massive ships then my feeble mind can envision. I am now ascending to a plane of existence beyond comprehension of those that create the enormous, glutted and boundary defying ships.
I can see the gratuitous ships of billions of pixels wide and it is glorious, my sense of balance has dissipated into almost nothing, my senses have been weighted to a point of almost stillness overloading my processing mind to its limits. My mortal frame teeters wildly as I walk on the dense yet invisible space at my feet, I am thoroughly enlightened as I seek witness to the events of battle undertaking before my very eyes. My vessel breaching the boundaries of human capacity, my movements sluggish and my senses dwindle as the mounting burden on my mind to process the immense objects and blinding lights produced from the glory overloads my memory and senses.
Then I keel over, my mind seeking refuge from the display and without control my face hits the dense space below, I am greeted with one final thought as my memories of my past life are overwritten with the glorious display of combat.
The thought although peculiar felt true to the display "java.lang.OutOfMemoryError", all faded to black as my mortal frame crashed.[close]
Also, soonâ„¢Spoiler(http://i62.tinypic.com/28v50fk.png)[close]
My gods... that ship, that monster!... That carrier's lovely hap-harzad insainity! ...
Red? Nevermind, gimmie a shot-gun or better yet a sledge hammer and I'll be gladly working in that monster! >:D
Blue... you should make a faction named purple that is more like... a collaberation effort on both sides. for just giggles!
PS: if i can I might just mess around with the code to try and get my own mod going once i've enough ship sprites made for a decent picket-fleet at least...
- Version 0.5.2a:
- Sandoval designs are fixed, normally the ship shield is not existing and it has a wacky set of equipment by default.
- Fusion Conduits underwent some modifications.
- Increased Flux Vents' effectiveness...
- At a cost of Flux Venting time.
- Fixed new ships without Protonian Hullmods.
- Myrtenaster drone buffed.
Version 0.1.2a:
- Aligning Ophiuchus weapon groups. Hate to see it firing all of its weapons when defending itself against 1 missile.
- Mollusc shield range buffed from 100 to 150.
Red
- Version 0.5.2b:
- Added Simulation opponents for Blue.
- Some fixes.
Version 0.1.2b:[/list]
- Added new Simulation Opponents from Red.
- Ophiuchus has added more weapons. Including the Luna, Laser Canister Cannon.
For some reason your mods wont show up in my launcher, what am I doing wrong?
Judging from the top of the OP, I'm assuming there's no campaign integration?
- Version 0.5.3:
- Blue now resides in 2 star systems in the campaign, Nemvis and Uminos.
- All ships have increased Logisitics requirements by 1 to frigates, 2 to destroyers and cruisers and 3 to capital ships.
- Unmentioned Mantaray buff has been debuffed with significant logistics requirements.
- Some descriptions have been added.
Version 0.2:
- Oculian Berserks now reside at the heart of the Core Cluster in the Campaign, named Atalie. And are noted to carry numerous ships in a fleet.
RedQuoteVersion 0.2:
- Oculian Berserks now reside at the heart of the Core Cluster in the Campaign, named Atalie. And are noted to carry numerous ships in a fleet.
812688 [Thread-5] ERROR com.fs.starfarer.combat.O0OO - java.lang.RuntimeException: Error loading [graphics/backgrounds/background5.jpg] resource, not found in [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Common Radar,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Oculian Berserks,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Protonian Tech,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ShaderLib,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/backgrounds/background5.jpg] resource, not found in [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Common Radar,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Oculian Berserks,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Protonian Tech,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ShaderLib,../starfarer.res/res,CLASSPATH]
at com.fs.util.Object.Ó00000(Unknown Source)
at com.fs.util.Object.Ô00000(Unknown Source)
at com.fs.graphics.TextureLoader.Ã’00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.starfarer.util.ReplaceableSprite.OOO000(Unknown Source)
at com.fs.starfarer.campaign.BackgroundAndStars.ØO0000(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.renderBG(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.renderBG(Unknown Source)
at com.fs.starfarer.campaign.C.ØØ0000(Unknown Source)
at com.fs.starfarer.B.null.class$super(Unknown Source)
at com.fs.super.A.new(Unknown Source)
at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
812797 [Thread-11] INFO sound.O - Creating streaming player for music with id [music-campaign_system_corvus.ogg]
812797 [Thread-11] INFO sound.H - Playing music with id [music-campaign_system_corvus.ogg]
Quickly tested how it worked. Got this bug when i tried to enter the Blue's system.SpoilerCode812688 [Thread-5] ERROR com.fs.starfarer.combat.O0OO - java.lang.RuntimeException: Error loading [graphics/backgrounds/background5.jpg] resource, not found in [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Common Radar,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Oculian Berserks,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Protonian Tech,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ShaderLib,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/backgrounds/background5.jpg] resource, not found in [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Common Radar,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Oculian Berserks,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Protonian Tech,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ShaderLib,../starfarer.res/res,CLASSPATH]
at com.fs.util.Object.Ó00000(Unknown Source)
at com.fs.util.Object.Ô00000(Unknown Source)
at com.fs.graphics.TextureLoader.Ã’00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.starfarer.util.ReplaceableSprite.OOO000(Unknown Source)
at com.fs.starfarer.campaign.BackgroundAndStars.ØO0000(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.renderBG(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.renderBG(Unknown Source)
at com.fs.starfarer.campaign.C.ØØ0000(Unknown Source)
at com.fs.starfarer.B.null.class$super(Unknown Source)
at com.fs.super.A.new(Unknown Source)
at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
812797 [Thread-11] INFO sound.O - Creating streaming player for music with id [music-campaign_system_corvus.ogg]
812797 [Thread-11] INFO sound.H - Playing music with id [music-campaign_system_corvus.ogg][close]
Other than this, i roamed the Red system for a bit, found a few weird stuffs.
First, the supply cost on the main planet is way higher than it should be.Spoiler(http://i.imgur.com/Vi2beqD.png)[close]
2. The top icons overlaps with the stability bar for the second station, not gamebraking but i don't think some of those are absolutely necessary.Spoiler(http://i.imgur.com/rja0U5Q.png)[close]
3. Eh.Spoiler(http://i.imgur.com/ySVMdeU.png)[close]
I'm going to make the factions more likely hate-able to others in order to refuse the significant amount of trade exchanges within the game.
Anyway, a little fix is up.One way is to lower the size of the planet's market. 1-3 will barely affect the market. 4-5 is average, 6 is a significant producer, and anything above that is an economic powerhouse. A planet's population is also a major influence.
And I'll be honest, I have no idea how to decrease the supply costs myself, but then I realized how expensive it gets to reach both the Protonian and Oculian outposts and even rests there, so I decided to throw it in. And I'm starting to feel like I'm becoming sadistic like EI.
Any way to solve this the supply problem?
One way is to lower the size of the planet's market. 1-3 will barely affect the market. 4-5 is average, 6 is a significant producer, and anything above that is an economic powerhouse. A planet's population is also a major influence.
You also need to balance what economic effects you add to the planet (And remember that they stack). I can't really tell what needs to change without looking at the econ file itself though.
But if the lack of supplies are the only issue, try adding an "autofac_heavy_industry" tag to that planet.
Bring me the hate~ DO IT! @p@
- Version 0.5.4:
- Due to excessive inflation among the stars, Protonian Technologies is now hated by everyone with exception of the Independents and Pirates.
- And, Supply prices have returned to normal levels. (hopefully)
- Protonians have released the Aoba-class Destroyer, a ship dedicated to carry a powerful Coilgun that disables enemy weapons in distant range, but with a long delay.
- All Protonian Tactical Laser and Twin Laser now match Tactical Laser statistics.
- Mytoselle and Tethlon, the capital planets of the Protonians, now reside production lines to level 7 from 8.
- Also due to the events that happened, the Bastion-class has received a (slightly) new look.
Version 0.2.0b:
- For whatever reason happened, the Oculian Berserks are now generally hated by all factions, with the exception of the player. Since EI wants it.[/color]
- Oculians will now also trade only with the Protonians, restrictively.
Love the mod, but I have three complaints. Firstly, both Red and Blue systems are kinda big. This would be fine, but theres only one or two (I think two?) gates, so it takes a hilariously long time to get around. The Blue system in particular I think visually benefits greatly from the size, as it looks really cool, but I think adding more gates or making it a little smaller would be nice.
Two, Red ordinance points might just be a tad too low. Not sure how low you really want it to be though. The palette in particular seems to suffer from this a lot.
Third, Red breeze drones aren't actually drones, don't know if that's intended or not. Assuming the fighter wings are the same as the ship system drones, I imagine they shouldn't use crew, but its up to you.
Alright, good deal. I really like the Red doctrine btw, there isn't much like that at all in starsector or any other mods.Love the mod, but I have three complaints. Firstly, both Red and Blue systems are kinda big. This would be fine, but theres only one or two (I think two?) gates, so it takes a hilariously long time to get around. The Blue system in particular I think visually benefits greatly from the size, as it looks really cool, but I think adding more gates or making it a little smaller would be nice.
Some planets tend to be far off, but sure, I'll add more gates to the respective systems and see if they fit.Two, Red ordinance points might just be a tad too low. Not sure how low you really want it to be though. The palette in particular seems to suffer from this a lot.
This is intended, as Oculian ships should be cheap and amassed as its faction is known for it and if I ever raised the Ordnance points, it will probably be inclined to the Hyperion level by then. I actually forgot to the lower the price for the Palette, honestly.Third, Red breeze drones aren't actually drones, don't know if that's intended or not. Assuming the fighter wings are the same as the ship system drones, I imagine they shouldn't use crew, but its up to you.
Tried to, but the game doesn't seem to allow the fighters to becomes virtually pilotless. I tried reducing the requirements of crew 0, but the default system reverts each to 1. Instead, I made the manufacturing replacements for these drones incredibly efficient than standard fighters to reproduce the effect.
And no, EI, I did not intend to make anything dirty here.
I really like the Red doctrine btw, there isn't much like that at all in starsector or any other mods.
I like it, looks good. Also, I THINK (I could be totally, 100% wrong) the reason you couldn't get the fighter changes to stick is because the fighters don't have an entry in ship data that I can see.I really like the Red doctrine btw, there isn't much like that at all in starsector or any other mods.
I appreciate the thanks. EI, might be somewhere in the sector doing a favor.
Also,(I)my company did this ship this morning, Tetragon Mark 2.
(http://i60.tinypic.com/2yz0rqw.jpg)
I just keep thinking spaceships so suddenly right now.
I THINK (I could be totally, 100% wrong) the reason you couldn't get the fighter changes to stick is because the fighters don't have an entry in ship data that I can see.
I've been playing with the neutrino files, as he/she seemed to have the same problem (fighters obviously called drones) having crew, and I set the min and max crew to 0 in ship data and it seems to have fixed it. There's no ship data entry for the fighters in Oculian, only the ship system varients. I don't know what actually adding them entails, but I might try and see if I can get it working.I THINK (I could be totally, 100% wrong) the reason you couldn't get the fighter changes to stick is because the fighters don't have an entry in ship data that I can see.
Actually, you do, it's a requirement for all ships to have their Hull data placed in to their Excel file. They usually share a folder with the Wing data Excel in there too. (in the "starsector-core\data\hulls" section)
Which is why regular starships couldn't even get their skeleton crew requirements to 0 either. Since crew normally dictates the Experience of your ship and it's practically a hard-coded requirement.
And no, EI, I did not intend to make anything dirty here.
- Version 0.5.5:
- Fixed the relation problem from Version 0.5.4, now all other factions other than Independents and Pirates are Vengeful against Protonians.
- All Protonian major planets have their population and food production conditions reduced.
- Tetragon Mark 2 has been released.
- Pentracos receives a new outfit.
- All Protonian ships that don Red-painted Plates have Akirium Plating, provides High Explosive damage in trade of more Crew Casualties. Only 3 ships have them.
- Pentracos-class
- Tetragon Mark 2
- Aoba-class
- All Protonian ships now receive Xenocensium Armor, increases resistance against Kinetic damage and some Fragmentation damage.
- All Protonian ships repair out of combat twice as slow than before.
Version 0.2.1:
- All Oculian Frigates and Fighters have crew capacities set to 0, with the new Drone and Elite Drone mods.
- Drone Mod, remove the crew cap off weak ships.
- Elite Drone Mod, increases the characteristics of any ship that is equipped with it, also increases Combat Readiness by 25 compared to standard Drone mods.
- Fixed Relationship with the player, now currently neutral.
- Palette price is reduced from 10000 to 5000.
I've been playing with the neutrino files, as he/she seemed to have the same problem (fighters obviously called drones) having crew, and I set the min and max crew to 0 in ship data and it seems to have fixed it. There's no ship data entry for the fighters in Oculian, only the ship system varients. I don't know what actually adding them entails, but I might try and see if I can get it working.
EDIT: Got a frigate to have zero crew as well, just to see if I could.
EDIT2: Yeah it crashes when I try to add fighter entries to ship data, don't know how to do that properly. But I'm pretty sure thats the problem.
Actually there is a way to make fighters require no pilots....The Citadel Mod does that for all but one wing...give him a chat for that :)
- snip -
for (FactionAPI faction : sector.getAllFactions()) {
if (faction != Oculus) {
PTech.setRelationship(faction.getId(), RepLevel.VENGEFUL); //HOSTILE
}
}
yeah..I was eager to play this but I cant so sad face :(
Do something, Xen. @-@
- Version 0.5.6:
- Fixed the self-conflicting problem, Protonians ending up fighting each other instead of fighting sieging enemies.
- Ties between the Oculians and Protonians has ended. Both are vengeful against each other now. This also makes both mods Standalone now.
- Levitte-class Tank Destroyer has arrived, low amount of weapons but incredible defense.
- Twin Velocity Driver is set from Kinetic to High Explosive.
Version 0.2.2b:
- Red Mod is now standalone, at a cost of being Vengeful against the Protonians.
- Praetorian Gryphon is now available in the Simulator.
Wishing you guys good luck on your mod, and hopefully EI won't just randomly appear here and respond somethingsadistic and insanedifferent.
SpoilerI thought I have seen it all, now I have seen more indulgently massive ships then my feeble mind can envision. I am now ascending to a plane of existence beyond comprehension of those that create the enormous, glutted and boundary defying ships.
I can see the gratuitous ships of billions of pixels wide and it is glorious, my sense of balance has dissipated into almost nothing, my senses have been weighted to a point of almost stillness overloading my processing mind to its limits. My mortal frame teeters wildly as I walk on the dense yet invisible space at my feet, I am thoroughly enlightened as I seek witness to the events of battle undertaking before my very eyes. My vessel breaching the boundaries of human capacity, my movements sluggish and my senses dwindle as the mounting burden on my mind to process the immense objects and blinding lights produced from the glory overloads my memory and senses.
Then I keel over, my mind seeking refuge from the display and without control my face hits the dense space below, I am greeted with one final thought as my memories of my past life are overwritten with the glorious display of combat.
The thought although peculiar felt true to the display "java.lang.OutOfMemoryError", all faded to black as my mortal frame crashed.[close]
We speak as one, brother.Also, soonâ„¢Spoiler(http://i62.tinypic.com/28v50fk.png)[close]
That, already made my fingers bleed through thorough inspection of equipment. That ship really has turrets, so much that you can count more than the buttons of your goshdarned keyboard.
But honestly, I did have fun monitoring the specs. Reminds me of Sins of a Solar Empire.
What mod is the big red ship originally from again? Where it looks blue?
Spoiler(http://i62.tinypic.com/28v50fk.png)[close]
Spoiler(http://i62.tinypic.com/28v50fk.png)[close]
(http://i.imgur.com/l0NawmX.png)
???
The pair of you are quickly burning down any positive reputation you had with the modding community >:(
Nice "borrowed" sprite asset right there, that makes two incidents now... I wonder how many more there is floating around these parts.
The pair of you are quickly burning down any positive reputation you had with the modding community :)
Of course, if you don't to see this mod anymore. Then I'll remove Blue completely off the list.
It was simply made for the fun of it, actually. And never to throw it in.
Since that is the purpose of the mod and the game, is it not?
Of course, if you don't to see this mod anymore. Then I'll remove Blue completely off the list.
Now where'd the red-nutter get off to I wonder....
Spoiler(http://i62.tinypic.com/25juwbb.jpg)[close]
The new ship design you showcased there is much more interesting, keep it up. :)
I'm still not satisfied though.
A good modder is never satisfied; get back to work you scurvy doge!
Honestly, the sprites are usually kitbashed but thanks to EI's storyline for the faction, it is quite justified for being Tri-Tachyon knockoffs with quite impressively surprising factory technology that allows her ships just simply keep coming at you.
But take my word for it, she'll raze everything in her way just to get anyone she deemed hating.
- Version 0.6.0:
- The following ships have received an overhaul from sprites to statistics.
- Chemdas-class Frigate
- Bullhound-class Frigate
- Scoundrel-class Frigate
- Pieta-class Frigate
- Lyceanos-class Frigate
- Steadfast-class Destoyer
- Hermitcrab-class Destroyer
- Ganache-class Destroyer
- Argonite-class Destroyer
- Porcelain-class Destroyer
- Levitte-class Destroyer
- Aoba-class Destroyer
- Falcon (P)-class Cruiser
- Eagle (P)-class Cruiser
- Pentracos-class Cruiser
- Tetragon-class Cruiser
- Tetragon Mk. 2-class Cruiser
- Curator-class Cruiser
- Spindel-class Cruiser
- Weiss-class Cruiser
- Argon-class Cruiser
- Ambassador-class Capital ship
- Argonaut-class Capital ship
- Ydios-class Capital ship
- Metromech-class Capital ship
- Conquest-class Capital ship
- Bastion-class Capital ship
- Damocles-class Capital ship
- All ships have reduced maneuverability & speed and have been buffed with hull & armor.
- Higgins-class Destroyer has been added to the Protonian fleet
- Graykit has been added to the Protonian arsenal, a small High-Explosive ballistic turret built specifically for siegecrafts such as the newly modified Conquest.
- All fighters-classes have been buffed with Graykits and an additional missile mount.
Version 0.2.3:
- Aya and Basilisk cruisers have arrived for the Oculian fleet.
- 3 new weapons have been added to the Oculian arsenal.
- Blita, a medium burst laser turret with an unlikely accuracy.
- Fairy, a medium Dual-barreled Pixie turret.
- Freya, a large rapid firing Plasma turret with a peculiar spread cone.
private static void initPT() {
try {
Global.getSettings().getScriptClassLoader().loadClass("data.scripts.world.ExerelinGen");
} catch (ClassNotFoundException ex) {
new PTgen().generate(Global.getSector());
}
}
private static void initOculus() {
try {
Global.getSettings().getScriptClassLoader().loadClass("data.scripts.world.ExerelinGen");
} catch (ClassNotFoundException ex) {
new OculusGen().generate(Global.getSector());
}
}
- Version 0.6.0a:
- Added Higgins engines.
- Tetragon Mk1, readjusted Collision bones.
- Enforcer maximum spread angle increased from 15 to 20.
Version 0.2.3a:
- I can't actually remember what I just updated here, so this has nothing to do much.
115202 [Thread-10] ERROR com.fs.graphics.o0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - Error loading [graphics/Protonian Technologies/ships/pt_tetragon/pt_tetragon_mk2.png] resource, not found in [D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Starsector Plus,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Blackrock Drive Yards,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Citadel,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Common Radar,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Console Commands,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Diable Avionics,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Interstellar Imperium,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\JP_RC,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Neutrino corp,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Oculian Berserks,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Protonian Tech,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Save Transfer,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\SCY,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\shadow_ships,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Templars,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\mayorate-0.8.1,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\TwigLib,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\valkyrians,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Version Checker,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\MusicLib,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ShaderLib,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/Protonian Technologies/ships/pt_tetragon/pt_tetragon_mk2.png] resource, not found in [D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Starsector Plus,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Blackrock Drive Yards,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Citadel,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Common Radar,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Console Commands,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Diable Avionics,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Interstellar Imperium,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\JP_RC,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Neutrino corp,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Oculian Berserks,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Protonian Tech,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Save Transfer,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\SCY,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\shadow_ships,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Templars,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\mayorate-0.8.1,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\TwigLib,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\valkyrians,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Version Checker,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\MusicLib,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ShaderLib,../starfarer.res/res,CLASSPATH]
at com.fs.util.Object.Object(Unknown Source)
at com.fs.util.Object.?00000(Unknown Source)
at com.fs.graphics.o0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.String(Unknown Source)
at com.fs.graphics.o0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?00000(Unknown Source)
at com.fs.graphics.o0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
115570 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Error loading [graphics/Protonian Technologies/ships/pt_tetragon/pt_tetragon_mk2.png] resource, not found in [D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Starsector Plus,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Blackrock Drive Yards,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Citadel,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Common Radar,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Console Commands,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Diable Avionics,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Interstellar Imperium,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\JP_RC,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Neutrino corp,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Oculian Berserks,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Protonian Tech,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Save Transfer,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\SCY,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\shadow_ships,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Templars,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\mayorate-0.8.1,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\TwigLib,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\valkyrians,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Version Checker,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\MusicLib,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ShaderLib,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/Protonian Technologies/ships/pt_tetragon/pt_tetragon_mk2.png] resource, not found in [D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Starsector Plus,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Blackrock Drive Yards,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Citadel,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Common Radar,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Console Commands,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Diable Avionics,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Interstellar Imperium,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\JP_RC,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Neutrino corp,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Oculian Berserks,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Protonian Tech,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Save Transfer,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\SCY,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\shadow_ships,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Templars,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\mayorate-0.8.1,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\TwigLib,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\valkyrians,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Version Checker,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\MusicLib,D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ShaderLib,../starfarer.res/res,CLASSPATH]
at com.fs.util.Object.Object(Unknown Source)
at com.fs.util.Object.?00000(Unknown Source)
at com.fs.graphics.TextureLoader.?00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.H.o00000(Unknown Source)
at com.fs.starfarer.loading.G.super(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
- Version 0.7:
- Ordnance points are nerfed for standard Protonian ships, with the highest Ordnance, Protonian Conquest, is hard capped at 500. (No other canon ship will go higher than this.)
- Added 3 planet infrastructures to local Protonian planets: Industrial Fabricators, Solar Depot and Solar Furnace.
- Yamamoto Capital Carrier is added.
- Another frigate will probably released as well.
- Sandoval revamped. Equippable with 8 small weapon mounts, no medium weapons.
- Most ships, sans Fighters, follow standardized shield arcs. For OMNI: 90, 90, 120, 150. For FRONT: 120, 240, 300, 300.
- Curator and Ambassador receive OMNI shield.
- All Destroyer Cargo and Fuel capacities are reduced by 25, Armor reduced by 50.
- Some Cruiser Cargo and Fuel capacities are reduced by 200, all Cruiser Armor reduced by 100.
- All Capital Armor reduced by 250, Ydios by 150.
- Spindel has changed Cargo capacity from 1250 to 900, Fuel capacity from 700 to 500.
- Verifax Engine Ordnance requirements are changed from 3/5/8/12 to 5/10/15/20. Still requires Engine hullmods, though.
- All Ballistic projectile speeds are reduced by 25%.
- Aoba Coilgun receives some changes.
- Has a new charge sound.
- Flux cost is halved.
- Has a 2 second charge instead of 0.5.
- Damage changed from 2000 to 2500.
- Metromech Bigus-Maxi Missiles receives changes:
- Ammo size has been removed and only re-launch after each minute.
- Damage changed from 1000 to 750.
- Vertexion Laser damage changed from 1200 to 1000.
- Bastion Doomtube receives changes:
- Damage per mirv changed from 75 to 125.
- EMP per mirv changed from 5 to 25.
- Mirv projectiles changed from 200 to 25.
- Torpedo Damage changed from 4000 to 2000.
- Energy Missiles will no longer leave bullet husks after their engine lifetime.
- Protonian Conquest-class gets a finished paint-job and two large built-in weapons.
- Stratus Duplex, powerful super-high caliber cannons turned-spinal mounts for each of the pair armor section of the Conquest.
- Fusion Conduits Flux Vent bonus reduced from 200% to 150%.
Version 0.3:
- Most of Elizabeth's Large mounts, possibly 8, will be reduced to Small mounts. 4 small mounts will also be removed.
- Possibility of nerfing Flux Dissipation of all ships.
- Version 0.7:
- Ordnance points are nerfed for standard Protonian ships, with the highest Ordnance, Protonian Conquest, is hard capped at 500. (No other canon ship will go higher than this.)
- Added 3 planet infrastructures to local Protonian planets: Industrial Fabricators, Solar Depot and Solar Furnace.
- Yamamoto Capital Carrier is added.
- Another frigate will probably released as well.
- Sandoval revamped. Equippable with 8 small weapon mounts, no medium weapons.
- Most ships, sans Fighters, follow standardized shield arcs. For OMNI: 90, 90, 120, 150. For FRONT: 120, 240, 300, 300.
- Curator and Ambassador receive OMNI shield.
- All Destroyer Cargo and Fuel capacities are reduced by 25, Armor reduced by 50.
- Some Cruiser Cargo and Fuel capacities are reduced by 200, all Cruiser Armor reduced by 100.
- All Capital Armor reduced by 250, Ydios by 150.
- Spindel has changed Cargo capacity from 1250 to 900, Fuel capacity from 700 to 500.
- Verifax Engine Ordnance requirements are changed from 3/5/8/12 to 5/10/15/20. Still requires Engine hullmods, though.
- All Ballistic projectile speeds are reduced by 25%.
- Aoba Coilgun receives some changes.
- Has a new charge sound.
- Flux cost is halved.
- Has a 2 second charge instead of 0.5.
- Damage changed from 2000 to 2500.
- Metromech Bigus-Maxi Missiles receives changes:
- Ammo size has been removed and only re-launch after each minute.
- Damage changed from 1000 to 750.
- Vertexion Laser damage changed from 1200 to 1000.
- Bastion Doomtube receives changes:
- Damage per mirv changed from 75 to 125.
- EMP per mirv changed from 5 to 25.
- Mirv projectiles changed from 200 to 25.
- Torpedo Damage changed from 4000 to 2000.
- Energy Missiles will no longer leave bullet husks after their engine lifetime.
- Protonian Conquest-class gets a finished paint-job and two large built-in weapons.
- Stratus Duplex, powerful super-high caliber cannons turned-spinal mounts for each of the pair armor section of the Conquest.
- Fusion Conduits Flux Vent bonus reduced from 200% to 150%.
Version 0.3:
- Elizabeth's 8 Large mounts have been reduced to Medium. 8 Small mounts are removed.
- All Oculian ships, except fighters, have increased Flux Capacity by roughly 25%, but decreases Shield strength by 5%.
- Praetorian Ships will no longer increased damage output on equipped weapons and provides less Flux reduction and Firing Speed bonus.
- (Fix) Oculian Engine sound was not in level volume.
- Oculian planets receive three new planet conditions: Tech Replicators, Cloning Vats and Berserk Complex.
- Berserk Complex also manufactures a new commodity.
- Updated to support Starsector 0.8a
- Removed Oculian submarkets from the Berserk Complex on planets.
- Star system, Atalie Pax, has been revised. Adalie, the Oculian capital, is now a frozen Tundra planet that supports a metallic moon.
- Built-in Oculus Mod for all ships provides Point-Defense capabilities for Glint and Blita weapons.
- Energy Feed has a unique sound effect.
- Ship changes:
- All ships receive optimum burn with respect to size, from 11 to 8. While Elizabeth has the slowest 7.
- Oculian Cruisers and Capitals have their fleet point requirements raised.
- Elizabeth, Parable, Aya, Gryphon (and Praetorian), Basilisk and Ignis replace some of their slots for built-in weapons. In turn, also reducing some of their OP.
- Ignis has an Extended Missile Rack built-in but has two of its existing missile slots replaced with Shimakaze Missile pod built-ins.
- Basilisk has been given some EI-love:
- Increased Flux Capacity and Dissipation from 10000 to 18000 and 950 to 1450, respectively to feed its power-hungry built-ins.
- Its only two Large Energy Slots are replaced with the Freya cannon built-ins.
- Has the Integrated Targetting Unit and Expanded Magazines built-ins.
- All Breeze drone shipsystems have been stripped from all ships that use them.
- Super Chimera, Geyser and Libra have the Reserve Wing shipsystem.
- Chimera (ship) now uses Active Flare shipsystem.
- Aya has several built-in hullmods and has the Targetting Feed shipsystem.
- Ophiuchus now replaces the Ophiuchus Tick Drones with the Burn Drive shipsystem.
- Nimbus and Basilisk now use the Oculian Energy Feed shipsystem.
- Palette has its two small energy slots replaced with missiles.
- Wing overhaul changes reciprocated:
- All Oculian fighter drones are built-in wings for their respective carriers.
- Large ships have free slots to benefit faster refit time from Oculus Module.
- Praetorian LPC's are very expensive and costs much more OP to equip them.
- Ticks and Kaleido wings have more Hull and Armor to compensate their high replacement value.
- Fighter shields produce less noise.
- Pixel Plus recovers torpedoes by 0.75 of a pair per minute.
- Shimakaze Missile Pod changes:
- Have maximum ammo cut in half from 500 to 250.
- Recovers missiles of 50 for every 0.833 minutes.
- Glint, Piroutte and Pixie are now tier 0 weapons.
- Challenger damage type is switch from Energy to High Explosive.
- Freya deals more damage per shot from 180 to 260 and has less minimum angle deviation from 10 to 5 and maximum from 30 to 20.
- Oculian Cookies do not have static price and will grow accordingly with the Vulturian Lobster.
So the Red Titan, is that actually possible to acquire in a standard game, and can it spawn in fleets?
So the Red Titan, is that actually possible to acquire in a standard game, and can it spawn in fleets?
Technically, no. The command points (or some other statistic) on Ophiuchus are set so high that it would render the ship almost impossible to spawn, as far I personally understand it.
EI did want a rare spawn of this, for those who would actually want an unfair boss fight or sadistically ruin a player's day.
So the Red Titan, is that actually possible to acquire in a standard game, and can it spawn in fleets?
Technically, no. The command points (or some other statistic) on Ophiuchus are set so high that it would render the ship almost impossible to spawn, as far I personally understand it.
EI did want a rare spawn of this, for those who would actually want an unfair boss fight or sadistically ruin a player's day.
I don't actually think that the player is able to field a fleet capable of killing it, especially with the immense buffs that fighters have now. It's got what, thirty flight decks? And way too much armor and hull to kill without all ships running out of CR anyway
I don't actually think that the player is able to field a fleet capable of killing it, especially with the immense buffs that fighters have now. It's got what, thirty flight decks? And way too much armor and hull to kill without all ships running out of CR anyway
I noticed that one of the capital ships has the same name as the vanilla missile cruiser. IMO you should change the name to something different to avoid confusion. something like "Hiffogriff" or "Griffin", perhaps?
- Balance changes:
- Freya Plasma cannon damage per shot reduced from 260 to 200.
- Ophiuchus nerf:
- Hull is reduced from 200000 to 180000.
- Armor is reduced from 7500 to 5000.
- Fighter bay count cut from 50 to 24.
- Fleet Points increased from 150 to 300.
- Parable Hull increased from 14000 to 16000.
- Oculian Gryphon name has changed to Nadia.
- All Capital ships have their ID's changed according to size-classes and their date of release. New game may be required.
- New ship, the Amina capital warship, has entered the Armada.
- Amina uses the Ion Burst Drive to propel itself at short distances, capable of dodging broadsides or charging at the enemy when needed.
- New weapon, the Ruby cannon, a hardlight sniper that damages enemy ships formations at long distances.
- Oculian drone frigates with Drone Modules have an increase of sensor strength by 20.
So how overpowered is this faction compared to everyone else? I haven't encountered them at all in a fight yet.Haven't played with the ships (yet), but the fighters are quite strong. Very heavy on OP, though. I love the Cancer torp wings. Massed Pixel barrages are killer.
So how overpowered is this faction compared to everyone else? I haven't encountered them at all in a fight yet.
- Balance changes:
- Oculus Mod changes:
- Turn and Unfold rate increase reduced from +150% to +100%.
- Energy Shield Damage resistance reduced from 33% to 25%.
- EMP resistance reduced from 50% to 25%.
- Praetorian Software changes:
- Armor multiplier reduced from 2x to 1.5x.
- Flux bonus reduced from +100% to +50%.
- Rank bonus removed.
- All ship shield damage per flux reduced by 0.05 points.
- Pixel torpedo changes:
- Damage per shot reduced from 900 to 800.
- Impact per hit reduced from 150 to 100.
- Pixel Plus torpedo changes:
- Damage per shot reduced from 900 to 800.
- Impact per hit reduced from 150 to 100.
- Fairy plasma cannon max spread increased from 10 to 15.
- Glint damage per second increased from 150 to 180.
- Redundant prefixes from wings removed. (Although it actually sounded pretty funny.)
- Atalie Pax has been relocated to [-1700, -800].
- Pax Proper is now a separate entity to Adalie and will produce the majority of Oculian ships en masse.
- Adalie and Atalie III-a have been altered and do not longer have free markets.
I don't see them flying around much. Do they leave their home system at all?
So, I gave this a try in the name of encouraging newbie modders.
As lots of other people have said, there are balance problems. Lots of them. Galloping, giant, fun-killing balance problems. Which is okay; everyone starts somewhere, I had my share of persistent issues. Some of these balance problems are conceptual; ship sizes and fighter bay quantities that break the UI.
I like the idea of really big, obscenely powerful ships; but something like that really needs to be implemented as an NPC module ship. It is flatly unplayable. Worse, it isn't actually fun to play; there's so little difference between autopilot and flying the ship myself. Either way, I just murderhosed anything that came close to me.
Second, and more serious: your mod crashes. A lot. It's buggy. It's badly buggy. I'm pretty sure it corrupts save files. You need to deal with that, or a lot of other mods, perfectly good, well-made mods, are going to take the blame for you until people finally figure out what's causing it. And that isn't good for anybody.
Finally, I think you could make an excellent mod out of this. All the base concepts could be reworked and polished to produce a perfectly fun, interesting mod. But I just don't think you're there yet. Please put some work into the stability of your mod, and put some thought into making your ships and weapons more polished and challenging. It's not easy, but I think it would be worthwhile.
Updated for version 0.8.1a.
Additions:
Added the Vira cannon, the Large variant of the Blita PD cannon.
Added Beatrix cruiser, an oversized gunport that carries one of the vicious long-ranged weapons in the Oculian Armada.
Added Maxim destroyer, an Oculian gunship that fills up the gap for the assortment of large arsenals to be used at the frontlines.
Added an advanced Oculian frigate that will probably tip off balancing again. Shows only in the Campaign.
All Wings changes:
Shield efficiency reduced from 0.6 to 1.
Wings strike range normalized to 4000 meeting with standard wings.
All wings receive heavy variants that have a higher strike craft count to compensate the excessive wing numbers from supercarriers. These wings are undroppable.
All drone wings have 50% longer replacement time, discouraging its use on vanilla ships and lessens drone swarm frequency.
Mollusc Changes:
Flux capacity reduced from 300 to 200 and Flux dissipation reduced from 100 to 50.
Praetorian base Flux capacity reduced from 300 to 225 and Flux dissipation reduced from 100 to 75.
Breeze Changes:
Reduced Maximum Speed from 325 to 250, Acceleration from 300 to 250, Deceleration from 450 to 320 and Turn Acceleration from 360 to 270.
Flux capacity reduced from 150 to 100 and Flux dissipation reduced from 75 to 25.
Elite Flux capacity reduced from 200 to 125 and Flux dissipation reduced from 75 to 35.
All stronger variants have most of their hull mods removed while having staticstics changed to compensate.
Armor has been removed.
Standard Variant hull increased from 25 to 40.
Elite Variant hull increased from 40 to 70.
Praetorian Variant default hull increased from 25 to 60.
Superelite Variant default hull increased from 40 to 90.
Elite and Superelite Variant have additional increase of 25 Max Speed, 25 Acceleration and 30 Turn Acceleration.
Reduced OP costs from 9 to 8, Elite from 14 to 12, Praetorian from 18 to 16 and Superelite from 24 to 20.
Cancer Changes:
All Cancer variants receive smaller sprite models to closely relate with their Breeze counterparts.
Elite takes its standard model's sprite.
Standards will only 1 Pixel torpedo per drone while stronger variants get 2.
Reduced Maximum Speed from 240 to 200, Acceleration from 300 to 215, Deceleration from 330 to 270 and Turn Acceleration from 270 to 240.
Armor has been removed.
Shield Arc reduced from 180 to 90.
Flux capacity reduced from 500 to 75 and Flux dissipation reduced from 200 to 25.
Cancer hull reduced from 50 to 35.
Cancer Elite hull reduced from 50 to 40.
Cancer Praetorian hull increased from 50 to 70.
Glint hardpoint is converted into a turret that covers an arc of 135 at the front.
Cancer drones count per wing reverted from 3 to 4.
Kaleido Changes:
Reduced Maximum Speed from 200 to 160, Acceleration from 350 to 180, Deceleration from 300 to 210 and Turn Acceleration from 240 to 180.
Kaleido has an extra Piroutte weapon and has their main weapon switch from Shiredain to a custom Oculian Plasma weapon, a mini-Pixie.
Kaleido Elite previously existing Piroutte replaced with a Glint.
Armor reduced from 80 to 30.
Flux capacity reduced from 800 to 350 and Flux dissipation reduced from 200 to 75.
Elite Flux capacity reduced from 800 to 450 and Flux dissipation reduced from 200 to 90.
Reduced OP costs from 15 to 12 and Elite from 22 to 18.
Replacement time increased from 15 to 24 and 24 to 36.
Tick Changes:
Glint hardpoints replaced with Shiredain cannons. Comes with an additional Glint turret.
Shield arc narrowed from 160 to 150 to meet Shield standards.
Main firing arcs widened from 25 to 30.
Flux capacity reduced from 600 to 500 and Flux dissipation reduced from 250 to 100.
Reduced OP costs from 12 to 10, Elite from 18 to 16 and Praetorian from 24 to 22.
Tick count per wing reduced from 3 to 2.
Weapon Changes:
Glint changes:
Reverted damage per second from 180 to 150.
Flux per second reduced from 120 to 90.
Turn rate increased from 90 to 100.
Shiredain cooldown reduced from 5 to 4 seconds.
Pixel Changes:
Pixel and Pixel+ damage increased from 800 to 900.
Pixel+ maximum ammo increased from 30 to 40.
Pixel+ ammo reload changed from 40 seconds per missile to 1 minute per missile.
Blita Changes:
Spread per shot reduced from 2 to 0.5 and Spread reduction delay reduced from 10 to 5 frames.
Range reduced from 700 to 500.
Damage per shot reduced from 80 to 60.
Flux per shot reduced from 100 to 40.
Turn rate increased from 45 to 75.
Prima Changes:
OP costs reduced from 7 to 6.
Damage per shot increased from 80 to 90.
Range increased from 700 to 800.
Voxel Changes:
Damage per shot reduced from 1000 to 600.
Mirv count increased from 16 to 18.
Damage per mirv increased from 45 to 50.
Pixie Changes:
OP costs reduced from 8 to 7.
Flux per shot reduced from 400 to 250.
Projectile speed reduced from 900 to 750.
Fairy Changes:
OP costs reduced from 12 to 11.
Flux per shot reduced from 400 to 325.
Projectile speed reduced from 900 to 750.
Freya Changes:
Damage reverted from 200 to 260.
Ammo clipping removed.
Flux per shot reduced from 400 to 350.
Cooldown increased from 0.15 to 0.2.
Projectile speed reduced from 900 to 750.
Flandrey Changes:
Damage per second increased from 900 to 1050.
Flux per second increased from 900 to 1050.
Turn rate reduced from 10 to 5.
Ship Changes:
Praetorian variants have suffixes (Pr) instead of prefix naming.
All ships shield efficiency reduced from a rough average of 0.75 to 0.9.
Supply maintenance and Supply use on all ships (with exception of Ophiuchus) are reduced by 25%.
Aya fighter bays reduced from 4 to 3.
Standard ships have increased maximum speed to meet up in demands against faster capital ships.
Palette Changes:
Received graphical update based from the updated Hyperion.
Flux capacity reduced from 3125 to 2400 and Flux dissipation reduced from 350 to 300.
Maximum speed increased from 200 to 225 and acceleration increased from 220 to 250.
Deceleration increased from 160 to 200. Turn Speed increased from 140 to 175.
Chimera Changes:
Flux capacity reduced from 2500 to 2000 and Flux dissipation reduced from 250 to 200.
Superchimera Changes:
Bound polygon simplified.
Hull increased from 1500 to 2200.
Armor reduced from 350 to 200.
Flux capacity reduced from 4500 to 3600 and Flux dissipation reduced from 400 to 250.
Maximum speed reduced from 120 to 100 and acceleration reduced from 80 to 70.
Deceleration increased from 70 to 55. Turn Speed and Acceleration increased from 60 to 45 and 70 to 50.
Ship system Reserved Deployment replaced with Mollusc Drones X1.
Chimly Changes:
Received graphical update.
Praetorian variant added.
Flux capacity reduced from 6000 to 4800 and Flux dissipation reduced from 550 to 400.
Maximum speed increased from 130 to 150 and acceleration increased from 100 to 120.
Deceleration increased from 90 to 100. Turn Speed and Acceleration increased from 50 to 60 and 40 to 55.
Chimly C Changes:
Flux capacity reduced from 3250 to 2500 and Flux dissipation reduced from 275 to 200.
Maximum speed increased from 100 to 110 and acceleration increased from 80 to 90.
Deceleration increased from 75 to 90. Turn Speed and Acceleration increased from 40 to 50 and 20 to 35.
Tigris Changes:
Flux capacity reduced from 3750 to 3000 and Flux dissipation reduced from 350 to 300.
Maximum speed increased from 110 to 125 and acceleration increased from 75 to 90.
Deceleration increased from 65 to 80. Turn Speed and Acceleration increased from 50 to 65 and 65 to 75.
Basilisk Changes:
Flux capacity reduced from 18000 to 10500 and Flux dissipation reduced from 1100 to 920.
Maximum speed reduced from 100 to 80.
Geyser Changes:
Mass reduced from 700 to 650.
Flux capacity reduced from 7500 to 4500 and Flux dissipation reduced from 850 to 300.
Maximum speed increased from 100 to 110 and acceleration increased from 80 to 90.
Deceleration increased from 45 to 60. Turn Speed and Acceleration increased from 35 to 45 and 30 to 40.
Ignis Changes:
Received graphical update.
Praetorian variant added.
Hull increased from 3000 to 4500.
Fleet point cost increased from 9 to 11.
CR deployment cost reduced from 15 to 12.
Flux capacity reduced from 5000 to 3000 and Flux dissipation reduced from 300 to 150.
Nadia (Praetorian) Changes:
Frontal Large Energy Hardpoint converted to Large Missile Hardpoint.
Nadia replaced 1 standard Breeze wing with 1 Elite Breeze wing.
Nadia (Pr) replaced 1 Praetorian Breeze wing with 1 Superelite Breeze wing.
Flux capacity reduced from 15000 to 12000 and Flux dissipation reduced from 900 to 750.
Maximum speed increased from 55 to 75 and acceleration increased from 35 to 50.
Deceleration increased from 25 to 40. Turn Speed and Acceleration increased from 12 to 20 and 12 to 25.
Libra Changes:
Flux capacity reduced from 11250 to 8000 and Flux dissipation reduced from 800 to 650.
Maximum speed increased from 45 to 55 and acceleration increased from 30 to 35.
Deceleration increased from 20 to 25. Turn Speed and Acceleration increased from 9 to 12 and 7 to 10.
Amina Changes:
Flux capacity reduced from 21000 to 14000 and Flux dissipation reduced from 1250 to 800.
Maximum speed increased from 65 to 90 and acceleration reduced from 45 to 40.
Parable Changes:
Fighter bays reduced from 9 to 7.
Flux capacity reduced from 22500 to 15000 and Flux dissipation reduced from 1200 to 900.
Maximum speed increased from 35 to 40 and acceleration reduced from 20 to 25.
Deceleration increased from 12 to 15. Turn Speed and Acceleration increased from 6 to 8 and 4 to 7.
Elizabeth Changes:
Fighter bays reduced from 16 to 12.
Flux capacity reduced from 55000 to 36000 and Flux dissipation reduced from 2000 to 1400.
Faction Changes:
Added more clarity in the Oculian Storyline.
Fleet composition changed to allow large ships to be more frequently fielded in each fleet.
Officers present less Cautious by half.
Electronic Warfare in officers reduced to make room for more Coordinated Maneuvers and Officer management.
Current portraits are replaced with generic faction flags, for now.
Fixes:
Fixed Java script formatting to JDK 1.7.0_79 (64-bit).
Strings cleaning from typos.
Ship Changes:
Basilisk Changes:
Flux capacity reduced from 10500 to 9000 and Flux dissipation reduced from 920 to 650.
Fixes:
Fixed Nadia (and Pr.) missing built-in wings.
Now you just gave yourself an idea.
Make the Ophiuchus Modular.
Although you don't have to and it seems like I gave the idea from the way it's in bold. But you did say you was going to...cut it apart.
Supercapitals have been removed from the Oculian roster.
Ok, now that's interesting.
I'm able to fully interact with Oculian Berserkers with the majority of stuff you're able to do.
But, they don't show up in the faction directory in Nexerelin, neither do I see any invasion fleets at all...
That's strange, and interesting.
Is it intended, Sir Protonus?
Additions:
Added Doris-class destroyer, a mobile defense ship that provides an expanded barrier that protects its nearby allies.
Added Dorothy-class cruiser, a heavier defense ship that provides a larger barrier that protects its allies.
Added Doruntina-class capital, a defensive warship that provides the largest barrier for its allies.
Added Tsundere-class destroyer, a fabricated Sunder knockoff that offers greater mobility and better affordability at the cost of even more durability and versatility.
Added Hue-class frigate, a stolen Phase ship prototype manufactured enmasse at the expense of survivability.
Added Frida-class frigate, a mono-directional missile boat with the cheapest ordnance capacity to die for.
Returning Pandora (Parable)-class supercapital, a massive flagship that dictates Oculian victory over its bafflingly powerful enemies.
Ship Changes:
Pandora (Returning):
Name changed from Parable to Pandora.
Ship system Chimera Drones replaced with Reserved Wings.
Description changed to accomodate the ship system replacement.
Added Flagship Specifications hullmod, increasing Sight range and Sensor Profile and Strength.
Maxim:
Fleet point cost reduced from 7 to 5.
Flux capacity increased from 2000 to 3000. Flux Dissipation increased from 180 to 250.
General Changes:
Re-entered Nexerelin compatibility.
Done.
Red: Download (http://www.mediafire.com/file/qxjvrsa92qutamy/Oculian_Berserks_0.5.2.rar)
Version 0.5.2SpoilerQuoteAdditions:
Added Doris-class destroyer, a mobile defense ship that provides an expanded barrier that protects its nearby allies.
Added Dorothy-class cruiser, a heavier defense ship that provides a larger barrier that protects its allies.
Added Doruntina-class capital, a defensive warship that provides the largest barrier for its allies.
Added Tsundere-class destroyer, a fabricated Sunder knockoff that offers greater mobility and better affordability at the cost of even more durability and versatility.
Added Hue-class frigate, a stolen Phase ship prototype manufactured enmasse at the expense of survivability.
Added Frida-class frigate, a mono-directional missile boat with the cheapest ordnance capacity to die for.
Returning Pandora (Parable)-class supercapital, a massive flagship that dictates Oculian victory over its bafflingly powerful enemies.
Ship Changes:
Pandora (Returning):
Name changed from Parable to Pandora.
Ship system Chimera Drones replaced with Reserved Wings.
Description changed to accomodate the ship system replacement.
Added Flagship Specifications hullmod, increasing Sight range and Sensor Profile and Strength.
Maxim:
Fleet point cost reduced from 7 to 5.
Flux capacity increased from 2000 to 3000. Flux Dissipation increased from 180 to 250.
General Changes:
Re-entered Nexerelin compatibility.[close]
The Nexerelin compatibility was removed since the mod was in a long hiatus at a rough 2 years in transition. Some changes are made in the compatibility script which hopefully keeps it stable. As for the Invasion, I cannot create the script for it as of now, since I have barely scratched the surface of coding the game and barely made statistics changes for the ships, although I won't mind learning some of them when I have the time.
Surprisingly, this patch is somewhat smaller than I remember from the previous for no reason.
Are the Oculians supposed to have a world or two? They don't show up in the faction directory and neither do any planets they're supposed to have.
When I started a new playthrough, they didn't have any planets, which I think is odd. Is that due to them not having a rules.csv (Nexerelin) or this invasion update you mentioned in the post before this one.
The ships are practially alright, I mean they are supposed to swarm so they're pretty fast, have weak armor/hull and kind-of-sub-par-but-not-really weapons.
The Glint, being the go to can help a bit in PD, while the main problem was finding anything other than average swarmer weapons outside of getting a commision (this makes independents hostile)
While the main wings (The Breeze Drones) seemingly squashed by PD made by anyone take up the capacity of the replacement rate, which goes down to 30 very fast, which means the wings are almost undeployable (the smartest move for carriers being that Reserve Deployment).
Strangely, there's a lack of missiles/torpedo's for the Oculians. Aside from the Pixie Torpedo, but other than that, they're restricted to small and large, but I can't find them.
It indeed takes a bit of time to find the correct ships, but I can't for the life of me find an Amina (I feel this ship calls to me in terms of my overall gameplay.)
Now, if only I can find that Amina (I keep thinking it was supposed to be called Anima)...
Overall however, I enjoy the Berserks due to them being easy to replace, but still strong enough to give more than average trouble, thanks to those lovely shields.
About the Breeze Drones/similar fighters/bombers, it's only just the durability as, while understandable, they die a bit fast.
But that's where Reserve Deployment and it's magic comes in.
Reserve Deployment is the bane of all ships that have their armor stripped with anything that has fighter/bomber wings. A constant stream of fighters and bombers arriving to bring ruin to those with insufficient PD.
Are the wings purposefully built in to ensure no differential fighter/bomber are put in (eg; Dagger Torpedo Bomber Wing/Xyphos Support Wing)?
Seems like a smart move on your end, although a faction buff for fighters/bombers would be in order if the built in wings are removed, so that the Praetorian Wings can see use. Also possible OP increase & built-in hull mod for the sweet praetorian wings having very reduced OP usage, compared to wings from other factions (Vanilla or Modded) (eg; Praetorian Breeze wing OP cost reduced by 50 - 80%) so the Carriers can see some use for the weapons, while still having those elites (I may have said too much haha).
Frankly though, it's your call. I'm fine with the carriers and built in wings as is.
Found game-breaking typo in last version:
In data/world/factions/factions.csv "Oculus.faction" must be "oculus.faction"
Fixes:
General typo on Faction.csv
Wing changes:
Decreased refit time:
Breeze refit time reduced from 12 to 10 for standards, 16 to 14 for elites, 22 to 18 for praetorians and 30 to 25 for superelites.
Cancer refit time reduced from 18 to 16 for standards, 30 to 25 for elites and 38 to 32 for praetorians.
Kaleido refit time reduced from 24 to 20 for standards and 36 to 30 for elites.
Tick refit time reduced from 16 to 12 for standards, 20 to 18 for elites and 24 to 20 for praetorians.
Ship Changes:
Pandora built-in 2 Breeze H-wings replaced with 2 Elite Breeze H-wings and built-in 2 Cancer H-wings replaced with 2 Elite Cancer wings.
Doruntina changes:
Increased Fighter bays from 2(0) to 3(1).
Increased Ordnance capacity from 120(80) to 135(80).
What's the status, Protonus?
Holding off a new playthrough until Oculians are in play again, while being capable of raiding markets, kind of become semi-dependent on these lovelies, who knows what may be waiting.
Spoiler(http://i.imgur.com/NmNQ6Ix.png)[close]
Additions:
Libra-class Missile Carrier Capital has been added. (See old Libra changes below).
Etna-class Fast Battleship Capital has been added.
Tuffet-class Missile Destroyer has been added.
Scone-class Light Destroyer has been added.
Stork-class Chrono Transport Destroyer has been added.
Scarabee corvette wing (with Pr) has been added.
**Returning** Elizabeth-class Mothership Capital has been added to the roster.
Praetorian Kuria has been deployed.
Praetorian Tigris has been deployed.
Praetorian Maxim has been deployed.
Pixel+ medium Torpedo launcher has been added.
Shizukesa (Medium) and Shizuka (Small) Shimakaze weapon variants have been added.
Sazanami and Suzuya MRM weapons have been added.
Fouette, a dual Pirouette Laser-canister cannon, has been added.
Changes:
More enemies variants have been added in the simulation.
Ship Changes:
Praetorian Module changes:
Several economy buffs have been removed.
Flux capacity and vent buffs reduced from 50% and 25% to 20% and 10% respectively.
Hull and Armor bonus reduced from x1.5 to 20%.
Small Energy OP costs are reduced by 1.
Medium and Large Energy OP costs are reduced by 2/2/3/3.
Supply use and Supply used for repairs changed from +75% to 1/3/5/8 + 50%.
Gretel-class (and Pr.) changes:
Sprites updated.
Gretel Pr. fleet points reduced from 6 to 5.
Hue-class frigate fleet points reduced from 5 to 4.
Tigris-class destroyer sprite updated.
Nadia-class Capital sprite updated.
"Old" Libra-class changes:
Libra-class Capital renamed to Kuria.
Small turret mount angles adjusted.
Changed Large-Energy turret to Large-Missile.
Flagship Specifications changes:
Renamed to "Oculian Flagship Specifications".
Sensor and Detection range increased from 20 to 30.
Sight range bonus reduced from 50% to 20%.
Elizabeth-class changes:
The entire ship is split into 6 sections.
Dorothy and Doruntina secondary shield placements moved closer to center.
Wing Changes:
Breeze Changes:
Basic OP cost reduced from 8 to 5.
Elite OP cost reduced from 12 to 8.
Praetorian OP cost reduced from 16 to 12.
Superelite OP cost reduced from 20 to 15.
Cancer Changes:
LPC tier reduced from 1 to 0.
Tick Changes:
LPC tier reduced from 1 to 0.
Basic OP cost reduced from 10 to 6.
Elite OP cost reduced from 16 to 12.
Praetorian OP cost reduced from 22 to 18.
Kaleido Changes:
LPC tier reduced from 1 to 0.
Weapon Changes:
Pixel series changes:
Pixel Torpedo changes:
Tier reduced from 1 to 0.
Cooldown increased from 1 to 10.
(Old) Pixel Plus Launcher (Large) renamed to Pixel++ Launcher.
Damage reduced from 900 to 800.
Pirouette changes:
Damage per shot reduced from 35 to 30.
Flux per shot reduced from 55 to 45.
OP reduced from 3 to 2.
Price reduced from 300 to 150.
Corrected a significant typo, missing an "e".
Ruby EMP damage increased from 80 to 125.
Challenger tier reduced from 1 to 0.
Shiredain tier reduced from 2 to 1.
Fixes:
Typo on the Oculian Ignis (Pr) description, mistook it for a Gretel.
Dor-series added with ShipWithModules tag.
Hey, looks pretty awesome, especially that intimidating supercapital carrier, but the download link for the new version isn't right, it's going to the older 0.5.2 download instead.
Is it compatible with Nexerelin yet? ???
Is it compatible with Nexerelin yet? ???
It's already set. I'm hoping the next Nex version would have it enabled... and stable in my part.
So that means it doesn't work with random mode, right? Can they invade and be invaded on regular mode, though?
I was hoping for a good non-human "alien invader" faction like this to play along with Nex
Which part of Nexerelin compatibility have you been unable to implement on your side? All of it should be doable in the faction mod.
package data.scripts;
import exerelin.campaign.SectorManager;
import com.fs.starfarer.api.BaseModPlugin;
import com.fs.starfarer.api.Global;
import data.scripts.world.OculusGen;
//import exerelin.campaign.SectorManager;
public class OculusPlugin extends BaseModPlugin {
public static final boolean isExerelin;
static
{
boolean foundExerelin;
try
{
Global.getSettings().getScriptClassLoader().loadClass("data.scripts.world.ExerelinGen");
foundExerelin = true;
}
catch (ClassNotFoundException ex)
{
foundExerelin = false;
}
isExerelin = foundExerelin;
}
private static void initOculus() {
// try {
// Global.getSettings().getScriptClassLoader().loadClass("data.scripts.world.ExerelinGen");
// }
// catch (ClassNotFoundException ex) {
new OculusGen().generate(Global.getSector());
// }
}
@Override
public void onNewGame()
{
if (isExerelin && !SectorManager.getCorvusMode())
{
return;
}
initOculus();
}
@Override
public void onApplicationLoad()
{
boolean hasLazyLib = Global.getSettings().getModManager().isModEnabled("lw_lazylib");
if (!hasLazyLib) {
throw new RuntimeException("Oculian Berserks requires LazyLib!");
}
}
}
Added Nexerelin data and updated Nexelerin script.
Alright, so i've noticed the Oculian Berserks reputation doesn't go higher than -75 whenever I check on the rep after the bounty is complete and I see the "Assesment: Re".
I'm not sure if this goes for other factions, but it'd be a starsector thing if it does.
Albeit, this might be on the Nex Creator's end or your end.
It seems like a reputation bug at the moment.
Alright, so i've noticed the Oculian Berserks reputation doesn't go higher than -75 whenever I check on the rep after the bounty is complete and I see the "Assesment: Re".
I'm not sure if this goes for other factions, but it'd be a starsector thing if it does.
Albeit, this might be on the Nex Creator's end or your end.
It seems like a reputation bug at the moment.
Maybe it's deliberate.
Aren't they AIs hellbent on destroying humanity?
Alright, so i've noticed the Oculian Berserks reputation doesn't go higher than -75 whenever I check on the rep after the bounty is complete and I see the "Assesment: Re".
I'm not sure if this goes for other factions, but it'd be a starsector thing if it does.
Albeit, this might be on the Nex Creator's end or your end.
It seems like a reputation bug at the moment.Maybe it's deliberate.
It's deliberate. The relation script is initially there where EI wanted it. Specifically towards the player, other factions are simply at Hostile.
I can change the settings in next patch if it's too much.
Where do I put those nexerelin files?
Can we expect Blue to be a high-powered high-tech faction with expensive ships, with quality over quantity in mind? ;D ;D
"Protonian Technogies, sleek, modern and deadly. Here at PT, we provide our clients with the most state-of-the-art means of blasting your enemy to bits in space. Unlike the inelegant, power-consuming and barbaric Oculian Berserk, you will feel as if you are piloting one of the old Dominion's finest warship back in the day, or maybe even better! Order your ship today, and remember, a dead Oculian is a happy Oculian" - An extract of PT's marketing article from the latest Spaceship Daily.
Additions:
Added Ginette-class destroyer, a well-sized gunboat destroyer that is capable of carrying a large Energy weapon with the least resource footprint of its class.
Added Betsy-class cruiser, an advanced warship armed multiple frontal weapon systems and a powerful ion-burst engine.
Added Sabrina-class capital, a powerful deterrent platform equipped with six modular weapon systems.
Added Kea, Kaina and Katalina, economy flashcannons meant cover sizeable areas with flashes of high-intensity lasers.
Added Gleam and Glare.
Gleam, the heavier variant of the Glint that focuses on destroying strikecraft and light warships with precise accuracy and efficiency.
Glare, a barrage configuration of the Gleam laser cannon. Deals great amount of damage but at a heavy cost of energy.
Changes:
Atalie System:
Atalie II market size reduced from 4 to 3.
Adalie and Pax Proper has been remerged into a single market. (Sorry it took so long.)
Atalie III-a market size reduced from 5 to 4.
Weapons:
All existing Large Energy weapons have their costs reduced:
Challanger from 3000 to 2200.
Leia from 3500 to 2500.
Freya from 6000 to 4500.
Ruby from 5000 to 3000.
Vira from 4500 to 2800.
Pixie credit value reduced from 1500 to 800.
Fairy credit value reduced from 3000 to 1800.
Ships:
Dor series:
Flux capacitors on all shield emitter modules are reduced by half.
Doris shield emitter flux dissipation reduced from 150 to 100.
Dorothy shield emitter flux capacity increased from 2250 to 2500.
Dorothy shield emitter flux dissipation reduced from 200 to 150.
Dorontina shield emitter flux dissipation reduced from 250 to 200.
Dorontina shield emitter flux capacity increased from 3000 to 3500.
Amina:
Removed Cancer built-in for 1 free wing slot.
Nexerelin:
Fixed files that may hindered its behavior.
Misc:
Version Checker compatibility.
Rough Description:
- A once peaceful armada of engineers and explorers, with a pursuit of expansion and knowledge amongst the stars. A compelling campaign that was grown in the Domain for several cycles of the thriving era with a firm relation to their superiors. The old Expanse campaign was a promising feat that go on for centuries. Families worked by the millions to live in the vastness of space with no scarcity, no limitations.
Contributed to the allowance of interstellar travel, massive spaceyards and the growth of humanity that had reached tenfold in its time, sheer bliss and ignorance of growth became a powerful signal to many, portraying its significant contrast to what was of the long lost Luddics on old Earth. The people who had distanced itself from the past for the sake of their own future.
Placing itself as an external component of the Domain, a new state was formed with a distinct interest paving roads outside its pre-existed borders. A Lanestate, shared under the bounds of the gates were colonies live under a single roof. Unforunately for its proximity, the state grew tired of its superiors demands from a faraway capital forcing its enclosure, unbounded by its laws and made their own.
A long forgotten union of colonies dettached from its parent state, further erased by the expanding force of what is now known as the great Collapse. Rumors were called to seal of their gates permanently as it would involve a similar fate with its unregrettably dead homeworld. None of state was heard of since and none was given mention of their existence until their desire to return.
Summary:
- Midline heavy militarized hulls, with a "Bigger is better" mindset.
- Great durability, with a lean on resistance against Kinetic weapons.
- Built for a solid barrage complement and to heavily compete against solo matchups.
- Egregiously bulky gas-gustlers.
- Provides an arsenal comprised of ballistic bombardment.
Traits:
Good:
- Large amassment of weapon mounts, some have Heavy Ballistics Integration.
- Very durable.
- Larger economic capacity.
- Low deployment costs.
- Average burn-level with good ship velocity.
Bad:
- Bulky and unwieldy hulls, leaving open to fire more easily.
- Irregular flux economy with Ballistics-favored mounts.
- Poor shield management.
- Limited energy and missile weaponry.
- High crew requirements.
- High maintenance/repair costs.
- Poor maneuverability.
Oh My God...You know, I was confused at first. I didn't see anything special. All I saw was an Onslaught and a Dragon.Spoiler(https://pp.userapi.com/c824502/v824502715/fcdef/bsIGAt42JmU.jpg)[close]
Jeez, I forgot to put up the link in the main page. It's up now.Haha, cool. ;) Thank you, for both sorting that and creating a great mod! Loved duking it out with the Berks (sometimes losing!), and looking forward to trying out Union, for sure.
It's because I haven't placed the configurations Nexerelin yet. Mining values and faction selection aren't set yet. I'll put it up soon.But why this planet flies so quickly?
Additions:
Gattler, a heavy rotary-vulcan designed to take out missiles and fighters, and large ships that try to ram close to its host.
Sunder (XLU) class gunship destroyer has been added for deployment.
Ship changes:
Anthracite:
Ship class description changed from "Juggernaught" to "Overslaught".
Sulfate:
Top speed decreased from 40 to 35.
Turn acceleration decreased from 6 to 5.
Ordnance points increased from 110 to 120.
Maximum wing capacity increased from 2 to 3.
Fixed OP costs used in the variants.
Brass:
Ordnance points decreased from 55 to 50.
Weapon changes:
Bracken Assault Mortar:
Range decreased from 900 to 800.
Delay between shots increased from 2 to 2.5 seconds.
Minimum spread increased from an angle of 5 to 15.
Maximum spread increased from an angle of 15 to 30.
Spread Decay decreased from an angle of 5 to 1 per second.
Flux per shot increased from 120 to 720.
Light Shotcannon:
Credit cost decreased from 400 to 300.
Damage per pellet decreased from 30 to 25.
Flux per shot increased from 90 to 150.
Heavy Shotcannon:
Damage per pellet decreased from 40 to 30.
Flux per shot increased from 210 to 390.
Superheavy Shotcannon:
Damage per pellet decreased from 50 to 35.
Flux per shot increased from 720 to 1350.
Hyvel Twin Driver:
Turn Rate decreased from 7 to 5.
EMP per pellet decreased from 200 to 100.
Flux per shot increased from 400 to 500.
Misc:
Fixed Gerfix planet in Nemvis for moving too fast, annual rotation time from 60 days (Okay.) to 2560 days.
Removed some unintended data.
Nexerelin:
Faction compatibility added.
Additions:
Onslaught (XLU) capital battleship has been deployed.
Colossus (XLU) mining cruiser has been deployed.
Added Light Triple Autocannon to the arsenal.
Home Sector changes (may break saves):
Nemvis and Phosmon are now separate star systems.
Vargan market size and population changed from 6 to 7.
Tanfos III (in Nemvis) now has Tanfos V's market conditions, the latter's market has been removed.
Lubrin (in Phosmon) is now a military base.
Ship changes:
XLU Weapons Overhaul mod:
Price increased from 0 to 12,000.
Fixed description of Flux Dissipation reduction from "Half" to "33%".
Hammerheavy:
Siege variant:
Small missile mount count reduced from 5 to 2.
Medium missile mount added from 0 from 1.
Guard variant:
Switched frontal Medium hardpoint from Missile to Energy.
Kaolinite:
Vanilla armor increased from 1750 to 1800.
XLU armor increased from 1800 to 1850.
Azurim:
Skeleton crew reduced from 250 to 150.
Crew capacity reduced from 300 to 240.
Carbide:
Cargo capacity increased from 700 to 800.
Cobalt:
Turn acceleration reduced from 10 to 5.
Galinstan:
Changed designation from Cruiser Barge to Heavy Cruiser.
Cargo capacity reduced from 500 to 300.
Oxide:
Added Civilian tag in its role.
Cobble:
Cargo capacity increased from 240 to 350.
Buffalo (XLU):
Cargo capacity increased from 480 to 540.
Gaul:
Top speed reduced from 110 to 100.
Acceleration reduced from 100 to 85.
Deceleration reduced from 70 to 60.
OP capacity reduced from 70 to 55.
Fleet point cost reduced from 9 to 8.
Flux capacity increased from 2800 to 3000.
Flux dissipation increased from 250 to 280.
Lithos:
Fuel capacity increased from 45 to 60.
Fuel consumption increased from 1.5 to 2.
Weapon changes:
Momus Assault Gun:
Range decreased from 900 to 800.
Bracken Mortar:
Sprite coloration change.
Additions:
Added Uranium, a juggernaught-class Tanker that has enough fuel to supply a small armada. Careful driving is heavily advised.
Ship changes:
Juggernaught Classification Hullmod:
Added additive range values with regards to ship modules depending on their size to match the weapon ranges of their host ship.
Bromius credit cost increased from 36,000 to 42,000.
Butane credit cost increased from 16,000 to 20,000.
Colossus (XLU) credit cost reduced from 52,000 to 44,000.
Duralumin credit cost increased from 16,000 to 56,000.
Scheelite credit cost increased from 20,000 to 46,000.
Weapon changes:
Hypervelocity Flak:
Credit cost increased from 1,800 to 2,000.
Phalanx Machine Gun:
Projectile Speed increased from 700 to 800.
Projectile Hitpoints increased from 30 to 40.
Superheavy Shotcannon:
Projectile Hitpoints reduced from 40 to 20.
Misc:
Redundant clutter has been cleaned. (For now.)
Faction Generation:
Changed starting relations with certain factions.
Wings:
General:
All wings will have reduced OP costs.
Heavy wing versions are now droppable and are sold in markets but have higher OP than their regular wing sizes.
Breezes (Drone):
New sprite and collision overhaul on all variants.
Breeze wing OP cost reduced from 5 to 2.
Heavy Breeze wing OP cost reduced from 5 to 3.
Elite Breeze wing OP cost reduced from 8 to 4.
Heavy Elite Breeze wing OP cost reduced from 8 to 6.
Praetorian Breeze wing OP cost reduced from 12 to 6.
Heavy Praetorian Breeze wing OP cost reduced from 12 to 9.
Super Breeze wing OP cost reduced from 15 to 8.
Heavy Super Breeze wing OP cost reduced from 15 to 12.
Elite and Super Breezes now have an additional Piroutte gun.
Praetorian and Super Breezes now have Insulated Engine.
Kaliedo (Drone):
Kaliedo wing OP cost reduced from 12 to 6.
Heavy Kaliedo wing OP cost reduced from 12 to 9.
Elite Kaliedo wing OP cost reduced from 18 to 10.
Heavy Elite Kaliedo wing OP cost reduced from 18 to 15.
Cancer (Drone):
Cancer wing OP cost reduced from 12 to 6.
Heavy Cancer wing OP cost reduced from 12 to 9.
Elite Cancer wing OP cost reduced from 18 to 10.
Heavy Elite Cancer wing OP cost reduced from 18 to 15.
Praetorian Cancer wing OP cost reduced from 24 to 14.
Heavy Praetorian Cancer wing OP cost reduced from 24 to 20.
Tick (Drone):
Tick wing OP cost reduced from 6 to 4.
Elite Tick wing OP cost reduced from 12 to 8.
Praetorian Tick wing OP cost reduced from 18 to 14.
Heavy Praetorian Tick wing OP cost increased from 18 to 20.
All Shiredain cannons in all variants are reduced from 2/2/4 to 1/1/2.
Scarabee:
Heavy Scarabee wing OP cost increased from 8 to 16.
Heavy Scarabee wing Refit Time increased from 24 to 36.
Heavy Praetorian Scarabee wing OP cost increased from 14 to 28.
Heavy Praetorian Scarabee wing Refit Time increased from 32 to 48.
Ships:
General:
Most of the ships will have their most of their built-in wings removed in order to compensate the reduced OP used in wings.
Palette:
New sprite overhaul.
Praetorian variant has been deployed.
Chimera:
New sprite overhaul.
Praetorian variant has been deployed.
Ginette:
OP capacity increased from 30 to 35.
Maximum speed increased from 150 to 160.
Fleet point cost reduced from 6 to 5.
Tsundere:
Flux Dissipation increased from 300 to 350.
Super Chimera:
New sprite and collision overhaul.
Hangar bay count reduced from 3 to 2.
Added 1 additional Small Energy mount.
Geyser:
New sprite overhaul.
Replaced 3 Small Energy mounts with 1 Medium Energy mount.
Added 2 Small Missile mounts.
Added 2 Engine placements (sided with middle section).
Basilisk:
Sprite overhaul.
Added 1 built-in Blita.
Etna:
Replaced 2 Small Missile Mounts by 2 Medium Missile Mounts.
OP capacity increased from 110 to 120.
Flux Dissipation increased from 500 to 600.
Sabrina:
Fixed weapon platform modules being missing in action.
Amina:
OP capacity reduced from 185 to 165.
Weapons:
Added Nicor, an extended triple-barreled Pixie cannon, used in main warships.
General:
Most of the sprites have their color Red saturation decreased.
Faction Generation:
Changed starting relations with certain factions.
Weapon changes:
Colossus Mining Blaster:
Fixed Built-in status.
Faction:
Atalie Pax star system has been moved from (-1700, -800) to (-5000, 13200).
Atalie II-B is a now military base.
Haelim star system has been added in (-4200, 7000), a remote mining and military logistics outpost.
Oculian Cookies are now forbidden in Lanestate Union and Templar territories. (Heathens shall shove their cookies down their throats!)
Berserk Complexes:
Crew production increased 3x times more.
Berserk Complexes now produce Liquid Glutton, a peculiar substance that is illegal to many parts of the sector.
Ships:
General:
All capital ships have increased Base Supply costs above the lower ship size hardlimit.
Elite Drone hullmod overhauled to follow suit with Praetorian hullmod.
Palette:
Praetorian variant cost increased from 5,000 to 25,000.
Chimera:
Praetorian variant cost increased from 2,000 to 10,000.
Chimly:
Sprite and collision overhaul.
Chimly C:
Sprite and collision overhaul.
Beatrix:
Now comes with a built-in Integrated Targetting Unit hullmod.
Nadia:
Sprite, collision and weapons overhaul.
Ordnance points increased from 150 to 155.
(Praetorian) Ordnance points increased from 175 to 180.
Number of hangars changed from 3 (1) to 3 (0).
(Praetorian) Number of hangars changed from 3 (1) to 3 (0).
Base Supply cost per month increased from 17 to 25.
Base Mass increased from 1500 to 2400.
Kuria:
Sprite, collision and weapons overhaul.
Number of hangars increased from 5 (2) to 6 (2).
Fleet point cost reduced from 24 to 22.
(Praetorian) Fleet point cost reduced from 40 to 38.
Base Supply cost per month increased from 19 to 32.
Base Mass increased from 1700 to 2700.
Amina:
Sprite, collision and weapons overhaul.
Ordnance points increased from 165 to 170.
Base Supply cost per month increased from 21 to 30.
Base Mass increased from 2000 to 3000.
Doruntina:
Base Supply cost per month increased from 18 to 28.
Libra:
Base Supply cost per month increased from 18 to 26.
Etna:
Base Supply cost per month increased from 13 to 22.
Sabrina:
Base Supply cost per month increased from 20 to 30.
Base Mass increased from 1500 to 2500.
Pandora:
Sprite, collision and weapons overhaul.
Ordnance points increased from 210 to 235.
Base Supply cost per month increased from 35 to 56.
Fleet point cost increased from 40 to 45.
Mass increased from 3500 to 5000.
Burn speed reduced from 8 to 7.
Pandora now comes with a Flandrey cannon built-in.
Advanced Turrey Gyros is no longer a built-in hullmod.
Ship System is changed from "Reserved Wing" to "Targetting Feed".
Weapons:
Flandrey Beam Cannon:
Damage type is changed from Energy to High Explosive.
Damage per second increased from 1050 to 1250.
Flux per second increased from 1050 to 1500.
Range reduced from 1800 to 1400.
(Nexerelin) Mining strength increased from 10 to 25.
Faction:
Spawning Captain behavior traits changed.
Ships:
XLU Armorclad Works:
Now gives an additional 30% supply cost/repair per month for all ships with the hullmod.
All ships with the increased supply cost will have their base reduced accordingly.
XLU Weapons Overhaul:
Now restricted to only ships with Armorclad Works.
Juggernaught Classification:
Now gives an additional 20% supply cost/repair per month for all ships with the hullmod. (Stack multiplicatively with Armorclad Works.)
The following ships will be removed in this current patch (THIS WILL BREAK SAVES):
Lithos, Hammerhead (and XLU), Hammerheavy, Hammerheavy Guard, Hammerheavy Strike, Tumbaga, Iodine, Eagle (and XLU), Haast (and XLU), Galinstan.
Anthracite:
Base Supply Demand reduced from 90 to 75.
Chrominus:
Sprite, collision and turret placement overhaul.
Added Heavy Ballistics Integration and Industrial Payload Tracker built-in hullmods.
Replaced Burn Drive ship system with Power Burn.
Fleet points increased from 18 to 22.
Armor increased from 1000 to 1200.
Maximum Flux increased from 9000 to 10000.
OP increased from 175 to 270.
Crew Requirements increased from 200 to 300.
Crew Capacity increased from 300 to 450.
Kaolinite:
Sprite and turret placement overhaul.
Regular:
Added Heavy Ballistics Integration built-in.
Moved "interal" small turrets outward for proper coverage.
OP increased from 265 to 275.
XLU:
OP increased from 260 to 285.
Gadolinite:
Sprite, collision, combat role and turret placement overhaul.
Designation changed from Heavy Battlecruiser to Warsentinel.
Replaced Manuvering Jets ship system with Reserved Deployment.
Hull reduced from 17000 to 15000.
Armor increased from 1300 to 1900.
Maximum Flux reduced from 22000 to 12000.
Flux Dissipation increased from 1350 to 800.
Hangar capacity added from 0 to 2.
Mass increased from 4000 to 4500.
Maximum speed reduced from 35 to 20.
Acceleration reduced from 15 to 10.
Deceleration reduced from 12 to 6.
Max Turn Speed increased from 5 to 9.
Turn Acceleration increased from 3 to 5.
Shield Arc increased from 90 to 150.
Shield Efficiency increased from 1.2 to 1.0.
Crew Requirements increased from 550 to 650.
Crew Capacity increased from 700 to 900.
Cargo Capacity increased from 400 to 800.
Fuel Capacity increased from 480 to 720.
Burn Drive Speed reduced from 8 to 7.
Combat Readiness cost reduced from 12 to 10.
Peak Combat Readiness time increased from 600 to 720.
Base Supply Demand reduced from 48 to 34.
Pyroxidate:
Replaced Burn Drive ship system with Power Burn.
Rhodochrocite:
Added Civilian Hull and High-Resolution Sensors hullmods built-in.
Azurim:
Center small ballistic turret removed.
Crew Capacity reduced from 240 to 225.
Cobalt:
Sprite, collision and turret placement overhaul.
Replaced 2 Heavy Mauler built-ins with 2 small hybrid turrets.
Maximum Flux increased from 8000 to 10000.
OP increased from 185 to 190.
Duralumin:
Sprite overhaul.
Added 1 additional small Hybrid turret.
OP increased from 105 to 130.
Supply Demand increased from 12 to 18.
Ferros:
Sprite, collision and turret placement overhaul.
Replaced Power Burn ship system with Manuvering Jets.
OP increased from 160 to 170.
Armor increased from 1200 to 1300.
Maximum reduced increased from 45 to 40.
Flux Dissipation increased from 500 to 550.
Mass increased from 1650 to 2200.
Scheelite:
Replaced Augmented Drive Field with Civilian Hull built-in.
Bromius:
Sprite, collision and turret placement overhaul.
Replaced 2 large energy hardpoints with 2 medium energy and 1 medium hybrid hardpoints.
Macrolloy:
Replaced Burn Drive ship system with Power Burn.
Replaced 1 medium Missile turret with 1 small Composite turret.
Replaced 2 small Ballistic turrets with 2 small Energy turrets.
Armor reduced from 1600 to 1200.
Hull reduced from 9000 to 8000.
OP reduced from 170 to 150.
Acceleration increased from 25 to 35.
Deceleration increased from 20 to 25.
Max Turn Speed increased from 10 to 15.
Crew Requirements reduced from 200 to 150.
Crew Capacity reduced from 300 to 250.
Mass reduced from 2400 to 2000.
Gypsum:
Sprite, collision and turret placement overhaul.
Replaced 2 medium ballistic hardpoints witht 8 small ballistic turrets.
Added 1 additional small missile turret. (totals in 2)
Replaced Burn Drive ship system with Ammo Feed.
OP increased from 70 to 85.
Armor increased from 500 to 600.
Maximum Flux increased from 3000 to 4500.
Flux Dissipation increased from 220 to 250.
Fleet point usage increased from 10 to 13.
Mass increased from 600 to 650.
Maximum speed increased from 60 to 70.
Cargo capacity reduced from 250 to 180.
Max Turn Speed reduced from 45 to 30.
Turn Acceleration reduced from 30 to 20.
Sunder (XLU):
Armor increased from 350 to 500.
Buffalo (XLU):
Added Civilian Hull hullmod built-in.
Cobble:
Added Civilian Hull hullmod built-in.
Nickle:
Sprite, collision and turret placement overhaul.
Removed 1 small ballistic turret.
1 centered small ballistic is converted to a small composite.
Armor increased from 420 to 500.
Maximum Flux increased from 2000 to 2400.
Fleet point usage increased from 7 to 8.
Mass reduced from 400 to 320.
Cargo Capacity reduced from 130 to 80.
Brass:
Maximum Flux increased from 2500 to 3000.
Flux Dissipation increased from 200 to 240.
Maximum speed reduced from 110 to 100.
Turn Acceleration reduced from 50 to 40.
Mass reduced from 380 to 340.
Gaul:
Sprite, collision and turret placement overhaul.
Replaced 1 medium Hybrid turret with 1 small composite turret.
Mass reduced from 320 to 270.
Zinc:
Sprite, collision, combat role and turret placement overhaul.
Zinc is now referenced to the Vigilance combat role but alterations to its arsenal.
Replaced Power Burn ship system with Fast Missile Racks.
Replaced 2 medium Ballistic turrets with 3 small Composite hardpoints.
Replaced 1 small Ballistic turret with 1 small Energy hardpoint.
Added Omni Shields.
Hull reduced from 3000 to 2000.
Armor reduced from 450 to 350.
Maximum Flux increased from 1800 to 2500.
Ordnance Points reduced from 60 to 55.
Mass Points reduced from 360 to 200.
Crew Requirements reduced from 30 to 20.
Crew Capacity reduced from 60 to 40.
Cargo Capacity reduced from 110 to 60.
Wings:
Lantaka:
Added 1 frontal Light Mortar.
Replaced Light Assault Gun hardpoints with Vulcan Cannon turrets.
Warning: Will break saves faster than a Gretly. REQUIRES A FULL RESTART OF THE GAME WITH THIS VERSION.
Overhaul:
Most of the mod's script is rewritten from "ob_" to "ocua_".
All Praetorian (_pr) variants are removed temporarily and are renamed as Mikanate (_mi, placeholder pending) instead.
Some ships are purposefully removed.
Complete sprite rework of all ships and some stat changes on others.
Weapons stats have also been altered, but new sprites will come later.
Faction:
Systems have been moved further from the core sector.
Atalie Pax from (-6000, 13200) to (0, 19000).
Haelim from (-4200, 7000) to (2000, 12200).
General:
General noise volume reduced.
Added Commissioned Crew compatibility:
Oculian Integral Circuits, that increases Energy flux efficiency and Shield stability.
Ship:
New:
Oculian Core Hullmods added:
Chemical Core:
Increases damage output.
Higher maintenance and an even more expensive repair cost. Explodes more violently.
Crystalline Core:
Hardens shields (stacks with Hardened Shields) and slightly increases non-missile weapon ranges.
Decreases maximum speed.
Pulse Core:
Essentially an improved Safety Overrides.
Increases weapon firing speed.
Can be equipped on Red Capitals, but with some speed cost.
Full doctrine revision.
Oculus Module changes:
Renamed to Oculian Hull along with an overhaul.
Frigates:
Gretly:
Gunport Frigate, drone
Renamed from Gretel.
1 Glint built-in.
1 Large Synergy mount.
Chimly:
Carrier Frigate, drone
Renamed from Chimera.
3 Small Energy mounts.
1 Hangar.
Prily:
Attack Frigate, drone
Renamed from Palette.
2 Pirouette built-ins.
2 Small Energy mounts.
2 Small Missile mounts.
1 Small Synergy mount.
Huely:
Phase Frigate, drone
Renamed from Hue.
2 Small Energy mounts.
2 Small Missile mounts.
Destroyers:
Chimis:
Carrier destroyer, manned
Renamed from Superchimera.
1 Medium Energy mount.
4 Small Energy mounts.
2 Small Missile mounts.
3 Hangars.
Sophis:
Battle destroyer, manned
Renamed from the Chimly destroyer.
5 Small Energy mounts.
3 Medium Energy mounts.
2 Small Missile mounts.
Combined role from Tuffet.
Doris:
Armored destroyer, manned
4 Medium Energy mounts.
2 Small Synergy mounts.
1 Hangar.
Combined role from Tigris.
Sconis:
Fast destroyer, manned
1 Medium Energy mounts.
5 Small Energy mount.
Renamed from Scone.
Maximis:
Support destroyer, manned
Renamed from Maxim.
2 Large Energy mount.
4 Small Energy mount.
Sophis C:
Cargoship, drone
Renamed from the Chimly C destroyer.
3 Small Energy mounts.
Storkis:
Passenger destroyer, manned
Renamed from Stork.
4 Small Energy mounts.
2 Small Missile mounts.
Tsundere:
Hybrid destroyer, manned
1 Large Energy mount.
2 Medium Energy mounts.
3 Small Energy mounts.
2 Small Missile mounts.
Cruisers:
Basilix:
Assault Cruiser, manned
Renamed from Basilisk.
2 Freya built-ins.
3 Medium Energy mounts.
2 Medium Missile mounts.
4 Small Energy mounts.
1 Medium Synergy mount.
Chimex:
Carrier, manned
Renamed from Geyser.
3 Medium Energy mounts.
4 Small Energy mounts.
2 Small Missile mounts.
4 Hangars.
Ignix:
Missile Cruiser, manned
Renamed from Ignis.
2 Shimakaze built-ins.
1 Large Missile mount.
2 Medium Missile mounts.
2 Medium Energy mounts.
2 Small Energy mounts.
Beatrix:
Long Support Cruiser, manned
1 Flandrey built-in.
2 Medium Energy mounts.
2 Medium Missile mounts.
3 Small Energy mounts.
Dorothyx:
Armored Cruiser, manned
Renamed from Dorothy.
Combined role from Betsy.
1 Large Energy mount.
2 Medium Energy mounts.
2 Small Synergy mounts.
4 Small Energy mounts.
Nimbyx:
Cargo/Tanker Cruiser, manned
Renamed from Nimbus.
1 Medium Energy mount.
3 Small Energy mounts.
1 Breeze hangar.
Capitals:
Nadia:
Battleship, manned
Combined role from Libra.
2 Glint built-ins.
2 Large Energy mounts.
1 Large Missile mount.
2 Medium Energy mounts.
4 Medium Synergy mounts.
2 Small Energy mounts.
3 Hangars.
Chimaria:
Heavy Carrier, manned
Renamed from Kuria.
1 Large Synergy mount.
4 Medium Energy mounts.
8 Small Energy mounts.
2 Small Synergy mounts.
6 hangars.
Amina:
Warship, manned
2 Freya built-ins.
3 Large Energy mounts.
2 Medium Energy mounts.
8 Small Energy mounts.
2 Hangars.
Etna:
Fast Battleship, manned
1 Glint built-in.
2 Large Energy mounts.
2 Medium Synergy mounts.
3 Medium Energy mounts.
2 Small Energy mounts.
Pandora:
Dreadcarrier, manned
1 Flandrey built-in.
8 Glint built-ins.
2 Large Hybrid mounts.
4 Large Energy mounts.
7 Medium Energy mounts.
14 Small Energy mounts.
5 Hangars and 2 modules for 2 hangars each.
Galalixia:
Mothership, manned
Renamed from Elizabeth.
1 Altera Missile platform built-in.
1 Luna Plasma cannon built-in.
2 Flandrey built-ins.
2 Weapons Battery modules.
4 Hangar Bay modules for 2 hangars each.
4 Hangars.
man you had sprites
I'm sorry, I respect your work, I respect you
but these new sprites are just 20 times worse
Weapons:
Projectiles:
Pixel Torpedoes:
Lifetime before fading increased from 6 to 8 seconds.
Shimakaze SRMs:
Lifetime before fading increased from 3 to 4 seconds.
Flameout Time added to restrict burning off before 3.5 seconds.
Sazanami MRMs:
Lifetime before fading increased from 15 to 18 seconds.
Altera MRMs:
Lifetime before fading increased from 15 to 20 seconds.
Pixel series:
Sound clips reversed from Single Pixels having annihilator sounds while +/++ purposed Pixel sounds.
Nicor:
Sprite replaced.
Ruby:
Sprite replaced.
Damage per shot increased from 100 to 120.
EMP per shot decreased from 125 to 100.
Added effect to deal extra shield damage from EMP.
Fixes:
Added missing ship variants in the default roles.
Faction:
AI Core exchange reduced from 3.5x to 2.5x credits and 0.0x to 0.1x Reputation.
Ships:
All ship shield efficiency, with a few exceptions increased from 1 to 0.9.
Added Sophis B tanker, meant to specialize Sophis tankers according to fleet compositions.
Oculian Hull:
Maintenance/Repair Cost reduction reduced from 35% to 20%.
Due to the decreased cost reduction, all affected ships will have reduced base maintenance costs.
Oculian Pulse Core:
Remove the unmentioned flux bonus boost to non-capital ships.
Chimly:
Monthly/Repair Supply cost reduced from 4 to 3.2.
Gretly:
Monthly/Repair Supply cost reduced from 2 to 1.5.
Kitted Gretly Buster no longer needs a spaceport dock to equip it.
Huely:
Monthly/Repair Supply cost reduced from 4 to 3.2.
Prily:
Monthly/Repair Supply cost reduced from 4 to 3.2.
Chimis:
Monthly/Repair Supply cost reduced from 9 to 7.
Sophis:
Monthly/Repair Supply cost reduced from 8 to 6.
Sconis:
Monthly/Repair Supply cost reduced from 8 to 5.
Sophis C:
Cargo capacity increased from 210 to 220.
Fuel capacity decreased from 160 to 50.
Fuel per hyperspace light year decreased from 1.2 to 1.
Monthly/Repair Supply cost reduced from 3 to 2.
Doris:
Monthly/Repair Supply cost increased from 5 to 7.
Shield Generator Module:
Shield efficiency increased from 1 to 0.8.
Maximis:
Monthly/Repair Supply cost reduced from 7 to 6.
Storkis:
Monthly/Repair Supply cost reduced from 4 to 3.
Chimex:
Monthly/Repair Supply cost reduced from 16 to 15.
Dorothyx:
Monthly/Repair Supply cost increased from 12 to 16.
Shield Generator Module:
Shield efficiency increased from 1 to 0.8.
Ignix:
Monthly/Repair Supply cost reduced from 14 to 11.
Basilix:
Monthly/Repair Supply cost reduced from 18 to 14.
Beatrix:
Flux Dissipation increased from 500 to 750.
Monthly/Repair Supply cost reduced from 14 to 12.
Nimbyx:
Fuel capacity increased from 480 to 720.
Monthly Supply cost reduced from 10 to 8.
Repair Supply cost increased from 10 to 16.
Nadia:
Monthly/Repair Supply cost reduced from 40 to 34.
Chimiria:
Monthly/Repair Supply cost reduced from 48 to 42.
Amina:
Monthly/Repair Supply cost reduced from 60 to 50.
Etna:
Monthly/Repair Supply cost reduced from 30 to 25.
Pandora:
Monthly/Repair Supply cost reduced from 81 to 68.
Galalixia:
Monthly/Repair Supply cost reduced from 160 to 108.
Weapons:
Flandrey:
Flux per second reduced from 1500 to 1250.
Fixes:
Added missing Manufacturer names for all drone/fighters.
Added missing "Requires Dock" tag to Oculian Core hullmods.
Fixed Faction Crest not being used.
Ships:
General shield Sound amplitude reduced. Again.
New Oculian Core Hullmods added:
Quantix Core:
Adds 1 additional hangar for Destroyers and above. Does not apply to modules.
Increases refit speed and improves replacement capacity.
More pilot casualties.
Prevents Zero-Flux boost.
Reduces maximum readiness time per deck.
Increases Supply costs per month and repair.
Vapor Core:
Vastly increases ship logistics efficiency.
Lowers sensor profile.
Decreases flux, firing speed, sensor strength and burn speed.
Strikecraft Overclock ship system:
Revamped Speed increase for faster movement and reaction time.
Chemical Core hullmod:
Damage bonus increased from 10% to 15%.
Crystalline Core hullmod:
Shield Resistance bonus increased from 15% to 20%.
Pulse Core hullmod:
Rate of Fire bonus increased from 20% to 40%.
RoF bonus also increases Beam weapon damage.
Flux Dissipation multiplier increased from 2x to 2.5x.
Huely:
Flux Capacity increased from 1800 to 2200.
Flux Dissipation increased from 150 to 200.
Phase Upkeep efficiency increased from 0.1 to 0.08.
Basilix:
Sprite and turret placement adjustment.
Dorothyx:
Sprite and turret placement adjustment.
Ignix:
Sprite and turret placement adjustment.
Added 1 Glint Built-in.
Converted 2 Small Energy Turret to 1 Medium Energy Turret.
Converted 1 Large Synergy Hardpoint to 2 Large Synergy Turrets.
2 Built-in Shimakaze positions now converted from 2 Large Turrets to 2 Large Hardpoints.
Ordinance Points increased from 100 to 105.
Nimbyx:
Sprite and turret placement adjustment.
Added 2 Glint Built-ins.
Unusual Spaces reverted back to External Carriage, along with a change on how the hullmod behaves:
Reduces maintenance by 33%.
Increases recovery by 100%.
Adds Sensor Profile by 60 while reducing Sensor Strength by 30.
Increases Weapon DPS by 15%.
Cargo capacity increased from 560 to 720.
Fuel capacity increased from 720 to 810.
Fuel per Lightyear increased from 2.4 to 2.7.
Base Supply Cost and Repair per Month reduced from (8 and 16) to 9.
Amina:
Sprite and turret placement adjustment.
2 Small Energy turrets converted to 2 Medium Energy turrets.
Hull increased from 10500 to 12500.
Armor increased from 1000 to 1100.
Flux Dissipation increased from 800 to 900.
Ordinance Points increased from 170 to 190.
Chimeria:
Hull increased from 7000 to 8000.
Armor increased from 500 to 700.
Ordinance Points increased from 160 to 165.
Etna:
Armor increased from 750 to 850.
Ordinance Points increased from 135 to 150.
Nadia:
Hull increased from 9000 to 10000.
Armor increased from 900 to 1000.
Flux Dissipation increased from 750 to 800.
Shield Module:
Hull increased from 1000 to 2000.
Armor increased from 500 to 750.
Flux Dissipation increased from 200 to 300.
Shield Radius increased from 220 to 260 units.
Shield Damage Efficiency increased from 0.9 to 0.8.
Weapons:
Sprite revisions for:
Glint, Gleam, Glistal, Kurtina, Katalina, Kaina, Prima, Pixie, Fairy, Freya, Pixel+, Voxel.
Blita:
Now deals 50% more damage to Missiles.
Damage bonus against Fighters changed from Fragmentation to High-Explosive.
Damage per shot increased from 60 to 70.
Flux per shot increased from 40 to 50.
Turn rate increased from 75 to 90.
Vira:
Barrels changed from Simultaneous to Alternating.
Now deals 50% more damage to Missiles.
Damage bonus against Fighters changed from Fragmentation to High-Explosive.
Range increased from 500 to 550.
EMP Damage increased from 0 to 45.
Ammo generation per second increased from 2 to 4.
Ammo batch size increased from 2 to 6.
Cooldown Time reduced from 0.25 to 0.1667.
Turn rate increased from 45 to 60.
Glint:
Damage bonus to missiles increased from 100% to 150%.
Turn rate increased from 100 to 120.
Gleam, Glistal:
Damage bonus to missiles increased from 100% to 150%.
Pixie:
Projectile Speed reduced from 750 to 600.
Fairy:
Projectile Speed reduced from 750 to 600.
Freya:
Projectile Speed reduced from 750 to 600.
Kea:
Range reduced from 400 to 350.
Damage per scatterbeam increased from 25 to 50.
Charge up time given from 0 to 0.67.
Cooldown Time reduced from 0.67 to 0.33.
Projectile Speed increased from 1000 to 3000.
Kaina:
Range reduced from 550 to 450.
Damage per scatterbeam increased from 40 to 65.
Charge up time given from 0 to 1.
Cooldown Time reduced from 1 to 0.5.
Projectile Speed increased from 1000 to 3000.
Katalina:
Range reduced from 600 to 550.
Damage per scatterbeam increased from 60 to 90.
Charge up time given from 0 to 1.33.
Cooldown Time reduced from 1 to 0.67.
Projectile Speed increased from 1000 to 3000.
Kurtina:
Damage per second increased from 180 to 210.
Flux per second increased from 140 to 150.
Ruby:
Changed projectile color.
Damage bonus to shields changed from 100% EMP damage to 150% extra weapon damage as Energy.
Flux per shot reduced from 325 to 250.
Voxel:
Range increased from 2000 to 2800.
Projectile Speed reduced from 300 to 200.
Launch Speed reduced from 750 to 250.
Missile:
Max flight time increased from 10 to 16.
Acceleration reduced from 2500 to 600.
Deceleration reduced from 800 to 400.
Turn Acceleration reduced from 1100 to 300.
Mirvs:
Damage increased from 50 to 125.
Mirvs per shot reduced from 18 to 16.
Max flight time increased from 2.5 to 8.
Split range reduced from 1200 to 800.
Max Speed reduced from 800 to 400.
Spread Speed increased from 1000 to 1200.
Max Turn Speed increased from 70 to 150.
Turn Acceleration reduced from 700 to 120.
Vayra's Sector:
High Value Bounty: The Elizabeth the second appears in the Persean sector searching its way back to its home planet. The Tri-Tachyon will pay a sizeable bounty and its remains once the mission is done.
Ships:
Wing Overclock:
AI changed to activate the ability immediately when prompting an attack.
Speed bonus now only works on Oculian fighters.
Etna:
Replaced Temporal Shell with Temporal Overclock, that slows the ship briefly before releasing a stronger Temporal shell.
Fixes:
Replaced the unmentioned semi-colons within the Nexerelin files.
This mod dead?About as dead as you are.
**** Version 0.8.4 ****
Main:
Updated for Base game version 0.95.
Does not require LazyLib.
Added a Micro Mod that adds Pirate-adjacent Oculian ships to plague the Persean sector:
Jerkwad, a refitted Hound with hybrid compatibility and Glint defenses.
Fruitbasket, a boosted Lasher with lots of Fouttes.
Shortstack, an Enforcer with Pixies and Pixel torpedoes.
Scumsucker, a pirate-stolen Harbinger built with a Freya built-in.
Hotcoffee, a unique pirate Cruiser that accomodates 5 Leias.
Reboundguy, Colossus Mk3 with a Doris shield emitter.
Strongirl, a Oculian-outfitted Atlas Mk2.
Additions:
The Utena class Phase Battleship, while boasting speed like the humble Huely, the Utena is equipped with a lot of Shiredains.
Faction:
Flag has been reiterated again, less overlapping and more symbolic shapes. Entities that also possess such as are changed as well.
Ships:
Hullmods:
Oculian Hull mod:
Now reduces the costs of all Oculian weapons (1/2/4) and wings (20%).
But increases the costs of all non-Oculian weapons (3/6/10) and wings (10 flat).
Overdriven Clock Systems hullmod added:
Removes the OP penalty costs incurred by the Oculian Hull mod.
Increases Overload times.
Slows damaged Weapon repairs.
Invalidates Shield Movement and EMP resistance bonuses.
Increases Repair Supply costs.
Most ships will spawn rare variants with wild setups.
Chimly:
Sprite reworked.
Hull increased from 550 to 750.
Gretly:
Kitted Gretly Buster:
Explosion size bonus increased from 50% to 75%.
Hull increased from 350 to 500.
Flux Capacity increased from 1000 to 1500.
Ordinance Capacity increased from 15 to 25.
Shield Radius reduced from 49.5 to 44. (This is a physics buff)
Shield Arc range increased from 270 to 300.
Huely:
Modular slot changes:
From 2 Small Missile, 2 Small Energy
To 2 Small Energy, 2 Small Synergy.
Hull increased from 600 to 900.
Armor increased from 125 to 250.
Prily:
2 Built-in Pirouttes replaced with 2 Small Energy slots.
Hull increased from 450 to 600.
Flux Capacity increased from 2400 to 2500.
Max Speed increased from 225 to 240.
Acceleration increased from 250 to 270.
Chimis:
Sprite and turret placement adjustment.
Modular slot changes:
From 2 Small Missile, 4 Small Energy, 1 Medium Energy
To 4 Small Energy, 1 Small Synergy, 1 Medium Synergy.
Hull increased from 2200 to 3000.
Ordinance Capacity reduced from 50 to 45.
Doris:
Sprite reworked.
Converted Built-in Breeze Wing into a free hangar.
Hull increased from 2250 to 4000.
Armor increased from 500 to 550.
Flux Dissipation increased from 150 to 250.
Shield Module:
Flux Dissipation increased from 100 to 150.
Maximis:
Sprite reworked.
Added 2 built-in Glints.
Hull increased from 2000 to 3500.
Sconis:
Hull increased from 1500 to 2500.
Sophis (Regular):
2 Medium Energy turret mount arcs expanded from 165 to 180.
Hull increased from 2000 to 3000.
Flux Capacity increased from 4800 to 5000.
Ordinance Capacity reduced from 70 to 65.
Tsundere:
Ordinance Capacity reduced from 70 to 65.
Converted rear Small Energy mount into a built-in Glint.
Flux Dissipation increased from 350 to 400.
Sophis B:
Hull reduced from 2800 to 2500.
Fuel Capacity increased from 300 to 480.
Sophic C:
Hull reduced from 2500 to 2200.
Armor increased from 275 to 300.
Cargo Capacity increased from 220 to 280.
Storkis:
Sprite reworked.
Flux Capacity increased from 1500 to 2000.
Flux Dissipation increased from 80 to 100.
Converted rear Small Energy mount into a built-in Glint.
Basilix:
Converted Built-in Breeze (H) Wing into a free hangar.
Beatrix:
Sprite and turret placement adjustment.
Converted rear Small Energy mount into a built-in Glint.
Added 2 Small Synergy mounts.
Ordinance Points increased from 85 to 90.
Chimex (Kai-mex):
Converted Built-in Breeze (H) Wing into a free hangar.
Dorothyx:
Sprite and turret placement adjustment.
Modular slot changes:
From 1 Large Energy, 2 Medium Energy, 4 Small Energy, 2 Small Synergy
To 1 Large Energy, 2 Medium Energy, 2 Small Energy, 4 Small Synergy.
Added 3 built-in Glints.
Ordinance Capacity reduced from 110 to 100.
Flux Dissipation increased from 250 to 400.
Shield Module:
Ordinance Capacity reduced from 60 to 50.
Flux Dissipation increased from 150 to 250.
Ignix:
Flux Dissipation increased from 150 to 200.
Ordinance Capacity reduced from 100 to 90.
Nimbyx:
Flux Dissipation increased from 200 to 250.
Cargo Capacity increased from 720 to 800.
Fuel Capacity increased from 810 to 1120.
Fuel per light year reduced from 2.7 to 2.5.
Amina:
Sprite and turret placement adjustment.
Ion Burst Drive has a shorter active time, a longer charge up time and even longer cooldown.
Reuse charge rate has also been delayed from 4 seconds to 10 seconds.
Modular slot changes:
From 3 Large Energy, 4 Medium Energy, 6 Small Energy
To 3 Large Energy, 4 Medium Energy, 2 Small Energy, 4 Small Synergy.
Converted Built-in Breeze (H) Wing into a free hangar.
Added 6 built-in Glints.
Added 1 built-in Breeze heavy wing.
Added Expanded Missile Racks built-in.
Built-in Freyas moved closer to the center and now have wide arcs.
Fleet Point value increased from 26 to 28.
Armor increased from 1100 to 1200.
Flux Capacity reduced from 14000 to 12000.
Ordinance Points increased from 190 to 200.
Top Speed reduced from 80 to 50.
Acceleration reduced from 40 to 35.
Deceleration reduced from 35 to 15.
Turn Acceleration reduced from 15 to 7.
Mass increased from 3000 to 3500, for meatier collisions.
Shield Radius increased from 174 to 196 units.
Chimiria:
Fleet Point value increased from 22 to 26.
Sprite and turret placement adjustment.
Modular slot changes:
From 1 Large Synergy, 2 Small Energy, 2 Small Synergy, 4 Medium Energy
To 3 Small Synergy, 6 Medium Energy.
Converted Built-in Breeze (H) Wing into a free hangar.
Added Modular Hangar of 2 with 1 Large Synergy hardpoint, 1 built-in Breeze heavy wing and a 30 degree Front Shield.
Added 2 built-in Glints.
Added 1 built-in Kurtina.
Ordinance Points reduced from 165 to 160.
Acceleration reduced from 35 to 25.
Shield Radius increased from 227 to 240 units.
Etna:
Fleet Point value increased from 15 to 20.
Sprite reworked.
Added 1 Medium Synergy hardpoint.
Moved 1 Small Energy turret closer to the engines.
Nadia:
Fleet Point value increased from 20 to 22.
Acceleration reduced from 50 to 40.
Flux Dissipation increased from 750 to 800.
Shield Module:
Mass increased from 50 to 150.
Shield Radius increased from 260 to 280 units.
Pandora:
Ordinance Points reduced from 225 to 210.
Modules:
Added 1 built-in Breeze heavy wing.
Galalixia:
Ordinance Points increased from 210 to 230.
Wings:
Breeze series:
Basic:
Hull increased from 40 to 60.
Description changed from Fighter Drone to Interceptor Drone.
(H):
Price increased from 1500 to 3000.
Mikanate:
Bases Hull increased from 60 to 80.
Description changed from Fighter Drone to Interceptor Drone.
Ordinance Point cost increased from 12 to 14.
(H):
Price increased from 5000 to 9000.
Elite:
Glint and Pirouette weapons replaced with a delayed Blita.
Hull increased from 70 to 120.
Base Flux Capacity increased from 125 to 150.
Base Flux Dissipation increased from 35 to 50.
Formation changed from Claw to V.
Role changed from INTERCEPTOR to FIGHTER.
Ordinance Point cost reduced from 8 to 7.
Price reduced from 3000 to 2000.
Superelite:
Pirouette replaced with a delayed Blita.
Hull increased from 90 to 180.
Base Flux Capacity increased from 150 to 200.
Base Flux Dissipation increased from 35 to 75.
Formation changed from Claw to V.
Role changed from INTERCEPTOR to FIGHTER.
Price reduced from 9000 to 7500.
Cancer series:
Replaced Pixel torpedoes with a shorter ranged variant, firing the torpedo at 1000 units instead of 1500, launches slower.
Basic:
Ordinance Point cost increased from 7 to 9.
Elite:
Ordinance Point cost increased from 11 to 14.
Mikanate:
Ordinance Point cost increased from 18 to 22.
Kaleido series:
Role changed from BOMBER to FIGHTER.
Designation renamed from "Strike Drone" to "Escort Drone."
Replaced all Deci Pixies with Kea flashcannons.
Maximum Speed decreased from 160 to 150.
Shield is now Front emitting and will cover 360 degrees.
Shield efficiency increased from 0.9 to 0.8.
Travel Range reduced from 5000 to 2000.
Basic:
Hull reduced from 150 to 100.
Armor increased from 30 to 150.
Flux Capacity increased from 350 to 1000.
Flux Dissipation increased from 75 to 150.
Ordinance Point cost increased from 7 to 8.
Elite:
Hull reduced from 150 to 125.
Armor increased from 30 to 200.
Flux Capacity increased from 450 to 1500.
Flux Dissipation increased from 90 to 225.
Ordinance Point cost increased from 12 to 13.
Tick series:
Sprite and weapons overhaul.
All Tick variants are now piloted. Watch your crew count.
Added 1 Glint for each variant with omnidirectional coverage.
Description changed from Fighter Drone to Fighter.
Basic:
Replaced 2 Piruoettes with 2 delayed Fouettes.
Replaced Shiredain with a Deci Pixie.
Hull increased from 100 to 200.
Maximum Speed increased from 180 to 200.
Acceleration increased from 240 to 250.
Mass increased from 30 to 50.
Ordinance Point cost increased from 6 to 10.
Refit Time increased from 8 to 16.
Elite:
Remove 1 Piruoette and 1 Shiredain.
Replaced 2 Piruoettes with 2 delayed Fouettes.
Added 2 Deci Pixies.
Hull increased from 150 to 250.
Armor reduced from 125 to 100.
Flux Capacity increased from 500 to 550.
Flux Dissipation increased from 100 to 120.
Maximum Speed increased from 180 to 210.
Acceleration increased from 240 to 260.
Mass increased from 30 to 55.
Ordinance Point cost increased from 10 to 18.
Refit Time increased from 10 to 20.
Mikanate:
Replaced 2 Piruoette with 2 delayed Triple-barreled Frappe.
Replaced 2 Shiredains with 2 Deci Pixies.
Base Hull increased from 150 to 250.
Base Flux Dissipation increased from 100 to 120.
Base Maximum Speed increased from 180 to 200.
Base Acceleration increased from 240 to 250.
Mass increased from 30 to 60.
Ordinance Point cost increased from 18 to 25.
Refit Time increased from 12 to 24.
Weapons:
Kea/Kaina/Katalina:
Now autocharges instead of holding down the button to fire.
Kea:
Flux per pulse reduced from 40 (160) to 35 (140).
Charge Up time reduced from 0.67 to 0.5.
Charge Down time increased from 0.33 to 0.5.
Kaina:
Damage per pulse increased from 65 (520) to 80 (640).
Flux per pulse reduced from 70 (560) to 60 (480).
Charge Up time reduced from 1 to 0.67.
Charge Down time increased from 0.5 to 0.83.
Katalina:
Damage per pulse increased from 90 (1,080) to 120 (1,440).
Flux per pulse reduced from 100 (1,200) to 90 (1,080).
Charge Up time reduced from 1.33 to 0.8.
Charge Down time increased from 0.67 to 1.2.
Sazanami MRM rack:
Sprite reworked.
Suzuya MRM rack:
Sprite reworked.
Ammo capacity increased from 16 to 20.
Flandrey Beam Cannon:
Removed ANTI_FTR tag.
Luna Cannon:
Now emits arcs of lightning at a constant rate through its lifetime.
Projectile speed reduced from 400 to 300.
Altera Missile Platform:
Damage increased from 300 to 400.
Projectile speed increased from 300 to 400.
**** Version 0.9 ****
Campaign:
Most of the Oculian portraits are now listed in the Player roster and can be chosen.
All markets involved in this mod use the cooked script instead of the econ folder.
Oculian Station now replace the old High-Tech stations. The blueprint rests on Adalie.
Adalie:
Hyperspace Gate has been moved to Atalie II for defensive reasons.
Poor Farmland is removed.
Plentiful Organics reduced to Abundant.
Dense Atmosphere replaced with Inimical Biosphere.
Commerce replaced with Mining for sustainability.
Atalie III-a:
Ground Defenses are replaced with Heavy Batteries.
Haelim I:
Market size increased from 3 to 4.
Darla:
Mining replaced by Commerce.
Nexerelin:
Rebels are now referred from "Outmodes" to "Severed".
Alignment changed.
Now has Low Profile diplomacy trait.
Some starting fleets will have civilian ships for a quicker start.
Ships:
Hullmods:
Oculian Hull:
Fixed the incorrect value displayed for the increased OP costs.
Overdriven Clock Systems hullmod added:
Added the missing no-removing script for non-Oculian weapons installed with the hullmod.
Oculian Pulse Core:
Added Capital Speed bonus by 10u.
Capital Range threshold increased from 500 to 700.
Removed Capital flux bonus penalty.
Removed Capital overload bonus.
Chimly:
Finally no longer has a Breeze built-in and is now a modular hangar.
Ship system changed from Active Flares to Mollusc Drones x2.
Modular slot changes:
From 3 Small Energy
To 1 Small Energy, 2 Glint built-ins.
Ordinance points reduced from 20 to 15.
Prily:
Added 1 Small Synergy Mount.
Hardpoint Arcs increased from 5 to 10 degrees.
Ordinance Points increased from 25 to 30.
Amina:
Sprite readjusted again.
Modular slot changes:
From 3 Large Energy, 4 Medium Energy, 2 Small Energy, 4 Small Synergy, 2 Freya built-ins
To 3 Large Energy, 2 Large Synergy, 4 Medium Energy, 2 Small Energy, 4 Small Synergy.
2 Center Large Energy mounts are facing somewhat forward and have their Arcs reduced from 210 to 120 degrees.
2 Large Synergy (was Energy) hardpoint Arcs increased from 5 to 10 degrees.
2 Front Medium Energy mount Arcs increased from 90 to 210 degrees.
Ordinance Points increased from 200 to 220.
Utena:
Added the missing description.
Pandora:
Modular slot changes:
From 4 Large Energy, 5 Medium Energy, 2 Medium Synergy, 1 Flandrey built-in, 8 Glints
To 4 Large Energy, 1 Large Synergy, 4 Medium Energy, 4 Medium Synergy, 2 Small Synergy, 1 Flandrey built-in, 14 Glints.
All modules and the ship now a Linked trait that synchronizes commands and speeds up from losing modules.
Ordinance Points increased from 210 to 230.
Hangar Sections:
Modular Slot changes:
From 1 Large Energy, 2 Small Energy
To 1 Large Energy, 2 Medium Synergy, 1 Small Energy.
Built-in Breeze Hangar replaced with a Modular Hangar.
Ordinance Points increased from 60 to 70.
Added 1 additional Hangar Module with 3 Hangars at the front.
Wings:
Kaleido Escort Drone:
Armor increased from 100 to 150.
Flux Capacity reduced from 1000 to 300.
Flux Dissipation reduced from 150 to 70.
Elite:
Armor increased from 200 to 225.
Flux Capacity reduced from 1500 to 500.
Flux Dissipation reduced from 225 to 120.
Weapons:
Added two new weapons that will rarely show up in the market or in fleet spawns.
Added Resel and Resel+, bottomless fragmenting rockets that take time to fly at full speed.
Pirouette/Fouette:
Flux per shot reduced from 55 to 45.
Spread completely removed.
Prima:
Flux per shot increased from 50 to 60.
Nicor:
Flux per shot reduced from 300 (900) to 180 (540).
Maximum Spread reduced from 15 to 5 degrees.
Spread per shot reduced from 1 to 0.5.
Projectile Speed reduced from 900 to 750.
Kurtina:
Damage per second increased from 210 to 240.
Freya:
Flux per shot reduced from 350 to 310.
Minimum Spread increased from 5 to 7 degrees.
Maximum Spread increased from 20 to 25 degrees.
Shizuka:
Reload Size reduced from 60 to 20.
Shizukesa:
Resprited.
Reload Size reduced from 180 to 60.
Shimakaze:
Added a script that doubles the micromissiles fired.
Ammo Capacity reduced from 450 to 360.
Ammo Regeneration reduced from 1.5 to 1.2 per second.
Reload Size reduced from 450 to 120.
Charge Down increased from 1.55 to 2.05.
Ocutek Pirates:
Ships:
Ocutek Hull:
Added an OP cost reduction for Oculian weapons but without the penalties.
Added the Dingus Condor.
Reboundguy:
Swapped Shield sizes between itself and the module.
Added missing Ship_with_modules tag.
Built-in Fouettes replaced by Glint PDs.
Added 2 Small Hybrid mounts.
All small frontal Ballistic mounts are changed to Hybrids.
Flux Dissipation increased from 250 to 300.
Strongirl:
Added 2 Medium Ballistic mounts.
Ordinance Points increased from 220 to 240.
Fixes:
Some typos are fixed while the rest will never be found out until it is too late.
i just played with this mod for the first time and i have to say... imbalanced... I am sorry to say but some of the ships are simply without a counter, or atleast one that i can figure out.
Seriously this mod is a walking cheat. Maybe list in the description that it is completely impossible to beat some of the most basic cruisers with any weapons in the game upto date..... sorry but this mod is simply not for me.
any chance of making another version without the anime portraits or is there a way to remove them manually. Personally i'm just not a fan of having this dark, gritty universe then proceeding to have a blood red hatsune miku obliterate my fleet. Other than that though I really like the mod :D
Perhaps since their lore is (from what i've gathered) kinda rogue ai'ish i'd defnitely be down to see some glitched versions of the current portraits kinda like what the [REDACTED] admirals look likeany chance of making another version without the anime portraits or is there a way to remove them manually. Personally i'm just not a fan of having this dark, gritty universe then proceeding to have a blood red hatsune miku obliterate my fleet. Other than that though I really like the mod :D
Sure, I'll post a faceless variant, with only the Oculian bot as the actual portrait.
Though the lore kinda writes it in that the Armada has this animesqe physique was more of a marketing purpose to sell their cookies. Additionally the idea of the cookies itself, the faction's premise, is fairly a dead giveaway where the faction already went to.
Ships:
Important: Updated outdated descriptions.
Oculian Hull hullmod:
Supply cost reduction increased from 20% to 25%.
Supply reduction now carries over to Recovery cost.
Mikanate Overhaul hullmod:
Has been completely overhauled:
Was able to provide flat buffs towards ship stats and increase damage output.
Now, it accepts 2 core configurations that merges into a specialized core mod.
Additionally increases flux efficiency for weapons.
Comes with a Catalyst core that amplifies pure-strain core mods.
(New) Mikanate Override hullmod:
A makeshift hullmod that allows non-Mikanate ships to have 2 cores. Only sold in Oculian markets, not dropped.
Overdriven Clock Systems:
Priced added.
Chemical Core hullmod:
Flux Reduction bonus reduced from 20% to 15%.
Recovery Cost penalty reduced from 100% to 67%.
Crystalline Core hullmod:
Zero Flux bonus multiplier added to compensate Maximum Speed loss.
Note: The additional multiplier is still seen in the UI but the gameplay stats will say otherwise.
Chimly:
Mikanate variant added.
Chimis:
Mikanate variant added.
Chimex:
Mikanate variant added.
Chimiria:
Sprite and Loadout overhaul.
Modular slot changes:
From 3 Small Synergy, 6 Medium Energy, 1 built-in Kurtina and 6 built-in Glints,
To 2 Large Synergy, 4 Small Synergy, 5 Medium Energy and 10 built-in Glints.
Mass reduced from 2700 to 1800.
Hangar Module:
Additional 1 is added to the main hull and is moved to the sides, similar to Old Red Kuria.
Loadout overhaul:
Moved Large mount to the main hull.
Now has 1 Medium Energy Turret and 2 built-in Glints.
Gretly:
Mikanate variant added.
Prily:
Mikanate variant added.
Sophis:
Mikanate variant added.
Basilix:
Mikanate variant added.
Price increased from 32000 to 60000.
Etna:
Temporal Overclock:
Charge Up time increased from 2.5 to 4.
Active time increased from 12 to 15.
Charge down time increased from 0.5 to 1.
Nadia:
Mikanate variant added.
Sprite adjusted.
Added 2 more built-in Glints.
Utena:
Fixed Titanic Phase Columns indiscriminately removes any buffs that tie to its current bonuses.
Weapons:
Added 1 new Mikanate weapon in the elite roster.
Added Macroxel and Macroxel+, armored torpedo finishers.
Ruby:
Tier reduced from 3 to 2.
Rarity removed.
Voxel:
Tier reduced from 1 to 0.
Role changed from Strike to Support.
Cooldown time reduced from 10 to 8.
Wings:
Mollusc (Mi):
Resprited.
Hull increased from 50 to 100.
Flux Capacity increased from 225 to 300.
Shield Arc reduced from 180 to 150.
Shield Efficiency increased from 0.9 to 0.85.
Breezes:
Range increased from 3000 to 4000.
Elite Breeze/Superelite Breeze:
Range reduced from 3000 to 2000.
Attack Run size reduced from 300/400 to 200.
Kaleidos:
Collision Bounds simplified.
Added the missing Autonomous Drone hullmod.
Mikanate variant added.
Elite:
Added the missing Elite Software hullmod.
Ticks:
Accelerated Energy Vents hullmod built-in added.
Range reduced from 6000 to 2000.
Added 1 Glint and 2 Pirouettes.
Regular:
Base OP cost reduced from 10 to 7.
Wing size reduced from 3 to 2.
Hull reduced from 200 to 150.
Flux Capacity reduced from 500 to 200.
Flux Dissipation reduced from 100 to 50.
Elite:
Accelerated Shields built-in added.
Base OP cost reduced from 18 to 12.
Wing sized reduced from 2 to 1.
Mikanate:
Base OP cost reduced from 25 to 22.
Elite Software hullmod built-in added.
Accelerated Shields built-in added.
Wing size reduced from 2 to 1.
Hull increased from 250 to 300.
Flux Capacity increased from 500 to 600.
Flux Dissipation increased from 120 to 150.
Perhaps since their lore is (from what i've gathered) kinda rogue ai'ish i'd defnitely be down to see some glitched versions of the current portraits kinda like what the [REDACTED] admirals look like
What happened to the Ocutek Pirate mod that came with this? Was it integrated?
Want to give an honest opinion about the mod, I kind of don't like the design/shading. Initially looked decent in the preview but after putting them inside the game, i feel like there is something lacking with this design, it doesn't match the game's aesthetics.
I like this faction, its the closest I can get to playing as a rampant AI.
Is there a way to get the big mobile station capital without using cheats/commands?
First one is a bug. Oculian took a planet (Nex) at some point and as I visited the planet and no music played. Felt rather eerie honestly. I'll report to you if this applies to their own planets as well and then see what might be causing the bother.
First one is a bug. Oculian took a planet (Nex) at some point and as I visited the planet and no music played. Felt rather eerie honestly. I'll report to you if this applies to their own planets as well and then see what might be causing the bother.
Yep this one applies to all the planets. Don't know what's up with it, might be local. Either way thought I should inform you.
i just updated starsector after about a year of not playing. I redownloaded all my mods and installed a few new ones. Starsector is not loading and i get this error:try redownloading starsector that fixed it for me
72866 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Key [collisionClass] has invalid value [HITS_SHIPS_ONLY_NO_FF] in [{"specClass":"missile","missileType":"ROCKET","collisionClassByFighter":"NONE","sprite":"graphics/Oculian Armada/missiles/ocua_luna.png","glowColor":[255,50,50,127],"noCollisionWhileFading":"true","fizzleOnReachingWeaponRange":"true","useHitGlowWhenDestroyed":"true","engineSpec":{"dec":"300","turnRate":"100","turnAcc":"500","acc":"300"},"size":[40,40],"id":"ocua_luna_shot","center":[20,20],"explosionColor":[255,100,255,255],"armingTime":"0","collisionRadius":"30","explosionSpec":{"particleSizeMin":"5.0","duration":"0.1","particleCount":"0","particleDuration":"1","collisionClassByFighter":"HITS_SHIPS_ONLY_NO_FF","coreRadius":"75","radius":"200","particleColor":[255,155,155,255],"particleSizeRange":"3.0","collisionClass":"HITS_SHIPS_ONLY_NO_FF"},"glowRadius":"65","dudProbabilityOnFlameout":"0","explosionRadius":"250","useHitGlowWhenDealingDamage":"false","onHitEffect":"data.scripts.weapons.ocua_luna_effect","collisionClass":"HITS_SHIPS_ONLY_NO_FF"}]
java.lang.RuntimeException: Key [collisionClass] has invalid value [HITS_SHIPS_ONLY_NO_FF] in [{"specClass":"missile","missileType":"ROCKET","collisionClassByFighter":"NONE","sprite":"graphics/Oculian Armada/missiles/ocua_luna.png","glowColor":[255,50,50,127],"noCollisionWhileFading":"true","fizzleOnReachingWeaponRange":"true","useHitGlowWhenDestroyed":"true","engineSpec":{"dec":"300","turnRate":"100","turnAcc":"500","acc":"300"},"size":[40,40],"id":"ocua_luna_shot","center":[20,20],"explosionColor":[255,100,255,255],"armingTime":"0","collisionRadius":"30","explosionSpec":{"particleSizeMin":"5.0","duration":"0.1","particleCount":"0","particleDuration":"1","collisionClassByFighter":"HITS_SHIPS_ONLY_NO_FF","coreRadius":"75","radius":"200","particleColor":[255,155,155,255],"particleSizeRange":"3.0","collisionClass":"HITS_SHIPS_ONLY_NO_FF"},"glowRadius":"65","dudProbabilityOnFlameout":"0","explosionRadius":"250","useHitGlowWhenDealingDamage":"false","onHitEffect":"data.scripts.weapons.ocua_luna_effect","collisionClass":"HITS_SHIPS_ONLY_NO_FF"}]
at com.fs.starfarer.loading.D.o00000(Unknown Source)
at com.fs.starfarer.loading.WeaponSpecLoader.o00000(Unknown Source)
at com.fs.starfarer.loading.WeaponSpecLoader.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.Ã’O0000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I have no idea what i am looking at nor do i know what i need to fix.
Campaign:
Nexerelin:
Fixed forgotten ID change to Orbital Matrix for industryClassDefs.
Ships:
Evalyx:
Lossless Void Carriage:
Removed the outdated description to already changed effect. Author issue.
Change the Assault variant using an impossible core.
Base Supply Maintenance/Repair cost increased from 24 to 36.
**** Version 0.9.2 ****
Campaign:
Ocutek Pirate Package manually seperated to the Ocutek Pirates submod to prevent the effectively non-existent blueprint from dropping.
Oculians receive their own naming theme with their people. Serial number for Female and Auxiliary number for Male(Robot).
Relations changed for the corresponding factions:
Added a bare minimum catch logic for Hostile and Vengeful relations.
(HMI) Oculians are now hostile to Mess variations.
Player from Vengeful to Suspicious.
Sindrian Diktat from default Inhospitable to Favorable.
Luddic Path from default to Vengeful.
Luddic Church from default to Hostile.
Star systems and planets associated are now uniquely prefixed.
Oculian Cookies:
Updated to current commodities system.
Atalie Pax:
Atalie II:
Now a Barren-desert World.
Extreme Heat planet condition replaced with Hot.
Mild Climate planet condition added.
Market Size increased from 4 to 5.
Adalie:
EI is added.
Organics changed from Abundant to Common.
Mining has a Gamma Core.
Added unique Heavy Industry called Orbital Assembly Matrix, replacing Orbital Works that does not require a Nanoforge to produce quality ships.
Population and Oculian Bakery Complex no longer have Alpha Cores.
Atalie III-a:
Extreme Cold planet condition removed.
Haelim:
Haelim I:
Mild Climate planet condition added.
Darla:
Now an Arid planet and has Habitable planet condition.
Haelim IIa:
Inimical Biosphere planet condition removed.
Doctrine changed, from 1-3-3 to 4-1-2.
Added missing generic music to encounters and other things.
Nexerelin:
Diplomacy:
Is no longer Ideological.
Diplomacy is increased from +0.1 to +0.25.
Basic blueprint package is given immediately if starting faction.
Ships:
Added the Evalyx Phase Cruiser, a Mikanate Phase cruiser with a dependable logistics capability and a powerful loadout.
Added the Dulcena Dreadnought, a massive flagship that focuses in direct frontal combat.
Added Oculian Optimized Optics, a sidegrade to Advanced Optics that increases base range but at a cost of shield damage.
Mikanate ships and some regulars are now only sold in the Military market.
Oculian Hull:
Description has been overhauled for a more readable overview.
The following changes removes redundant computations with regards to logistics, that would otherwise overcomplicate the descriptions:
Supply Maintenance/Recovery reduction increased from 25% to 33%.
Supply cost reduction removed if Mikanate Overhaul is added.
Base Supply costs for every ship is adjusted accordingly for Deployment cost purposes that impact battle size.
Can no longer allow Advanced Optics.
Mikanate Overhaul:
Description has been overhauled for a more readable overview.
Supply Maintenance/Recovery penalty increase removed.
Combat Readiness decay depletes 100% faster.
All Oculian Cores:
Description has been overhauled for a more readable overview.
Oculian Crystalline Core:
Top Speed reduction is now a percentage. Zero Flux Speed is also normalized. (+ subsequent Mikanate combinations)
Shield damage reduction bonus reverted from 20% to 15%. (+ subsequent Mikanate combinations)
Mikanate Crystalline Core:
Top Speed reduction is now a percentage. Zero Flux Speed is also normalized.
Shield damage reduction bonus reduced from 35% to 25%.
Top Speed reduction penalty reduced from 30% to 25%.
Oculian Pulse Core:
Removed the unmentioned refit time penalty.
Replacement Recovery rate penalty of -33% is added.
Chimly:
Rugged Construction hullmod added. (+ Mi)
Gretly:
Fleet Points reduced from 3 to 2.
Gretly Reassembly Contigency hullmod added, an improved variation of Rugged Construction.
Hull increased from 500 to 650.
Top Speed reduced from 200 to 180.
Gretly (Mi):
Gretly Reassembly Contigency hullmod added.
Hull increased from 600 to 700.
Huely:
Rugged Construction hullmod added.
Added 1 Small Synergy hardpoint.
Base Supply Maintenance/Repair cost increased from 3 to 5.
Prily:
Fleet Points reduced from 3 to 2.
Rugged Construction hullmod added. (+ Mi)
Top Speed reduced from 240 to 200.
Acceleration reduced from 270 to 240.
Chimis:
Acceleration increased from 70 to 105.
Deceleration increased from 55 to 90.
Base Supply Maintenance/Repair cost increased from 7 to 10.
Mi:
Acceleration increased from 60 to 95.
Deceleration increased from 55 to 80.
Base Supply Maintenance/Repair cost increased from 9 to 14.
Doris:
Acceleration increased from 60 to 90.
Deceleration increased from 50 to 70.
Base Supply Maintenance/Repair cost increased from 8 to 11.
Lemphis:
Acceleration increased from 125 to 160.
Deceleration increased from 100 to 130.
Base Supply Maintenance/Repair cost increased from 8 to 14.
Maximis:
Acceleration increased from 90 to 110.
Deceleration increased from 75 to 90.
Base Supply Maintenance/Repair cost increased from 6 to 10.
Sconis:
Acceleration increased from 140 to 160.
Deceleration increased from 125 to 140.
Base Supply Maintenance/Repair cost increased from 5 to 7.
Sophis:
Acceleration increased from 120 to 150.
Deceleration increased from 100 to 120.
Base Supply Maintenance/Repair cost increased from 6 to 9.
Sophis B/C:
Fleet Points reduced from 5 to 4.
Ordinance points increased from 30 to 40.
Base Supply Maintenance/Repair cost increased from 2 to 4.
Storkis:
Acceleration increased from 90 to 125.
Deceleration increased from 80 to 100.
Tsundere:
Sprite adjustments. Some weapon slots have been moved.
Designation changed from Fast Destroyer to Destroyer.
Acceleration increased from 110 to 125.
Deceleration increased from 90 to 100.
Shield Efficiency increased from 0.9 to 0.8.
Base Supply Maintenance/Repair cost increased from 7 to 9.
Beatrix:
Designation changed from Heavy Gunport to Monitor.
Fleet Points reduced from 12 to 10.
Hull increased from 3500 to 5000.
Maximum Turn Speed reduced from 25 to 40.
Turn Acceleration reduced from 15 to 25.
Basilix:
Sprite adjustments. (+ Mi)
Hangar is removed, respective tags for the carrier role is removed while Quantix Core can still take effect. (+ Mi)
2 built-in Glints added. (+Mi)
Hull increased from 5000 to 7000.
Armor increased from 550 to 650.
Ordinance points increased from 100 to 110.
Maximum Turn Speed increased from 20 to 50.
Turn Acceleration reduced from 20 to 30.
Base Supply Maintenance/Repair cost increased from 14 to 18.
Mi:
Hull increased from 6000 to 8000.
Armor increased from 600 to 700.
Ordinance points increased from 120 to 130.
Maximum Turn Speed increased from 20 to 50.
Turn Acceleration reduced from 20 to 30.
Mass reduced from 1000 to 900.
Base Supply Maintenance/Repair cost increased from 22 to 26.
Chimex:
Fleet Points reduced from 12 to 11.
Hull increased from 4000 to 5000.
Base Supply Maintenance/Repair cost increased from 15 to 18.
Acceleration increased from 40 to 50.
Deceleration reduced from 60 to 40.
Turn Acceleration reduced from 40 to 35.
Mass increased from 650 to 750.
Mi:
Fleet Points reduced from 20 to 18.
Hull increased from 5000 to 5500.
Acceleration increased from 40 to 50.
Deceleration reduced from 60 to 40.
Turn Acceleration reduced from 40 to 35.
Base Supply Maintenance/Repair cost increased from 20 to 22.
Mass increased from 650 to 800.
Dorothyx:
Redesigned to fit its in-lore saucer build.
Shield module overhauled to be vulnerable from 2 lateral sides to 4 corners.
Modular slot changes:
From 1 Large Energy, 2 Medium Energy, 2 Small Energy, 4 Small Synergy, 3 built-in Glints
To 1 Large Energy, 2 Medium Energy, 2 Small Energy, 5 Small Synergy, 4 built-in Glints.
Large Energy turret moved to the center, while allowing 360 angle coverage.
Fleet Points increased from 11 to 13.
Hull increased from 4000 to 7000.
Flux Capacity increased from 5000 to 6000.
Flux Dissipation increased from 400 to 450.
Top Speed reduced from 70 to 65.
Base Supply Maintenance/Repair cost increased from 16 to 20.
Shield Module:
Armor reduced from 750 to 500.
Flux Capacity reduced from 5000 to 4000.
Flux Dissipation reduced from 250 to 200.
Shield Type changed from Front to Omni.
Ignix:
Sprite adjustments.
Hangars are removed, respective tags for the carrier role is removed while Quantix Core can still take effect.
Fleet Points increased from 11 to 12.
Hull increased from 4500 to 6000.
Armor reduced from 850 to 600.
Ordinance points increased from 90 to 100.
Flux Capacity increased from 3000 to 4000.
Flux Dissipation increased from 200 to 250.
Top Speed reduced from 70 to 60.
Acceleration reduced from 70 to 45.
Maximum Turn Speed increased from 20 to 40.
Turn Acceleration increased from 10 to 20.
Base Supply Maintenance/Repair cost increased from 11 to 16.
Nimbyx:
Armor reduced from 400 to 300.
Ordinance points increased from 50 to 60.
Flux Capacity increased from 4000 to 6000.
Maximum Turn Speed increased from 10 to 20.
Turn Acceleration increased from 10 to 15.
Amina:
Sprite adjustments.
Designation changed from Warship to Fast Battleship.
Added Integrated Oculian Optics hullmod.
Modular slot changes:
From 2 Large Synergy, 3 Large Energy, 4 Medium Synergy, 2 Small Energy, 4 Small Synergy, 6 built-in Glints
To 2 Large Synergy, 3 Large Energy, 4 Medium Synergy, 4 Medium Energy, 4 Small Missile, 14 built-in Glints.
All 3 Hangars are removed, respective tags for the carrier role is removed while Quantix Core can still take effect.
Fleet Points reduced from 28 to 26.
Flux Capacity increased from 12000 to 14000.
Flux Dissipation increased from 900 to 1000.
Top Speed increased from 50 to 70.
Acceleration increased from 35 to 60.
Deceleration increased from 15 to 40.
Maximum Turn Speed increased from 15 to 25.
Turn Acceleration increased from 7 to 12.
Shield Angle reduced from 360 to 300.
Shield upkeep reduced from 0.5 to 0.3.
Skeleton Crew increased from 65 to 90.
Maximum Crew increased from 80 to 120.
Base Supply Maintenance/Repair cost reduced from 50 to 40.
Etna:
Sprite adjustments. Some mounts have been moved.
Designation changed from Fast Battleship to Battlecruiser.
Temporal Overclock:
Time Flow multiplier reduced from 5x to 4x.
Charge up time reverted from 4 to 3.
Active time increased from 15 to 18.
Hangars of 2 are removed.
2 Large Energy mount angles increased from 165 to 180.
Added 2 built-in Glints.
Flux Capacity increased from 7500 to 8000.
Acceleration increased from 65 to 80.
Deceleration increased from 55 to 70.
Maximum Turn Speed increased from 35 to 45.
Mass increased from 1200 to 1700.
Base Supply Maintenance/Repair cost increased from 25 to 32.
Chimiria:
Nadia:
Designation changed from Combat Carrier to Battleship. (+ Mi)
Acceleration reduced from 40 to 55.
Base Supply Maintenance/Repair cost increased from 34 to 38.
Mi:
Acceleration reduced from 40 to 50.
Base Supply Maintenance/Repair cost increased from 40 to 44.
Utena:
Added Integrated Oculian Optics hullmod.
Titanic Phase Columns:
Now reduce the Ordinance costs of Shiredains by 3.
Now increases the Phase Stress limit from 50% to 60%.
Now increases Kea base range for 150 units, while Pirouette series for 250 units.
Shiredain Range bonus altered from 1.2x to flat base 200 units.
Top Speed bonus increased from 40 to 50.
Receives Integrated Target Unit buff and Delicate Machinery debuff, the preceeding hullmods are removed and blocked from use.
All 16 Shiredain built-ins are now Small Energy slots.
Base Supply Maintenance/Repair cost reduced from 58 to 48.
Wings:
Added the Loach wing (plus Mi), a support drone squadron that relies its survivability with its phase capability.
Breeze:
Hull increased from 60 to 100.
Breeze Mikanate:
Hull increased from 80 to 150.
Flux Capacity increased from 100 to 150.
Flux Dissipation increased from 25 to 35.
Breeze Elite:
Armor given from 1 to 40.
Breeze Superelite:
Armor given from 1 to 60.
Cancer:
Hull increased from 35 to 60.
Flux Capacity increased from 75 to 100.
Flux Dissipation increased from 25 to 40.
Top Speed increased from 200 to 225.
Acceleration increased from 215 to 300.
Deceleration increased from 270 to 300.
Cancer Elite:
Hull increased from 40 to 120.
Flux Capacity increased from 75 to 200.
Flux Dissipation increased from 25 to 60.
Cancer Mikanate:
Base Ordinance cost reduced from 22 to 20.
Weapons changed from 1 Glint, 2 Pixel torpedo to 2 Glints and 1 Kilopixel torpedo.
Hull increased from 70 to 250.
Flux Capacity increased from 75 to 300.
Flux Dissipation increased from 25 to 90.
Tick Elite:
Hull increased from 250 to 350.
Tick Mikanate:
Hull increased from 300 to 400.
Armor increased from 125 to 150.
Cucumber:
Hull increased from 1000 to 3000.
Flux Capacity increased from 2000 to 4000.
Weapons:
Added Kilopixel Torpedo.
Pirouette:
Sound altered to have less bass.
Flux per shot reduced from 45 to 25.
Fouette:
Flux per shot reduced from 45 to 30.
Frappe:
Flux per shot reduced from 40 to 35.
Kea:
Range reduced from 400 to 350.
Damage per shot reduced from 50 (200) to 45 (180).
Flux per shot reduced from 35 (140) to 30 (120).
Blita:
Energy Damage bonus against missiles increased from 50% to 100%.
High Explosive Damage bonus against fighters increased from 50% to 75%.
Fighter arc chance increased from 15% to 25%.
Fighter arcs does half of the primary damage while double the displayed EMP damage.
Damage per shot reduced from 70 to 60.
Flux per shot reduced from 50 to 40.
Charge down reduced from 0.25 to 0.1667.
Gleam:
Damage per second increased from 450 (142) to 500 (158).
Prima:
Range reduced from 750 to 650.
Damage per shot reduced from 90 to 80.
Flux per shot reduced from 60 to 50.
Charge up time reduced from 0.25 to 0.15.
Stredia:
Range reduced from 750 to 650.
Damage per shot increased from 100 to 140.
Flux per shot increased from 80 to 105.
First shot Damage increased from 300 (300% from 100) to 350 (250% from 140).
First shot EMP damage increased from 30 to 100.
Leia:
Damage per shot increased from 70 to 75.
Flux per shot reduced from 50 to 45.
Manndie:
Added the forgotten ocua_mikanate tag.
Damage per shot increased from 120 (60x2) to 140 (70x2).
Flux per shot increased from 80 to 90.
Nicor:
Range reduced from 850 to 750.
Charge down time reduced from 1.9 (2.3) to 1.6 (2.0).
Ruby:
Range reduced from 1500 to 1200.
Turn Rate reduced from 20 to 10.
EMP per shot reduced from 100 to 90.
Flux per shot reduced from 250 to 150.
Charge down reduced from 1.2 to 1.
Projectile Speed reduced from 3000 to 2400.
Vira:
Energy Damage bonus against missiles increased from 50% to 100%.
High Explosive Damage bonus against fighters increased from 50% to 75%.
Fighter arc chance increased from 15% to 25%.
Fighter arcs does half of the primary damage while double the displayed EMP damage.
Damage per shot reduced from 90 to 70.
EMP per shot reduced from 45 to 35.
Flux per shot reduced from 80 to 60.
No longer has magazine size.
Charge down reduced from 0.167 to 0.125.
Flandrey:
Damage per second reduced from 1250 to 1050.
Flux per second reduced from 1250 to 945.
Charge up time reduced from 2 to 1.5 seconds.
Pixel++ Launcher:
Charge down time reduced from 15 to 10.
Campaign:
Ocutek Pirate Package given from the parent mod to prevent awkward spawning of empty blueprints.
Ships:
All ships except for Hotcoffee are no longer designated as Amalgams.
Added the Dungslinger Frigate, a compensated Mudskipper Mk 2 with an Omni-shield and a point-defense laser.
Added the Bedspacer Destroyer, a shielded Buffalo Mk 2 with basic broadsiding capabilities.
Added the Compensator Battleship, a converted Onslaught built for speed and tougher shielding.
Shortstack:
Ordinance points increased from 95 to 100.
Base price increased from 38000 to 45000.
Hotcoffee:
Added 4 Small Hybrid turrets.
2 Small Ballistic turrets replaced with 2 Glint built-ins.
Ordinance points increased from 60 to 75.
Rebound Guy:
Flux Capacity increased from 5000 to 6000.
Hull increased from 6500 to 7000.
Ordinance points increased from 100 to 110.
Skeleton Crew reduced from 100 to 80.
Dingus:
Sprite adjusted.
Strongirl:
Skeleton Crew reduced from 220 to 200.
Hi!
Don't know if you know, but it seems that the Arc Mother's admin skill can be found with regular admins. I guess that wasn't intended?
Campaign:
Forcefully deprecated Arc Mother's Cognition skill to prevent randomized distribution.
Ships:
Oculian Chemical Core:
Unintended stacking beam bonuses removed. Along with associated Mikanate variant and hybrids.
Description wording changed to reflect that hullmod generally improves Energy weapons.
Oculian Crystalline Core:
Can now be equipped on Oculian Phase ships, increasing Phase efficiency and reducing Cooldown time. Mikanate and hybrids receive this bonus.
Phase ships now cancel the top speed penalty.
Now reduces Beam Flux generation by 15% (20% for Mikanate).
Mikanate Pulse Core:
Time script now uses the matured Jandor Time Reactor script to determine conditions and avoid buggy time events.
Updated for version 0.96a-RC9.
Campaign:
Oculian Station:
Flux stats have been shuffled to make gaps more pronounced and compensate with the general efficiency buffs on weapons.
Shields are standardized to the base value as shield resistance is moved towards resisting beam weapons than just energy.
Shield Modules are changed towards being high cap/low vent to have them behave more like armor than shields.
Pillar Guard:
Flux Capacity increased from 4000 to 5000.
Flux Dissipation reduced from 400 to 250.
Shield Efficiency reduced from 0.8 to 1.
Ordinance Points reduced from 200 to 50.
Weapons Platform:
Flux Capacity increased from 12000 to 14000.
Flux Dissipation reduced from 1000 to 700.
Shield Efficiency reduced from 0.8 to 1.
Basic Ring Segment:
Flux Capacity increased from 6000 to 9000.
Flux Dissipation reduced from 750 to 450.
Shield Efficiency reduced from 0.8 to 1.
Star Fortress Ring Segment:
Flux Capacity increased from 8000 to 12000.
Flux Dissipation reduced from 1000 to 800.
Shield Efficiency reduced from 0.8 to 1.
Shield Module:
Flux Capacity increased from 10000 to 18000.
Flux Dissipation reduced from 1000 to 300.
Shield Efficiency reduced from 0.8 to 1.
Ordinance Points reduced from 200 to 50.
Hangar Module:
Flux Capacity increased from 6000 to 7000.
Flux Dissipation reduced from 750 to 350.
Shield Efficiency reduced from 0.8 to 1.
Hangar Command:
Flux Capacity increased from 9000 to 10000.
Flux Dissipation reduced from 900 to 500.
Shield Efficiency reduced from 0.8 to 1.
Ships:
Reduced Engine sound volume slightly more across the board.
Autonomous Drone:
Now displays Sensor strength bonus.
Added Weapon/Engine repair speed bonus by mathematically 33% (-24.82~% = 1 / (1 + bonus)).
Added Sensor profile reduction by 10.
Reduced Sensor strength from 20 to 10.
Oculian Hull:
Added Hull and Armor damage resistance against Beam weapons by 10%.
Added Shield resistance against Beam weapons by 25%.
Shield damage taken from Energy type reduced from 25% to 15%.
Kitted Gretly Buster:
When S-modded, increases death explosion further, also increases flux capacity and shield efficiency.
Overdriven Clock Systems:
When S-modded, reduces penalties significantly and gives a flatout hull and armor damage resistance.
Overdriven Clock Systems:
When S-modded, reduces penalties damage penalty and increases beam damage regardless of faction.
Sconis:
Medium Energy mount is changed to Medium Synergy.
Flux Capacity increased from 2500 to 4000.
Flux Dissipation reduced from 300 to 200.
Ordinance points increased from 50 to 55.
Shield Efficiency increased from 0.9 to 0.7.
Tsundere:
Armor reduced from 200 to 150.
Flux Capacity increased from 4000 to 5000.
Basilix:
Top Speed increased from 75 to 80.
Acceleration reduced from 75 to 70.
Maximum Turn Speed increased from 50 to 60.
(Mi):
Fleet point cost reduced from 20 to 18.
Top Speed increased from 75 to 80.
Acceleration reduced from 75 to 70.
Maximum Turn Speed increased from 50 to 60.
Chimex:
Armor reduced from 600 to 450.
Flux Capacity increased from 4500 to 6000.
(Mi):
Fleet point cost reduced from 18 to 15.
Armor reduced from 600 to 450.
Flux Capacity increased from 5500 to 7500.
Dorothyx:
Flux Capacity increased from 6000 to 7000.
Top Speed reduced from 65 to 50.
Acceleration increased from 55 to 100.
Deceleration increased from 30 to 75.
Maximum Turn Speed increased from 25 to 60.
Turn Acceleration increased from 20 to 40.
Ignix:
CARRIER and COMBAT tags removed.
Engine count increased from 3 to 7.
Hull reduced from 6000 to 4000.
Armor reduced from 600 to 350.
Flux Capacity increased from 4000 to 5000.
Flux Dissipation reduced from 250 to 200.
Shield Arc increased from 240 to 300.
Shield type changed from Omni to Front.
Shield Efficiency increased from 0.9 to 0.7.
Top Speed increased from 60 to 90.
Acceleration increased from 45 to 75.
Deceleration reduced from 35 to 45.
Maximum Turn Speed increased from 40 to 60.
Turn Acceleration increased from 20 to 30.
Evalyx:
Top Speed increased from 70 to 80.
Phase Upkeep generation reduced from 0.06 to 0.03.
Amina:
Flux Capacity increased from 14000 to 15000.
Top Speed increased from 70 to 80.
Acceleration reduced from 60 to 40.
Deceleration reduced from 40 to 30.
Maximum Turn Speed increased from 50 to 60.
Chimaria:
Flux Dissipation reduced from 650 to 500.
Shield Upkeep reduced from 0.5 to 0.3.
Etna:
CARRIER, COMBAT and NO_AUTO_ESCORT tags removed.
Nadia (Mi):
Fleet point cost reduced from 32 to 28.
Utena:
Flux Dissipation reduced from 1000 to 800.
Titanic Phase Columns:
Added Energy damage resistance by 10%.
Speed bonus increased from 50 to 60. (Manueverability increased accordingly)
Pandora:
Designation changed from Flagship to Dreadnought Carrier.
Dulcena:
Base Supply Maintenance/Repair cost reduced from 74 to 65.
Wings:
Loach (and Mi):
Phase Initial Cost generation increased from 0.02 to 0.08.
Phase Upkeep generation reduced from 0.04 to 0.03.
Weapons:
Glint:
Flux generation reduced from 40 (200) to 35 (175).
Pirouette:
Flux per shot reduced from 25 to 15.
Fouette:
Flux per shot reduced from 30 to 25.
Shiredain:
Flux per shot reduced from 250 to 225.
Blita:
Damage per shot reduced from 60 to 50.
Flux per shot reduced from 40 to 25.
Cooldown per shot increased from 0.25 to 0.33.
Spread is removed and shots have perfect accuracy.
Gleam:
Flux generation reduced from 140 (1400) to 100 (10
Prima:
Damage per shot reduced from 80 to 75.
Flux per shot reduced from 50 to 45.
Charge up delay reduced from 0.15 to 0.125.00).
Glistal:
Flux generation reduced from 300 (4500) to 200 (3000).
Kurtina:
Damage increased from 240 to 270.
Flux per second reduced from 150 to 135.
Vira:
Flux per shot reduced from 60 to 40.
Cooldown per shot increased from 0.125 to 0.2.
Spread is removed and shots have perfect accuracy.
Pixie:
Flux per shot reduced from 150 to 130.
Fairy:
Flux per shot reduced from 200 to 180.
Freya:
Flux per shot reduced from 310 to 290.
Nicor:
Flux per shot reduced from 180 to 160.
Flandrey Beam Cannon:
Flux per second reduced from 945 to 840.
Updated for version 0.96a-RC9 and Red 0.9.3.
When I mouse over an Oculian weapon for the first time after loading the game it plays the "low combat readiness" alarm sound effect, is that some debug thing left in the class initializer?
Shield Overhaul Update
Campaign:
Atalie Pax:
Dwarf star is larger.
Orbits are slightly larger.
Atalie II-B:
Planet size increased from 4 to 5.
Added Heavy Batteries and Commerce.
Patrol HQ, Waystation and Light Industry have Gamma Cores.
Orbital Station upgraded to Battlestation.
Atalie III-A:
No Atmosphere condition replaced with Thin Atmosphere.
Mild Climate added.
Mining and Refining Alpha Cores replaced with Beta Cores.
Fuel Production loses Synchrotron but gets an Alpha Core.
Removed Waystation but Spaceport is upgraded to Mega Port.
Haelim II Minor:
Now Barren-Bombarded.
Very Cold condition replaced with Thin Atmosphere.
Has Ground Defenses with Gamma Core.
Mining and Population has Gamma Cores.
Orbital Assembly Matrix:
Ground Defense bonus increased from 10% to 20%.
Ships:
Added the Photon Shielding:
A permanent skinshield that passively protects Oculian ships from damage.
Scales with Hull and Flux Capacity for Health and Dissipation for Regeneration.
Most ships with shields will have them removed, with stats changed to reflect it.
Usually around speed as it influences (or the lack of) Flux majorly.
Variants with Hardened Shields are changed.
Resistances are the same as the old shields but Energy resistance is increased to 80%.
EMP damage does affect these shields.
Oculian Hull:
Added Non-shield Energy resistance by 20%.
Removed PD weapon AI "bonus" due to redundancy and forced usage.
EMP resistance increased from 25% to 50%.
Non-shield Beam resistance increased from 10% to 20%.
Supply Cost for Maintenance and Repair reduced from 33% to 40%.
Mikanate variants will have reduced Supply costs as well by 10%.
Overdriven Clock Systems:
Removed Shield movement bonus removal. Proxied from Oculian Hull.
Oculian Crystalline Core:
Can now be installed without true shields.
Mikanate Core variants:
Will now refuse to show up in the Hullmod tab since they are not supposed to be seen.
Chimly:
Top Speed reduced from 140 to 120.
Acceleration reduced from 180 to 150.
Deceleration reduced from 140 to 120.
Maximum Turn Speed reduced from 100 to 90.
Turn Acceleration reduced from 150 to 120.
(Mi):
Flux Capacity increased from 2000 to 3000.
Prily:
Top Speed reduced from 240 to 200.
Acceleration reduced from 270 to 240.
Deceleration reduced from 200 to 160.
Maximum Turn Speed reduced from 175 to 150.
Turn Acceleration reduced from 350 to 300.
(Mi):
Flux Capacity increased from 3000 to 4000.
Top Speed reduced from 200 to 180.
Acceleration reduced from 220 to 200.
Turn Acceleration reduced from 250 to 240.
Chimis:
Flux Capacity reduced from 3600 to 3500.
Top Speed reduced from 90 to 80.
Acceleration reduced from 105 to 90.
Deceleration reduced from 90 to 70.
Turn Acceleration reduced from 50 to 40.
(Mi):
Flux Capacity increased from 4000 to 4500.
Top Speed reduced from 90 to 70.
Acceleration reduced from 95 to 80.
Deceleration reduced from 80 to 60.
Turn Acceleration reduced from 50 to 40.
Sophis:
Top Speed reduced from 150 to 140.
Acceleration reduced from 150 to 140.
Deceleration reduced from 120 to 105.
Turn Acceleration reduced from 55 to 50.
Sconis:
Ion Burst Drive ship system is replaced with Ion Cruise Jets.
Flux Capacity increased from 3000 to 4000.
Top Speed reduced from 180 to 160.
Acceleration reduced from 160 to 140.
Deceleration reduced from 140 to 125.
Lemphis:
Flux Capacity increased from 5000 to 6000.
Top Speed reduced from 160 to 150.
Acceleration reduced from 160 to 150.
Deceleration reduced from 130 to 120.
Maximum Turn Speed reduced from 70 to 60.
Turn Acceleration reduced from 60 to 50.
Sophis B/C:
Top Speed reduced from 110 to 80.
Acceleration reduced from 90 to 70.
Deceleration reduced from 90 to 70.
Maximum Turn Speed reduced from 50 to 45.
Turn Acceleration reduced from 35 to 30.
Basilix:
Hull reduced from 7000 to 6000.
Flux Dissipation reduced from 650 to 600.
(Mi):
Hull reduced from 8000 to 6500.
Ignix:
Flux Capacity increased from 5000 to 8000.
Amina:
Flux Capacity reduced from 15000 to 12000.
Flux Dissipation reduced from 1000 to 800.
Nadia:
Mollusc Drone ship system is replaced with Ion Cruise Jets.
Flux Capacity reduced from 12000 to 10000.
Flux Dissipation reduced from 800 to 700.
Module Shield Arc increased from 60 to 90.
(Mi):
Mollusc Drone ship system is replaced with Ion Cruise Jets.
Flux Capacity reduced from 14000 to 12000.
Flux Dissipation reduced from 900 to 800.
Module Shield Arc increased from 60 to 90.
Pandora:
Flux Capacity reduced from 15000 to 12000.
Flux Dissipation reduced from 900 to 800.
Dulcena:
Retains its Shield.
Fortress Shield ship system is replaced with Accelerated Energy Feed.
Base Price increased from 640000 to 800000.
Flux Capacity reduced from 24000 to 18000.
Flux Dissipation reduced from 1200 to 1000.
Base Supply Maintenance/Repair and Deployment cost increased from 65 to 80.
Drones:
Mollusc:
Shield removed.
(Mi):
Shield removed.
Hull increased from 100 to 150.
Flux Capacity increased from 250 to 300.
Flux Dissipation increased from 75 to 150.
Wings:
All but Kaleido and Loach wing variants will lose their shields in place for Refractive Shielding.
This change will remove the unneeded shield logic for fighters making Oculian fights significantly less laggy.
Will use 100% of Flux Capacity and Dissipation for shield stats.
Breeze (and Mi):
Roles have been swapped, normal Breezes are now Fighters.
Elite Breeze (and Mi):
Removed the mysterious culprit Advanced Optics hullmod for triggering a warning sound whenever the wings are used.
Roles have been swapped, Elite Breezes are Interceptors.
Tick (and Mi):
Role is switched to Interceptor.
Weapons:
Glint:
Sound volume reduced again.
Removed the version requirement for now.
Updated the mod now, and I cannot enable shields on the Etna with right click anymore. Is it supposed to be removed, or is it a bug?
Went back to the previous version of the mod and it works again..
Still the same with v.0.10.0-RC1. Would love to know if this is intended with previous update, or a bug.
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.startUpgrading(BaseIndustry.java:572)
at data.scripts.world.exerelin.industry.ocua_orbital_matrix.apply(ocua_orbital_matrix.java:95)
at exerelin.campaign.ai.action.industry.BuildHeavyIndustryAction.buildOrUpgrade(BuildHeavyIndustryAction.java:38)
at exerelin.campaign.ai.action.industry.BuildHeavyIndustryAction.generate(BuildHeavyIndustryAction.java:29)
at exerelin.campaign.ai.concern.BaseStrategicConcern.initAction(BaseStrategicConcern.java:262)
at exerelin.campaign.ai.concern.BaseStrategicConcern.fireBestAction(BaseStrategicConcern.java:196)
at exerelin.campaign.ai.ExecutiveAIModule.actOnConcerns(ExecutiveAIModule.java:100)
at exerelin.campaign.ai.StrategicAI.update(StrategicAI.java:151)
at exerelin.campaign.ai.StrategicAI.advanceImpl(StrategicAI.java:133)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
upgradeId = getSpec().getUpgrade();
IndustrySpecAPI upgrade = Global.getSettings().getIndustrySpec(upgradeId); // Starsector's BaseIndustry.java line 571
I am encountering a strange crash, and was wondering if you could help me track it down. This is the stack trace:Got the same error as him, wondering if this error is due to updating Oculian version as I've managed to play a campaign with the same strategic Nexrelin AI, Oculian, and AOTD without crashing in this way on a previous version.Codejava.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.startUpgrading(BaseIndustry.java:572)
at data.scripts.world.exerelin.industry.ocua_orbital_matrix.apply(ocua_orbital_matrix.java:95)
at exerelin.campaign.ai.action.industry.BuildHeavyIndustryAction.buildOrUpgrade(BuildHeavyIndustryAction.java:38)
at exerelin.campaign.ai.action.industry.BuildHeavyIndustryAction.generate(BuildHeavyIndustryAction.java:29)
at exerelin.campaign.ai.concern.BaseStrategicConcern.initAction(BaseStrategicConcern.java:262)
at exerelin.campaign.ai.concern.BaseStrategicConcern.fireBestAction(BaseStrategicConcern.java:196)
at exerelin.campaign.ai.ExecutiveAIModule.actOnConcerns(ExecutiveAIModule.java:100)
at exerelin.campaign.ai.StrategicAI.update(StrategicAI.java:151)
at exerelin.campaign.ai.StrategicAI.advanceImpl(StrategicAI.java:133)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
I think the other relevant mods are Nexerelin, and possibly AoTD/Vaults .
I am a complete novice to Starsector modding, but here is my best guess as to what is happening...
It looks like ocua is trying to upgrade an industry, but when the starfarer code fetches the industry spec for an upgrade:CodeupgradeId = getSpec().getUpgrade();
IndustrySpecAPI upgrade = Global.getSettings().getIndustrySpec(upgradeId); // Starsector's BaseIndustry.java line 571
The industry Spec is null, which causes the game to crash when it tries to fetch the Industry Spec's build time in the startUpgrading() method.
As to WHY it's null, I am wondering if perhaps AoTD or some other mod is changing the upgrade path for heavy industry in some fashion that the custom code for ocua is unaware of. I am *hoping* that maybe there is just an id in a csv file somewhere that needs to be updated, but can't wrap my head around how the base code and the mod code all wraps together.
If you have any thoughts, I would love to hear them. I tried just commenting out the offending lines from ocua_orbital_matrix, but I need a plugin file that doesn't appear to be present (plate shield plugin) in order to recompile. I am sure I am just running too many mods, but if there is a quick fix, it would be great to have all my mods be one happy family.
thank you for your time/thoughts.
I may be asking in the wrong mod thread, but didn't Red used to have a utterly obscene monster of a supercapital in its roster? I'm fairly sure it was apart of this mod ages ago.