Fractal Softworks Forum

Starsector => Mods => Topic started by: Protonus on February 08, 2015, 05:01:18 AM

Title: [0.9.1a] Red (0.8.3a) Mod
Post by: Protonus on February 08, 2015, 05:01:18 AM
Not the kind of mod you asked for.

The Red

Download: RAR (https://bitbucket.org/Protonus/red-and-blue/downloads/Oculian_Armada_0.8.3a.rar) / ZIP (https://bitbucket.org/Protonus/red-and-blue/downloads/Oculian_Armada_0.8.3a.zip)
0.8.2: Here (https://bitbucket.org/Protonus/red-and-blue/downloads/Oculian_Armada_0.8.2.rar)
Version 0.7 for Starsector 0.8.1a: Here (https://bitbucket.org/Protonus/red-and-blue/downloads/Oculian%20Berserks%200.7.rar)
Nexerelin Compatiable

(https://i.imgur.com/ax2sXUp.png)

Oculian Armada

Author: EI and Protonus

Rough Lore:

      Ruins of the old sector wars have finally been reawaken, some of once great ferocity and others the search of knowledge. One AI has turned its sights on doing what it does best, to maximize the production of such long forgotten relics, cookies.

      This unhinged being returns to the human controlled sector to preserve its purpose but not without causing a fuss with its intentions on an already unruly galaxy, the Persean sector. Now, the Oculian Armada sits between its prized goal of maximization or total destruction with its wild variety of equipment to pursue such a meaningless goal.


Original Lore:
Spoiler
"All I wanted is an army of small, deliberately annoying bug-like crafts that simply crawl up on your ship in your sleep."

Masters of salvage, miniaturization and drone technology, the Oculian Berserks are a product of hideous AI experiments that was purposely built to protect passenger with its potent point defense systems that was instead logically shortened to the point of eradicating the source of the problem through the extinction of humanity in order to replace themselves as their own.

"Sure, some spaceships that can wallop enemies by sucking their blood with tiny needles yet those enemies can swat these things like flies. But nothing is more intimidating than an large swarm of flies appearing right around the corner waiting for some big guys- I mean, big sacks of deliciousness."

With little human-like control and amassed amounts of artificial computers in the line of their ships, the Berserks can stand in large numbers to fight against their threats compared to regular human ships.
[close]


Featured:
      The Oculian Armada is set to overly fill the role of Low-powered, High-tech theme with the cheapest Energy/Missile weapons at their disposal. Low OP, low maintenance and low command costs allow Oculian ships to be sent in combat enmasse with little punishment to the player's economy.

Strengths:
Weaknesses:

Totally unofficial development goals of the Arc Mother:
- A faction ability to harass others constantly.
- Complete descriptions.
- Balance and tweaking. Probably won't.
- There might be giants.

Requirements:
- Requires LazyLib. As of now, it runs free. Probably.

Ships of the Armada:
! Disclaimer (Large Image) !
Spoiler
(https://i.imgur.com/YnsnVjs.jpg)
[close]


Special thanks to:
- Not Me.
- EI, for introducing me to the game.
- Circumsoldier for the inspired texture for new Armada.
- Black Lynx for proofreading my chaotic descriptions.

Resources used:
- Gratuitous Space Battles and Star Wolves sound resources.

Changelog:
Spoiler
Quote
**** Version 0.8.3a ****
   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.

**** Version 0.8.3 ****
   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.

**** Version 0.8.2 ****
   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.
      Updated(ish) with the Commissioned Crews compatibility.
      Fixed Faction Crest not being used.

**** Version 0.8.1 ****
   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.


**** Version 0.8 ****
   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.
[close]
Title: Extras
Post by: Protonus on February 08, 2015, 04:57:36 PM
To be filled in... eventually.
Title: Re: [0.65.1a] Blue (V 0.5) & Red (V 0.1) Mods (Not Red vs Blue)
Post by: Protonus on February 08, 2015, 07:21:33 PM
Jeez.

EI really has overdone her mothership. :-X
Title: Re: [0.65.1a] Blue (V 0.5) & Red (V 0.1) Mods
Post by: EI on February 08, 2015, 07:29:49 PM
How the heck I supposed to know the ship is too big? )o)
Title: Re: [0.65.1a] Blue (V 0.5) & Red (V 0.1) Mods
Post by: Protonus on February 08, 2015, 07:34:31 PM
That is not the case. It's just, wow.

Really a salvaged (and obviously savage) piece you got there.
Title: Re: [0.65.1a] Blue (V 0.5) & Red (V 0.1) Mods
Post by: EI on February 08, 2015, 07:44:44 PM
Hey I like my "salvaged" savage >w<

It is supposed to be a MOTHERship. btw.
Title: Re: [0.65.1a] Blue (V 0.5) & Red (V 0.1) Mods
Post by: Jay2Jay on February 08, 2015, 09:20:22 PM
I might join in on this when I get tired of working on Damascus. White and Black for me then.
Title: Re: [0.65.1a] Blue (V 0.5) & Red (V 0.1) Mods
Post by: Protonus on February 08, 2015, 10:18:12 PM
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. I might actually make a few ships for you, but I can't guarantee that you might like it.

My friend here actually did her ship building herself. Which is pretty... well... pretty.
Title: Re: [0.65.1a] Blue (V 0.5) & Red (V 0.1) Mods
Post by: EI on February 09, 2015, 02:00:37 AM
I hope you're not implying to leaving me alone with my mod, Protonus.

But thanks for calling my babies pretty. )o)
Title: Re: [0.65.1a] Blue (V 0.5) & Red (V 0.1) Mods
Post by: Protonus on February 09, 2015, 02:05:15 AM
You're welcome... Yes.

And I meant, no. I wouldn't leave it, they are nice to look at. Especially the lasers, your crazy countless amounts of lasers. That Protonus must portray he's new image if he has to, until the jurisdiction of what you call babies can be consumed under my subordination. :3
Title: Re: [0.65.1a] Blue (V 0.5) & Red (V 0.1) Mods
Post by: EI on February 09, 2015, 02:20:13 AM
I will kill your mod for this. >w<
Title: Re: [0.65.1a] Blue (V 0.5) & Red (V 0.1) Mods
Post by: ValkyriaL on February 09, 2015, 02:22:59 AM
So this is where the Protians went off to, glad to see you didn't quit =) and welcome to the forum EI!
Title: Re: [0.65.1a] Blue (V 0.5) & Red (V 0.1) Mods
Post by: EI on February 09, 2015, 02:27:58 AM
Oh heyo~ Miss Valkyrie lady...

You have surprisingly large ships~ O-O
Title: Re: [0.65.1a] Blue (V 0.5) & Red (V 0.1) Mods
Post by: Protonus on February 09, 2015, 02:30:35 AM
My company keeps telling me not to back out. So I didn't.

And because my friend will destroy me and take my flesh  if ever I do so.

PS: Be careful, this girl bites.
Title: Re: [0.65.1a] Blue (V 0.5) & Red (V 0.1) Mods
Post by: EI on February 09, 2015, 02:32:56 AM
Pfft... )o)
Title: Re: [0.65.1a] Blue (V 0.5) & Red (V 0.1) Mods
Post by: ValkyriaL on February 09, 2015, 02:37:11 AM
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. :)
Title: Re: [0.65.1a] Blue (V 0.5) & Red (V 0.1) Mods
Post by: Protonus on February 09, 2015, 06:54:02 AM
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.
Title: Re: [0.65.1a] Blue (V 0.5) & Red (V 0.1) Mods
Post by: Jay2Jay on February 09, 2015, 08:24:22 AM
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.
Title: Re: [0.65.1a] Blue (V 0.5) & Red (V 0.1) Mods
Post by: EI on February 09, 2015, 06:40:43 PM
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.

And why should I give in to you when you have a chance? )o)

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.

Sad. :c

That's terrible to hear, I mean read.

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. :)

Then let me bite you. c:

If only I really push him off the cliff if he doesn't work for me. :3
Title: Re: [0.65.1a] Blue (V 0.5) & Red (V 0.1) Mods
Post by: Protonus on February 09, 2015, 07:05:17 PM
There goes my freedom to live the rights of an unwanted man.

I'll see if I can make some more designs in my spare time. Transport ships are probably the priority.
Title: Re: [0.65.1a] Blue (V 0.5) & Red (V 0.1) Mods
Post by: EI on February 09, 2015, 07:11:28 PM
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
Title: Re: [0.65.1a] Blue (V 0.5) & Red (V 0.1) Mods
Post by: Protonus on February 09, 2015, 07:12:57 PM
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

Reasons, my gratuitously English-attuned tech-bound witchcraft of a partner.
Title: Re: [0.65.1a] Blue (V 0.5) & Red (V 0.1) Mods
Post by: EI on February 09, 2015, 07:13:31 PM
Okay. )o)
Title: Re: [0.65.1a] Blue (V 0.5.0a) & Red (V 0.1) Mods
Post by: Protonus on February 10, 2015, 05:30:32 PM
Released a new patch for Blue.

With the aforementioned transports and a new mission for them.
Title: Re: [0.65.1a] Blue (V 0.5.0a) & Red (V 0.1) Mods
Post by: EI on February 10, 2015, 05:39:22 PM
Sweet mother of... O-O

How long have you been working on that ship?! )o)
Title: Re: [0.65.1a] Blue (V 0.5.0a) & Red (V 0.1) Mods
Post by: Protonus on February 10, 2015, 05:41:07 PM
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".
Title: Re: [0.65.1a] Blue (V 0.5.0a) & Red (V 0.1) Mods
Post by: EI on February 10, 2015, 05:43:58 PM
That is pretty long for a kitbash for some big ship of yours! )o)
Title: Re: [0.65.1a] Blue (V 0.5.0a) & Red (V 0.1) Mods
Post by: Protonus on February 10, 2015, 05:50:04 PM
Well, I better get to work on the new patch, are probably be working already despite the patch.

Sadly, my office computer doesn't normally allow the game to start, I have to be honest. Which is one reason why I have some balancing issues to work with... Perhaps I should stop resolving mod sequencing when I made changes with it.
Title: Re: [0.65.1a] Blue (V 0.5.0a) & Red (V 0.1) Mods
Post by: Tartiflette on February 11, 2015, 01:46:26 AM
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)

That's cute. ::)


[edit] Btw,
Spoiler
I think you should
Spoiler
avoid
Spoiler
nested spoilers,
[close]
Spoiler
it's a pain to open them all
[close]
[close]
[close]
Title: Re: [0.65.1a] Blue (V 0.5.0a) & Red (V 0.1) Mods
Post by: ValkyriaL on February 11, 2015, 03:37:18 AM
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.
Title: Re: [0.65.1a] Blue (V 0.5.0a) & Red (V 0.1) Mods
Post by: Protonus on February 11, 2015, 03:45:22 AM
Managed to placed the download buttons outside the spoilers.

M'kay. :l
Title: Re: [0.65.1a] Blue (V 0.5.0a) & Red (V 0.1) Mods
Post by: Tartiflette on February 11, 2015, 04:15:41 AM
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?
*remind me I have a huge OP overhaul to do*
Title: Re: [0.65.1a] Blue (V 0.5.0a) & Red (V 0.1) Mods
Post by: Protonus on February 11, 2015, 05:08:11 AM
Well, at first I thought it would be cleaner, but I never thought the ships to be seen would be so in demand. And it's because some of them are just really that big.

I guess I should remove the spoilers almost entirely.

It is done.
Title: Re: [0.65.1a] Blue (V 0.5.0a) & Red (V 0.1) Mods
Post by: EI on February 11, 2015, 05:24:29 AM
I told you to unspoil all the contents, but you spoil them anyway! )o)
Title: Re: [0.65.1a] Blue (V 0.5.0a) & Red (V 0.1) Mods
Post by: Protonus on February 11, 2015, 05:26:17 AM
I told you to unspoil all the contents, but you spoil them anyway! )o)

You haven't sent me any message, and I simply thought it was a joke.
Title: Re: [0.65.1a] Blue (V 0.5.0a) & Red (V 0.1) Mods
Post by: EI on February 11, 2015, 05:32:52 AM
 >:(

I thought you knew.

Anyway, I'll send you the graphics for the next update I'm having.
Title: Re: [0.65.1a] Blue (V 0.5) & Red (V 0.1) Mods
Post by: Jay2Jay on February 11, 2015, 06:02:09 AM
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.


This has been kinda bugging me since you posted it. What exactly did you mean here?
Title: Re: [0.65.1a] Blue (V 0.5.0a) & Red (V 0.1) Mods
Post by: Protonus on February 11, 2015, 06:48:25 AM
I meant about, sure, I could work for you.
Title: Re: [0.65.1a] Blue (V 0.5.0a) & Red (V 0.1) Mods
Post by: HELMUT on February 11, 2015, 10:28:30 AM
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.
Title: Re: [0.65.1a] Blue (V 0.5.0a) & Red (V 0.1) Mods
Post by: Protonus on February 11, 2015, 04:25:55 PM
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.

For Red, you should ask that to EI personally. The designs themselves are so fragile to the point a few shots can already kill them, it's just that the AI (in Vanilla) is just so focused on killing drones that they normally pick on them instead of their hosts despite the Chimera's health already worth about a single fighter, which is not my expectations from EI, so yes. I'll go talk to her when she's on.

The mounts themselves, on the other note, is built that way, as she wanted, but normally I advised her to reduce the damage output of the ships significantly, so the Ordnance points are the main target for the said damage output reduction, which leads to weakening the Berserk-inclined weapons so that they should be compatible enough to fill the slots for those weapons. We are aiming the point that the Berserk weapons should only be equippable to Berserk-faction ships while non-Berserk weapons are incompatible to these Berserk ships, if there would be a limiter code for it, it would be very appreciated.


For Blue, it is my plan to get the balancing correctly. Right now, most ships capital ships are now more or less than capable of walloping a single Paragon off their plating (since the AI in the simulator shows so they barely even know how to manage a freaking shield), while it takes a lot longer to kill said Paragon with cruisers, I'm planning to rig the ships according as semi-endgame, probably, all I just need now is the coding for the market in order to regulate the Protonian Ships, since they are supposed to be at the near-edge top secret tech.

Although, I did reference the ships with the Vanilla units before releasing the Blue mod, so it wouldn't be a problem for either I should buff or nerf them.
Title: Re: [0.65.1a] Blue (V 0.5.0a) & Red (V 0.1) Mods
Post by: EI on February 11, 2015, 07:21:22 PM
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 can't believe you even considered my ships impossibly difficult.

Blame the AI for shooting the babies and not the mommy ships! )o)
Title: Re: [0.65.1a] Blue (V 0.5.0a) & Red (V 0.1) Mods
Post by: EI on February 11, 2015, 07:28:24 PM
I don't even know how to respond to that.

And it's my mod, so. :p
Title: Re: [0.65.1a] Blue (V 0.5.0a) & Red (V 0.1) Mods
Post by: EI on February 11, 2015, 08:03:04 PM
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.

Do what he says, he has an Engineer pic who might actually "fix" your ships for you! )o)
Title: Re: [0.65.1a] Blue (V 0.5.0a) & Red (V 0.1) Mods
Post by: Protonus on February 11, 2015, 08:47:47 PM
I hope I get this right.

I'm planning to reduce the OP count on all of Red ships and requirements of all its inclined weapons, and make them virtually unsellable (higher than tier 3). I might probably turn all the weapons into Built-ins but I'm not quite sure if it's going to be fun-worthy of. Since Red is planned to be a monster faction after all.

As a bonus, I plan to make hullmods specifically for Red for variation. Since I realized that the current hullmods are solely responsible for the unusual increase of ordnance points which I should have paid attention to begin with.


Blue is still under my balancing check, and it's looking better than I expected, thanks to the new guide that just so happens to made right in front of me. All weapon angles and arcs should be in correct order, weapons are now in-line with the current version.

Some de-saturation is also been done.

And the current patch doesn't seem to heavily affect the mods at all, so it'll be a pretty smooth time to get the patching probably by the end of the week.



PS:
Your dreaming lady.
Spoiler
"I told you, don't touch that darn thing. That's what you get."
[close]
Title: Re: [0.65.1a] Blue (V 0.5.0a) & Red (V 0.1) Mods
Post by: Protonus on February 11, 2015, 10:17:34 PM
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.

Me, I don't.

Actually, I find it appreciated that you have to do something for EI. And it's quite apparent the graphics should follow a less saturated state, which I just did before the Blue release.

I could use this as a reference when new Oculian ships/modifications are passed on to me. In the mean time, I'll keep that and throw it in to the mod. ;D

Of course, it's her you should be careful of.


Edit: It's a clear, she granted the changes. Barely.

And gosh. Elizabeth is going to be a handful.

She is not going to help me in this project, despite the fact she's been throwing her graphics at me.
Title: Re: [0.65.1a] Blue (V 0.5.0a) & Red (V 0.1) Mods
Post by: EI on February 11, 2015, 10:52:44 PM
OwO

Think of it this way. You will spend your time with me~

Dying, trying and working so hard to the point where you get shaded... in blood~ <3



Also, fine. I will try to be less "contrive" if you want me to be. )o)
Title: Re: [0.65.1a] Blue (V 0.5.0a) & Red (V 0.1) Mods
Post by: Protonus on February 12, 2015, 12:08:56 AM
For the record, I'm taken already.

This is work for the Parable changes, see if you can criticize it. (And no, I don't mean the verb would be negative)

(http://i62.tinypic.com/zoe4pv.jpg) (http://i61.tinypic.com/2ewpd2h.jpg)

Added the midtones and shadowing around the higher components and made the innards look deeper.
Title: Re: [0.65.1a] Blue (V 0.5.0a) & Red (V 0.1) Mods
Post by: HeartofDiscord on February 12, 2015, 06:06:56 AM
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.
Title: Re: [0.65.1a] Blue (V 0.5.0a) & Red (V 0.1) Mods
Post by: HELMUT on February 12, 2015, 12:05:05 PM
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.
Title: Re: [0.65.1a] Blue (V 0.5.0a) & Red (V 0.1) Mods
Post by: Protonus on February 12, 2015, 04:31:00 PM
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.

In Blue, I have, and is becoming much less than I realized and its something I'm looking forward to once the rest of the manual are set up and because of the previous launch I had already made me stop making OP equipment. I have the new changes in my computer (and also my backup) with the mounts re-angled and re-arced properly and I'm going to launch it soon as I am done with the Red.

For Red, EI finalizes the ships should be deemed difficult to capture, as well as its weapons (they will set to tier 4), despite of their durability balances with the massive carrier tradition, so instead of focusing in the balancing of the weapon mounts, the ordnance points (both ships and weapons) will be reduced to minuscule level.

Still, I'm open for changes. It's just that she can be a little demanding on what she wants.


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.

A message from the company:
Spoiler
"Protonian Technologies would to thank you for your appreciation in testing several of our Energy Missile products. We are looking forward for your continuous support." :D
[close]
Title: Re: [0.65.1a] Blue (V 0.5.0a) & Red (V 0.1) Mods
Post by: WKOB on February 12, 2015, 11:33:25 PM
Helmut's method of removing side extraneous mounts actually gives the ship a really unique look. :D
Title: Re: [0.65.1a] Blue (V 0.5.0a) & Red (V 0.1) Mods
Post by: EI on February 13, 2015, 02:15:02 AM
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.

Why you want me ships to be weaker than it used be~!

Its weapons already are more than suck it ever was! >-<
Title: Re: [0.65.1a] Blue (V 0.5.0a) & Red (V 0.1) Mods
Post by: MesoTroniK on February 13, 2015, 02:41:55 AM
The weapon's power level is irrelevant to the balance of the ship unless they are built in.
Title: Re: [0.65.1a] Blue (V 0.5.0a) & Red (V 0.1) Mods
Post by: Protonus on February 13, 2015, 02:56:09 AM
I saw how the ships turn out.

And I've done the math, I have to follow Helmut's advice on this one, turns out destroyers can obliterate the ships so easily with the amount of... mounts. So, apologies, EI.  :(
Title: Re: [0.65.2a] Blue (V 0.5.1) & Red (V 0.1.1) Mods
Post by: EI on February 13, 2015, 05:13:29 PM
 :(

I don't like the requested changes one bit...

But reality ensues, not every weapon would make sense without some space. )o)

Also, new update is here.
Title: Re: [0.65.2a] Blue (V 0.5.1) & Red (V 0.1.1) Mods
Post by: Protonus on February 13, 2015, 05:32:28 PM
Well, at least your ships are getting closer to what would it resemble to be the Zerg swarm.

Which is ironic with the new ship arrived.
Title: Re: [0.65.2a] Blue (V 0.5.1) & Red (V 0.1.1) Mods
Post by: Protonus on February 14, 2015, 05:39:10 AM
And... I did all the work. Terrific.

(Red) Glad you like it. Hopefully this should make the Berserks true to their numbers and not to the amount of weapons you can slap on a single ship. I found out the horrific results when I tried the Red out alone myself. Each ship is presented with the number of weapons to compare with their launcher bays in order to make the odds of managing the battlefield against them look even.

If you see a large horde of Super chimeras, expect fighters to follow. If you see a horde of Chimlies, nothing smaller comes after them. EI actually made the new ships with more mounts just in time for the balancing to settle, which is actually quite useful to put odds and ends to them.
Title: Re: [0.65.2a] Blue (V 0.5.1) & Red (V 0.1.1) Mods
Post by: Sabaton on February 16, 2015, 03:34:27 AM
This mod is crazy, you're crazy. SS needs more crazyness.
Title: Re: [0.65.2a] Blue (V 0.5.1) & Red (V 0.1.1) Mods
Post by: EI on February 16, 2015, 06:50:59 AM
This mod is crazy, you're crazy. SS needs more crazyness.

Then feed me with your crazyness. @[email protected]

I hope you enjoy the mod. We appreciate your love for it. <3
Title: Re: [0.65.2a] Blue (V 0.5.1) & Red (V 0.1.1) Mods
Post by: Azmond on February 16, 2015, 10:02:37 AM
I'm barely starting my own mod, but as it stands I'll give both the colors a look-see, now. off to work~!

also... the red one is crazy in her own way as everyone says... ... I'm weary of you. > >;
Title: Re: [0.65.2a] Blue (V 0.5.1) & Red (V 0.1.1) Mods
Post by: EI on February 17, 2015, 12:24:13 AM
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/
Title: Re: [0.65.2a] Blue (V 0.5.1) & Red (V 0.1.1) Mods
Post by: Protonus on February 17, 2015, 12:26:50 AM
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/

Do you actually wanted everyone (including me in editing this thing) to die? :-X
Title: Re: [0.65.2a] Blue (V 0.5.1) & Red (V 0.1.1) Mods
Post by: EI on February 17, 2015, 12:30:34 AM
Of course not.

I just wanted this ship to exist. That's all I ever wanted for this next patch. :3

Also, sounds. Vanilla ones are boring so new ones are coming, btw~ <3
Title: Re: [0.65.2a] Blue (V 0.5.1) & Red (V 0.1.1) Mods
Post by: Protonus on February 17, 2015, 12:35:46 AM
Also, sounds. Vanilla ones are boring so new ones are coming, btw~ <3

Yes.

Red has added new weapon sounds for the next patch. So will Blue.


Edit: Probably this Chinese New Year.

Just don't make me design that darn thing.

And stop publicly posting images I just uploaded. Well, I am a hypocrite.


New Minigame is also coming.
Title: Re: [0.65.2a] Blue (V 0.5.1) & Red (V 0.1.1) Mods
Post by: EI on February 17, 2015, 12:44:49 AM
And stop publicly posting images I just uploaded.

) ) ) )o)
Title: Re: [0.65.2a] Blue (V 0.5.1) & Red (V 0.1.1) Mods
Post by: EI on February 17, 2015, 05:23:02 AM
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.

For what thine banter thou one has to speak of that made thee response in such manner? :p


Also, soon™
Spoiler
(http://i62.tinypic.com/28v50fk.png)
[close]
Title: Re: [0.65.2a] Blue (V 0.5.1) & Red (V 0.1.1) Mods
Post by: EI on February 17, 2015, 06:06:32 AM
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.

You talk funny. :3


But yeah, I understand you about the memory needs for this ship. But surprisingly, I only have like 2 GBs on my computer and still managed to fight with this ship smoothly (lag though belongs to the drones >-<). And as promise, I make this ship as a boss ship... and I just wanted to be an endgame boss~! >w<

Also, fighting this mother (literally) is very optional... since my faction is just an enemy to be dealt with.
Title: Re: [0.65.2a] Blue (V 0.5.1) & Red (V 0.1.1) Mods
Post by: HeartofDiscord on February 17, 2015, 02:58:45 PM
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.
Oh my god, I'm literally crying from laughter. Absolutely amazing, I want more
Title: Re: [0.65.2a] Blue (V 0.5.1) & Red (V 0.1.1) Mods
Post by: Protonus on February 17, 2015, 06:04:11 PM
Spoiler
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.
[close]

We speak as one, brother.


Also, soon™
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.
Title: Re: [0.65.2a] Blue (V 0.5.2) & Red (V 0.1.2) Mods
Post by: Azmond on February 18, 2015, 01:06:19 AM
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...
Title: Re: [0.65.2a] Blue (V 0.5.2) & Red (V 0.1.2) Mods
Post by: Protonus on February 18, 2015, 01:48:13 AM
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...

Blue used to be purple before, but the saturation was too much almost to the point that it adheres my eyes like it was a piece of plastic heated in between

Well, I can't give you any negative renounce of what you might work on our ships, but I could just say goodluck to you and your venture.
Title: Re: [0.65.2a] Blue (V 0.5.2) & Red (V 0.1.2) Mods
Post by: EI on February 18, 2015, 03:48:15 AM
Ophiuchus is here already. @[email protected]

Oh wait, I did already said it should be.

Please test out the new ship, if you like. :3
Title: Re: [0.65.2a] Blue (V 0.5.2a) & Red (V 0.1.2a) Mods
Post by: Protonus on February 18, 2015, 08:10:16 PM
Well, this is embarrassing... As much as bumping the thread.

Anyway, the mod has been remedied... due to the Sandoval's stubborn disbelief of confusion.

Blue
Quote
  • 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.

Red
Quote
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.

Note: If you guys have any issues with the mod, you may direct them to me. Ophiuchus is just too darn large to become perfectly stable to have correct amount of guns.


Edit: Guys, I'm really sorry about the constant updates, this is for real this time.


Blue
Quote
  • Version 0.5.2b:
    • Added Simulation opponents for Blue.
    • Some fixes.
    Red
    Quote
    Version 0.1.2b:
    • Added new Simulation Opponents from Red.
    • Ophiuchus has added more weapons. Including the Luna, Laser Canister Cannon.
    [/list]
    Title: Re: [0.65.2a] Blue (V 0.5.2a) & Red (V 0.1.2a) Mods
    Post by: EI on February 19, 2015, 03:04:23 AM
    :v

    It's no rush. After all, these are our mods... *evil grin and deliberately attempts to force players constantly update the mods* :3


    Also, the new ship weapons for Ophiuchus makes me drool more. @[email protected]
    Title: Re: [0.65.2a] Blue (V 0.5.2b) & Red (V 0.1.2b) Mods - Sorry about the patches!
    Post by: Sabaton on February 19, 2015, 11:48:33 AM
    For some reason your mods wont show up in my launcher, what am I doing wrong?
    Title: Re: [0.65.2a] Blue (V 0.5.2b) & Red (V 0.1.2b) Mods - Sorry about the patches!
    Post by: Protonus on February 19, 2015, 04:19:16 PM
    For some reason your mods wont show up in my launcher, what am I doing wrong?

    That's odd. The mods work normally in my place. (Removed the Editorial version of both mods and placed the downloadables in. Mods should also be placed first before opening the launcher.)

    Have you checked the mods if they were in alphabetical order? Since the mod list usually works that way. Either that or you should try to rename the "mod_info" file in the respective mods and see if they match.
    Title: Re: [0.65.2a] Blue (V 0.5.2b) & Red (V 0.1.2b) Mods
    Post by: Nanao-kun on February 20, 2015, 04:43:12 PM
    Judging from the top of the OP, I'm assuming there's no campaign integration?
    Title: Re: [0.65.2a] Blue (V 0.5.2b) & Red (V 0.1.2b) Mods
    Post by: Protonus on February 20, 2015, 06:01:28 PM
    Judging from the top of the OP, I'm assuming there's no campaign integration?

    Well, I couldn't the coding but I am trying to make the faction itself to exist but this usually happens every time I tried it.

    Never mind. EI managed to pull it off effectively. Three new star systems will be available soon.
    Title: Re: [0.65.2a] Blue (V 0.5.3) & Red (V 0.2) Mods - Campaign Integration
    Post by: Protonus on February 21, 2015, 09:44:50 PM
    Welp. Campaign integration is here, good luck travelling to my base though. :D


    Blue
    Quote
    • 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.

    Red
    Quote
    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.
    Title: Re: [0.65.2a] Blue (V 0.5.3) & Red (V 0.2) Mods - Campaign Integration
    Post by: EI on February 21, 2015, 11:38:05 PM
    Red
    Quote
    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.

    yes.... YESSSS!!! @[email protected]
    Title: Re: [0.65.2a] Blue (V 0.5.3) & Red (V 0.2) Mods - Campaign Integration
    Post by: Protonus on February 22, 2015, 04:14:08 AM
    Hmm... Setting the version number to Minor for the Protonians seems to make quite an impact to the download count, despite the fact the patch is Campaign Integration.

    I'll write that information down and make sure to post Big numbers if Big features are added.
    Title: Re: [0.65.2a] Blue (V 0.5.3) & Red (V 0.2) Mods - Campaign Integration
    Post by: HELMUT on February 22, 2015, 04:16:29 AM
    Quickly tested how it worked. Got this bug when i tried to enter the Blue's system.

    Code
    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.Ò00000(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]


    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]

    Unfortunately i don't have much time for in-depth testing. I just looked at it for a few minutes.

    But yeah, it's getting there.
    Title: Re: [0.65.2a] Blue (V 0.5.3) & Red (V 0.2) Mods - Campaign Integration
    Post by: EI on February 22, 2015, 04:36:30 AM
    Quickly tested how it worked. Got this bug when i tried to enter the Blue's system.
    Spoiler
    Code
    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.Ò00000(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]

    1. I tested Protonus' mod and works nicely in my place, complete with Starsector+, ShaderLib, LazyLib and 4 other faction mods that revolves around Imperium levels. :p

    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]


    Supply costs is supposed to be high since I don't like visitors from the new game to just simply appear out of nowhere and buy all my stuff. )o)



    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]

    I'll tell him to reduce characteristics.


    3. Eh.

    Spoiler
    (http://i.imgur.com/ySVMdeU.png)
    [close]

    Shhh... )o)
    Title: Re: [0.65.2a] Blue (V 0.5.3) & Red (V 0.2) Mods - Campaign Integration
    Post by: Protonus on February 22, 2015, 04:38:33 AM
    I'll make a quick look on the Blue mod and give the two a quick patch.

    Also, EI. Let them buy your stuff, it's been long since for anyone conveniently places an advanced thriving faction in front of the spawn sector.



    Checked, I didn't see any problem when loading up my system, probably has something to do with spawns though.

    Got it, Background5 is the problem, I'll just store the original to my mod just in case.
    Title: [0.65.2a] Blue (V 0.5.3a) & Red (V 0.2.0a) Mods - Little Fix before offing
    Post by: Protonus on February 22, 2015, 06:22:55 AM
    Anyway, a little fix is up.

    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?
    Title: Re: [0.65.2a] Blue (V 0.5.3a) & Red (V 0.2.0a) Mods - Little Fix before offing
    Post by: Nanao-kun on February 22, 2015, 07:51:18 AM
    I've noted that there's apparently a modified Tactical Laser from the Blues, which mentions slightly increased range with increased damage/higher flux cost. Considering the vanilla range is now 1000, and SS+ range is now 800, that's no longer accurate.

    Note: The heavily increased supplies costs also bumps up cost in other systems, such as Jangala having supplies costing 730 credits each.
    Title: Re: [0.65.2a] Blue (V 0.5.3a) & Red (V 0.2.0a) Mods - Little Fix before offing
    Post by: NightfallGemini on February 23, 2015, 03:46:40 PM
    Do they make their own fuel and supplies or just consume via trade?
    Title: Re: [0.65.2a] Blue (V 0.5.3a) & Red (V 0.2.0a) Mods - Little Fix before offing
    Post by: Protonus on February 23, 2015, 05:54:26 PM
    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.

    And the Tactical Laser buff will also come soon, possibly to all Protonian Laser weapons.
    Title: Re: [0.65.2a] Blue (V 0.5.3a) & Red (V 0.2.0a) Mods - Little Fix before offing
    Post by: EI on February 23, 2015, 06:05:56 PM
    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.

    Bring me the hate~ DO IT! @[email protected]
    Title: Re: [0.65.2a] Blue (V 0.5.3a) & Red (V 0.2.0a) Mods - Little Fix before offing
    Post by: Blaze on February 23, 2015, 06:21:12 PM
    Anyway, a little fix is up.

    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.
    Title: Re: [0.65.2a] Blue (V 0.5.3a) & Red (V 0.2.0a) Mods - Little Fix before offing
    Post by: Protonus on February 23, 2015, 06:26:18 PM
    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.

    The market size, for sure, I'm changing it. Turns out the transports get increasingly cumbersome as Protonian fleets started swarming all over the galaxy cluster providing resources needlessly to anyone in the proximity.

    The Auto-factories, on the other note, still requires a heap of resources as I observed the Oculian star systems with them. The economy is still high. I'm making adjustments to it.

    Bring me the hate~ DO IT! @[email protected]

    You officious little *ahem*.


    Still, anyway. I'm currently on work and literally in two jobs right now.

    And this is one of the two jobs I've mentioned, this (http://fractalsoftworks.com/forum/index.php?topic=9035.msg153148#msg153148):
    Spoiler
    (http://i60.tinypic.com/2i25ykj.jpg)

    And this is just one of the many ships I'm working on for a new subfaction under the Protonian Aide. Plus, it's pretty girly, I know. Try asking EI all about it. :l
    [close]
    Title: Re: [0.65.2a] Blue (V 0.5.3a) & Red (V 0.2.0a) Mods - Little Fix before offing
    Post by: dogigy on February 23, 2015, 06:54:28 PM
    you should totally make a ship with insane turning speed and put many small hardmounts on the out side two deep around it

    so when you make use of your insane turning speed you are a death top
    Title: Re: [0.65.2a] Blue (V 0.5.3a) & Red (V 0.2.0a) Mods - Little Fix before offing
    Post by: NightfallGemini on February 23, 2015, 09:13:29 PM
    I dunno, for a 'girly' ship that looks pretty intimidating. Vaguely looks like what would happen if Shadowyards and Templar ships combined.
    Title: Re: [0.65.2a] Blue (V 0.5.4) & Red (V 0.2.0b) Mods - The Great (De)pression
    Post by: Protonus on February 24, 2015, 06:38:12 AM
    The Great Depression has been resided... or not.

    Blue
    Quote
    • 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.

    Red
    Quote
    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.
    Title: Re: [0.65.2a] Blue (V 0.5.4) & Red (V 0.2.0b) Mods - The Great (De)pression
    Post by: Nanao-kun on February 24, 2015, 01:33:36 PM
    Protonus, having a population size on a planet as 10^9 is... really bad. Especially with that type of planet. It pretty much destroyed the food economy, to 1-5 credits for food.

    (http://i.imgur.com/L3blbOTh.png) (http://imgur.com/L3blbOT)
    Title: Re: [0.65.2a] Blue (V 0.5.4) & Red (V 0.2.0b) Mods - The Great (De)pression
    Post by: HELMUT on February 24, 2015, 01:47:13 PM
    From what i heard from DR, population size currently don't have any influence in the game, only market size. For example, SS+ biggest markets are size 6, going above this will start to seriously screw the sector economy.
    Title: Re: [0.65.2a] Blue (V 0.5.4) & Red (V 0.2.0b) Mods - The Great (De)pression
    Post by: Dark.Revenant on February 24, 2015, 03:07:29 PM
    The population indicator usually is the same as the market size.  In this case, it probably really is size 9.
    Title: Re: [0.65.2a] Blue (V 0.5.4) & Red (V 0.2.0b) Mods - The Great (De)pression
    Post by: Protonus on February 24, 2015, 03:48:12 PM
    Only 2 planets reached market size at 7, I knew population doesn't affect the economy.

    Also, all factions are set to Vengeful, no trades should reach other factions by now.
    Title: Re: [0.65.2a] Blue (V 0.5.4) & Red (V 0.2.0b) Mods - The Great (De)pression
    Post by: HeartofDiscord on February 24, 2015, 05:38:09 PM
    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.
    Title: Re: [0.65.2a] Blue (V 0.5.4) & Red (V 0.2.0b) Mods - The Great (De)pression
    Post by: Protonus on February 24, 2015, 06:03:24 PM
    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.
    Title: Re: [0.65.2a] Blue (V 0.5.4) & Red (V 0.2.0b) Mods - The Great (De)pression
    Post by: HeartofDiscord on February 24, 2015, 06:58:39 PM
    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.
    Alright, good deal. I really like the Red doctrine btw, there isn't much like that at all in starsector or any other mods.
    Title: Re: [0.65.2a] Blue (V 0.5.4) & Red (V 0.2.0b) Mods - The Great (De)pression
    Post by: Protonus on February 24, 2015, 07:01:24 PM
    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.
    Title: Re: [0.65.2a] Blue (V 0.5.4) & Red (V 0.2.0b) Mods - The Great (De)pression
    Post by: HeartofDiscord on February 24, 2015, 07:10:26 PM
    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 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.
    Title: Re: [0.65.2a] Blue (V 0.5.4) & Red (V 0.2.0b) Mods - The Great (De)pression
    Post by: Protonus on February 24, 2015, 07:15:17 PM
    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.
    Title: Re: [0.65.2a] Blue (V 0.5.4) & Red (V 0.2.0b) Mods - The Great (De)pression
    Post by: HeartofDiscord on February 24, 2015, 07:20:19 PM
    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.
    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.
    Title: Re: [0.65.2a] Blue (V 0.5.4) & Red (V 0.2.0b) Mods - The Great (De)pression
    Post by: EI on February 24, 2015, 07:45:10 PM
    And no, EI, I did not intend to make anything dirty here.

    Pfft. )o)


    Anyway, I like how you did my babies so far. I'm loving them more and more~ <3
    Title: Re: [0.65.2a] Blue (V 0.5.5) & Red (V 0.2.1) Mods
    Post by: Protonus on February 26, 2015, 07:22:06 AM
    Another patch is in.

    Blue: Download (http://www.mediafire.com/download/27pa9cspa5f0h21/Protonian_Tech_V0-5-5.rar)
    Quote
    • 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.


    Red:  Download (http://www.mediafire.com/?ujpav69hhv841cs)
    Quote
    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.

    It's all right now. We managed to pull off having fighters and frigates without any crew now. :D
    Title: Re: [0.65.2a] Blue (V 0.5.5) & Red (V 0.2.1) Mods
    Post by: EI on February 27, 2015, 12:00:24 AM
    Spot the difference. :3

    Spoiler
    (http://i62.tinypic.com/2lt3t4p.jpg) (http://i59.tinypic.com/2h2gisw.jpg)
    [close]


    Also, I'm sending new designs and skins for the my mod today, was thinking about the lack of cargoships being an economic problem. >-<
    Title: Red (V 0.2.2) Mods
    Post by: EI on February 27, 2015, 03:02:47 AM
    Personal Update! OwO

    Download Here (https://www.mediafire.com/?3gnfnlf6lhwcsgj)

    Version 0.2.2:

    Well, only females at the moment. :p

    And no, I don't want Praetorians in the simulation yet.
    Title: Re: [0.65.2a] Blue (V 0.5.5) & Red (V 0.2.2a) Mods
    Post by: Lopunny Zen on March 01, 2015, 01:28:06 PM
    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 :)
    Title: Re: [0.65.2a] Blue (V 0.5.5) & Red (V 0.2.2a) Mods
    Post by: Lopunny Zen on March 01, 2015, 01:36:21 PM
    18880 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: Error compiling [data.scripts.PTechPlugin]
    java.lang.RuntimeException: Error compiling [data.scripts.PTechPlugin]
       at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
       at java.lang.Thread.run(Unknown Source)
    Caused by: java.lang.ClassNotFoundException: Parsing compilation unit "[email protected]"
       at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:180)
       at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:158)
       at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:199)
       at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:164)
       at java.lang.ClassLoader.loadClass(Unknown Source)
       at java.lang.ClassLoader.loadClass(Unknown Source)
       ... 2 more
    Caused by: org.codehaus.commons.compiler.CompileException: File data/scripts/world/PTgen.java, Line 37, Column 34: ';' expected instead of ':'
       at org.codehaus.janino.Parser.compileException(Parser.java:2635)
       at org.codehaus.janino.Parser.read(Parser.java:2370)
       at org.codehaus.janino.Parser.parseForStatement(Parser.java:1191)
       at org.codehaus.janino.Parser.parseStatement(Parser.java:1112)
       at org.codehaus.janino.Parser.parseBlockStatement(Parser.java:969)
       at org.codehaus.janino.Parser.parseBlockStatements(Parser.java:938)
       at org.codehaus.janino.Parser.parseMethodDeclarationRest(Parser.java:804)
       at org.codehaus.janino.Parser.parseClassBodyDeclaration(Parser.java:442)
       at org.codehaus.janino.Parser.parseClassBody(Parser.java:393)
       at org.codehaus.janino.Parser.parseClassDeclarationRest(Parser.java:372)
       at org.codehaus.janino.Parser.parsePackageMemberTypeDeclaration(Parser.java:251)
       at org.codehaus.janino.Parser.parseCompilationUnit(Parser.java:153)
       at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:150)
       at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:158)
       at org.codehaus.janino.UnitCompiler.loadFullyQualifiedClass(UnitCompiler.java:9121)
       at org.codehaus.janino.UnitCompiler.import2(UnitCompiler.java:254)
       at org.codehaus.janino.UnitCompiler.access$0(UnitCompiler.java:240)
       at org.codehaus.janino.UnitCompiler$1.visitSingleTypeImportDeclaration(UnitCompiler.java:230)
       at org.codehaus.janino.Java$CompilationUnit$SingleTypeImportDeclaration.accept(Java.java:170)
       at org.codehaus.janino.UnitCompiler.<init>(UnitCompiler.java:228)
       at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:154)
       ... 7 more


    Seems I cant play the mod atm
    Title: Re: [0.65.2a] Blue (V 0.5.5) & Red (V 0.2.2a) Mods
    Post by: Protonus on March 01, 2015, 07:18:04 PM
    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 :)

    Actually, it's been done already, although it runs through the Hullmod scripting in order for the Pilotless to work.

    - snip -

    That's odd. The PTgen works apparently in fine to me, since the For Loop is running correctly in my computer. Turning everyone against my faction on "Vengeful".

    Code
            for (FactionAPI faction : sector.getAllFactions()) {
                if (faction != Oculus) {
                    PTech.setRelationship(faction.getId(), RepLevel.VENGEFUL); //HOSTILE
                }
            }
    Title: Re: [0.65.2a] Blue (V 0.5.5) & Red (V 0.2.2a) Mods
    Post by: Lopunny Zen on March 01, 2015, 08:39:57 PM
    yeah..I was eager to play this but I cant so sad face :(
    Title: Re: [0.65.2a] Blue (V 0.5.5) & Red (V 0.2.2a) Mods
    Post by: EI on March 01, 2015, 11:54:56 PM
    yeah..I was eager to play this but I cant so sad face :(

    :/


    Do something, Xen. @[email protected]
    Title: Re: [0.65.2a] Blue (V 0.5.5) & Red (V 0.2.2a) Mods
    Post by: Protonus on March 02, 2015, 12:10:57 AM
    Do something, Xen. @[email protected]

    So, you managed to name me by the description data inside my mod, which is practically heart-felt.

    But yes, I'm working on the next patch, with a new ship in mind.


    Edit: I see the problem. It's going to be addressed.
    Title: [0.65.2a] Blue (V 0.5.6) & Red (V 0.2.2b) Mods
    Post by: Protonus on March 02, 2015, 03:35:29 AM
    Well, this day has come and it is a short one.

    Blue: Download (http://www.mediafire.com/download/3qnghnsxwgmr6r7/Protonian_Tech_V0-5-6.rar)
    Quote
    • 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.



    Red:  Download (http://www.mediafire.com/download/jmy3ef03h6j2uhx/Oculian_Berserks_V0-2-2b.rar)
    Quote
    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.



    I didn't like this change (fix) myself, but sadly, EI wants this.
    Title: Re: [0.65.2a] Blue (V 0.5.6) & Red (V 0.2.2b) Mods
    Post by: Lopunny Zen on March 02, 2015, 10:42:35 AM
    43901 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ships/atlas_af.png (using cast)
    44564 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: Error compiling [data.scripts.OculusPlugin]
    java.lang.RuntimeException: Error compiling [data.scripts.OculusPlugin]
       at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
       at java.lang.Thread.run(Unknown Source)
    Caused by: java.lang.ClassNotFoundException: Parsing compilation unit "[email protected]"
       at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:180)
       at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:158)
       at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:199)
       at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:164)
       at java.lang.ClassLoader.loadClass(Unknown Source)
       at java.lang.ClassLoader.loadClass(Unknown Source)
       ... 2 more
    Caused by: org.codehaus.commons.compiler.CompileException: File data/scripts/world/OculusGen.java, Line 25, Column 34: ';' expected instead of ':'
       at org.codehaus.janino.Parser.compileException(Parser.java:2635)
       at org.codehaus.janino.Parser.read(Parser.java:2370)
       at org.codehaus.janino.Parser.parseForStatement(Parser.java:1191)
       at org.codehaus.janino.Parser.parseStatement(Parser.java:1112)
       at org.codehaus.janino.Parser.parseBlockStatement(Parser.java:969)
       at org.codehaus.janino.Parser.parseBlockStatements(Parser.java:938)
       at org.codehaus.janino.Parser.parseMethodDeclarationRest(Parser.java:804)
       at org.codehaus.janino.Parser.parseClassBodyDeclaration(Parser.java:442)
       at org.codehaus.janino.Parser.parseClassBody(Parser.java:393)
       at org.codehaus.janino.Parser.parseClassDeclarationRest(Parser.java:372)
       at org.codehaus.janino.Parser.parsePackageMemberTypeDeclaration(Parser.java:251)
       at org.codehaus.janino.Parser.parseCompilationUnit(Parser.java:153)
       at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:150)
       at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:158)
       at org.codehaus.janino.UnitCompiler.loadFullyQualifiedClass(UnitCompiler.java:9121)
       at org.codehaus.janino.UnitCompiler.import2(UnitCompiler.java:254)
       at org.codehaus.janino.UnitCompiler.access$0(UnitCompiler.java:240)
       at org.codehaus.janino.UnitCompiler$1.visitSingleTypeImportDeclaration(UnitCompiler.java:230)
       at org.codehaus.janino.Java$CompilationUnit$SingleTypeImportDeclaration.accept(Java.java:170)
       at org.codehaus.janino.UnitCompiler.<init>(UnitCompiler.java:228)
       at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:154)
       ... 7 more

    I cant fix it I dont know modding for this game :P
    Title: Re: [0.65.2a] Blue (V 0.5.6) & Red (V 0.2.2b) Mods
    Post by: Lopunny Zen on March 02, 2015, 11:12:32 AM
    May I ask which version of Starsector these mods run in...if its the newest one that would explain it
    Title: Re: [0.65.2a] Blue (V 0.5.6) & Red (V 0.2.2b) Mods
    Post by: Protonus on March 02, 2015, 04:32:33 PM
    Well, it's 0.65.2a - RC2, if you missed the title, but I can't blame you. RC2 was missing.
    Title: Re: [0.65.2a] Blue (V 0.5.6) & Red (V 0.2.2b) Mods
    Post by: CrazyDave on March 02, 2015, 10:11:38 PM
    First time I've seen this mod, and I have to say, I'm glad I'm not the only one on the forums *cough*cough*totally*cough*insane*cough* wait what?

    Anyway, you guys and gals (or should I just say peoples?) You peoples (no that doesn't work...) You _enter thingy here_ (and no i do not believe in the backspace key) (and I like brackets, deal with it) have motivated me to get to work updating my semi-started, somewhat-stable, outdated part-of-a-mod to a playable version (be it an unbalanced and totally ridiculous one). And if Bjorn doesnt show his face soon im going to be the one writing the space gibberish lore, and none of us want that...

    Anywho, I look forward to seeing this mod in action! Goooood luuuuucckkk...

    P.S. Ahh poopnuggets, this seems to read like an ad for my mod, so ill add more praise to... er... make it less obvious xD

    >You ships r good
    >I lick de colurs
    >Dam dat ship be beg
    >I hav 2 goo sonn so imma mak dis quack
    >quack? da frick?
    >yes this is stupid but im not changing it *SUPER SQUINTY, SULKY FACE* -> Xc
    look over there>
    Seriously though,
    The ships are
    really good
    Okay then chapses im outta here, catch ya'll later (not literally of course that would be silly)
    Title: Re: [0.65.2a] Blue (V 0.5.6) & Red (V 0.2.2b) Mods
    Post by: Protonus on March 02, 2015, 11:52:00 PM
    Well thanks, I appreciate your response(s) to the mod, we're glad that you guys like it.

    I don't actually mind the advertising in the thread, feels like a trading conversation on a space station actually.

    Wishing you guys good luck on your mod, and hopefully EI won't just randomly appear here and respond something sadistic and insane different.


    And, also thank the community here too for the resources on mod making. They are a lot of help.
    Title: Re: [0.65.2a] Blue (V 0.5.6) & Red (V 0.2.2b) Mods
    Post by: EI on March 03, 2015, 09:24:16 PM
    Wishing you guys good luck on your mod, and hopefully EI won't just randomly appear here and respond something sadistic and insane different.

    )o)
    Title: Re: [0.65.2a] Blue (V 0.5.1) & Red (V 0.1.1) Mods
    Post by: Erick Doe on March 05, 2015, 02:11:26 PM
    Spoiler
    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.
    [close]

    We speak as one, brother.


    Also, soon™
    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?
    Title: Re: [0.65.2a] Blue (V 0.5.1) & Red (V 0.1.1) Mods
    Post by: Protonus on March 05, 2015, 04:39:17 PM
    What mod is the big red ship originally from again? Where it looks blue?

    EI took the ship from Makina's Art Dump (http://fractalsoftworks.com/forum/index.php?topic=1131.msg151819#msg151819), as Makina himself aforementioned his revision of new sprites, leaving one said sprite to be available to anyone.

    His name is on EI's thank list. And to honor his work, the name Ophiuchus remains on that ship.



    What's even more surprising is that the original ship was 4 times smaller compared to what is redesigned in the Red mod, in addition of 256+ turret mounts.
    Title: Re: [0.65.2a] Blue (V 0.5.6) & Red (V 0.2.2b) Mods
    Post by: EI on March 05, 2015, 05:48:24 PM
    His ship is just so... big.

    And it would be a shame if no one else will be using it. :c
    Title: Re: [0.65.2a] Blue (V 0.5.1) & Red (V 0.1.1) Mods
    Post by: Sleepyfish on March 05, 2015, 08:14:44 PM
    Spoiler
    (http://i62.tinypic.com/28v50fk.png)
    [close]

    (http://i.imgur.com/l0NawmX.png)

    ???
    Title: Re: [0.65.2a] Blue (V 0.5.6) & Red (V 0.2.2b) Mods
    Post by: MesoTroniK on March 05, 2015, 08:20:09 PM
    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 :)
    Title: Re: [0.65.2a] Blue (V 0.5.1) & Red (V 0.1.1) Mods
    Post by: EI on March 05, 2015, 08:30:24 PM
    Spoiler
    (http://i62.tinypic.com/28v50fk.png)
    [close]

    (http://i.imgur.com/l0NawmX.png)

    ???

    I made that turret (half-way). )o)

    From
    (http://i59.tinypic.com/20fsqy8.jpg)

    The pair of you are quickly burning down any positive reputation you had with the modding community >:(

    So, you are telling us that the offense was intentional? ;o

    As I can see, you guys being harsh, even though you never actually complained to begin with.
    Title: Re: [0.65.2a] Blue (V 0.5.6) & Red (V 0.2.2b) Mods
    Post by: Sleepyfish on March 05, 2015, 08:32:40 PM
    Ah, I see now. No worries, I was just wondering.
    Title: Re: [0.65.2a] Blue (V 0.5.6) & Red (V 0.2.2b) Mods
    Post by: EI on March 05, 2015, 08:34:08 PM
    MesoTronik is being bad at me. :c
    Title: Re: [0.65.2a] Blue (V 0.5.6) & Red (V 0.2.2b) Mods
    Post by: Sleepyfish on March 05, 2015, 08:37:29 PM
    I would get mad if somebody used a ship of that size too  ;D

    But seriously, that might crash the game for some people. At least it might have in older SS versions.
    Title: Re: [0.65.2a] Blue (V 0.5.6) & Red (V 0.2.2b) Mods
    Post by: Protonus on March 05, 2015, 08:45:10 PM
    She insisted in having the ship in her mod.

    In fact, as she tested it in a low-end computer (about 2 GB of RAM), the ship runs nicely in the campaign, but the ship system drones can be a laggy as the shadowing effects started happening when they launched.

    Although honestly, it does make me mad when I see a ship like this attacking my fleet regardless if I'm using Blue or not. That thing is a monster.



    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 :)

    Spoiler
    (http://www.military-quotes.com/media/data/605/medium/258Troll_spray.jpg)
    [close]
    Title: Re: [0.65.2a] Blue (V 0.5.6) & Red (V 0.2.2b) Mods
    Post by: MesoTroniK on March 05, 2015, 09:05:28 PM
    If that sprite was removed from the Spriters judgement thread then your accusation would hold water Protonus.
    Title: Re: [0.65.2a] Blue (V 0.5.6) & Red (V 0.2.2b) Mods
    Post by: Protonus on March 05, 2015, 09:16:15 PM
    Funny.

    I was asking Judgement for the picture intentionally.
    Title: Re: [0.65.2a] Blue (V 0.5.6) & Red (V 0.2.2b) Mods
    Post by: MesoTroniK on March 05, 2015, 09:21:00 PM
    Ask about butchering other's sprites before showing the final product for judgement, pretty sure we have already been over this.
    Title: Re: [0.65.2a] Blue (V 0.5.6) & Red (V 0.2.2b) Mods
    Post by: Protonus on March 05, 2015, 09:28:12 PM
    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.
    Title: Re: [0.65.2a] Blue (V 0.5.6) & Red (V 0.2.2b) Mods
    Post by: EI on March 05, 2015, 09:33:20 PM
    Of course, if you don't to see this mod anymore. Then I'll remove Blue completely off the list.

    NO.

    Please, just don't.
    Title: Re: [0.65.2a] Blue (V 0.5.6) & Red (V 0.2.2b) Mods
    Post by: Sleepyfish on March 05, 2015, 10:03:45 PM
    Don't threaten to remove your mod in response to someone who won't be hurt if you do it! That is often known as "self-injury". (Anecdote: I'll punch myself in the face becuase I got a mean text from a stranger, that'll learn'em!)
    Title: Re: [0.65.2a] Blue (V 0.5.6) & Red (V 0.2.2b) Mods
    Post by: Debido on March 05, 2015, 10:04:15 PM
    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.

    Whether you made it for fun or not, you modified another author's work and published it in a public space. You're not the first person to make this mistake, but you're one of the first who has hasn't taken the effort to ask for permission after the fact.

    If you had apologised and asked for permission it would likely have been granted. You have not abided by common courtesy or basic manners, let alone legally enforceable copyright laws. If you don't ask permission and you are asked to take it down, then you must take it down otherwise a site moderator will be forced to do it for you.

    Copyright is a serious issue, authors on this site spend hundreds if not a thousand hours or more creating their ship assets, and stealing someone else's pixel art just isn't cricket mate. It is completely disrespectful to community members to be copying their work without their permission. Disrespecting one content author and continuing to flaunt that you take art without permission is tantamount to saying that you believe everyone's work is free for you to use without explicit permission, and you therefore disrespect every artist in this community in your actions.

    I suggest rectifying your behaviour immediately, and removing the infringing ships until such time that permission is granted.
    Title: Re: [0.65.2a] Blue (V 0.5.6) & Red (V 0.2.2b) Mods
    Post by: Sabaton on March 06, 2015, 02:56:13 AM
    Watches from a dark corner while eating popcorn. :o
    Title: Re: [0.65.2a] Blue (V 0.5.6) & Red (V 0.2.2b) Mods
    Post by: MesoTroniK on March 06, 2015, 03:28:13 AM
    (http://stream1.gifsoup.com/view3/1290449/picard-facepalm-o.gif)

    Spoiler
    (http://i.imgur.com/CXhYii6.png)
    [close]

    You know, if I kept looking I can likely find more "borrowed" assets. Please don't make me do that...
    Title: Re: [0.65.2a] Blue (V 0.5.6) & Red (V 0.2.2b) Mods
    Post by: Erick Doe on March 06, 2015, 05:05:13 AM
    Moderator Announcement

    If anyone has an issue, please send a PM to a moderator. This thread is not the place to continue discussing these things. Any further posts on the subject will be removed. Let's get back to actually discussing the actual mod.

    MesoTroniK, please contact me if you want the ship made from your assets removed from the Spriter's Judgement Thread.

    Thank you.
    Title: Re: [0.65.2a] Blue (V 0.5.6) & Red (V 0.2.2b) Mods
    Post by: Lucian Greymark on March 08, 2015, 06:27:17 AM
    Are you guys still looking at grabbing more people to do color themed mods?
    Title: Re: [0.65.2a] Blue (V 0.5.6) & Red (V 0.2.2b) Mods
    Post by: RandomnessInc on March 08, 2015, 08:02:38 PM
    is it me or is the idea of the red titan thingy vs the omega from omegas minimash (the gigantic one) is a fair and awesome fight
    Title: Re: [0.65.2a] Blue (V 0.5.6) & Red (V 0.2.2b) Mods
    Post by: Protonus on March 10, 2015, 03:23:43 AM
    Unfortunately, I am currently not supporting the updates for the mods this time on, and EI is at her RL works right now doing important stuff.

    My feeling are hurt for something I spent days working on, only to be thrashed out by a random guy who spent longer than I am. And honestly, it makes me feel like not working on the mod only because of it, due to that joke ship I just wondered to squandered for fun.

    I'm sorry. I just felt I had high hopes to be in the community, but now, I don't think this is a good place to be in. I'll probably be gone for 2 weeks or a month before I recollect myself to my feet.


    Although, that doesn't mean that I won't be coming back.
    (http://i62.tinypic.com/90xfs4.jpg)
    Title: Re: [0.65.2a] Blue (V 0.5.6) & Red (V 0.2.2b) Mods
    Post by: ValkyriaL on March 10, 2015, 04:50:06 AM
    You dont have to leave because of that, with the recent copyright incident from that other game, its understandable that everyone is a bit protective of their stuff, but no harm done, as long as you learnt something from it =)
    Title: Re: [0.65.2a] Blue (V 0.5.6) & Red (V 0.2.2b) Mods
    Post by: Erick Doe on March 10, 2015, 07:48:27 AM
    Everybody take a deep breath.

    I've noticed people are a bit on edge. Probably paying more attention to who uses what assets and whether they have permission from the original author or not, than usual. And reactions are likely a bit stronger because of it. I am sure MesoTroniK is just trying to make you understand that you can not use his work without permission. He is not trying to attack you personally. No-one is, as far as I can tell.

    All you have to do, is make sure you remove assets that use other people's work without their permissions. Next time, just ask permission from the original author before posting something publicly on the forums. I understand how the sudden barrage of comments made you feel "attacked" and may have put you on the defensive, but there's really no need to be taking the dramatic route. We all welcome you and your efforts at creating a mod! I for one, hope you'll stick around.  :)

    Taking some time away from the forums, if you're feeling hurt, might be a good and mature call, though.
    Title: Re: [0.65.2a] Blue (V 0.5.6) & Red (V 0.2.2b) Mods
    Post by: operative2259 on March 11, 2015, 06:41:15 AM
    I just came back to Starsector after 4 months or so and love red and blue as mods.
    Title: Re: [0.65.2a] Blue (V 0.5.6) & Red (V 0.2.2b) Mods
    Post by: CrazyDave on March 11, 2015, 03:06:45 PM
    Well here's to hoping you feel up to it sooner rather than later! it's a good looking mod, and id hate to see it fizzle. :)
    Title: Re: [0.65.2a] Blue (V 0.5.6) & Red (V 0.2.2b) Mods
    Post by: Lopunny Zen on March 13, 2015, 04:43:16 PM
    Yeah but thats the *** problem is he WAS attacked...and it ISNT their props and ideas by law so they really have no say if he uses it or not...wouldnt have bothered me if he didnt ask me..i would just ask him to tell me nicely but this community is falling apart like Firefly after season one...at each others throats for anything....I often feel like they are as bad as the faction they built...after each other.....hell when I came on this forum with a kind open minded person I was immediately and completely smacked down by mediocre comments and smacktalk all because they cant take criticism...because in todays society the truth has been labeled as BAD and WRONG....like a lot of these mod developers feel threatened that their work was not perfect. So no he should feel sad...sad that he just came on nice terms trying to fulfill his modding dreams to have it crushed by someone because he used a pixel that was owned by someone.....seriously if they want to be dicks then maybe they should play Eve Online...might suit them better v.v...   
    Title: Re: [0.65.2a] Blue (V 0.5.6) & Red (V 0.2.2b) Mods
    Post by: Lucian Greymark on March 13, 2015, 05:13:05 PM
    No need to be throwing vague accusations around. At the end of the day yes the people involved were perhaps a bit harsh dealing with patronus' use of the sprites. I too am a spriter (not a particularly great one mind, but a spriter nonetheless) and I wouldn't mind people in general using my sprites for their mods, why? Because they aren't making money off them, and there's no real way for them to defame my character with them. The only result of them using my sprites in their mod is my personal spriting skill gets more widely known, for bad or ill. How does it get more well known? Because he would give credit for the sprites he used. As long as THAT happens, everything is fine and dandy.

    What is not okay is using someone else's sprites and either claiming the entire thing is your own, or letting people assume that by not giving any credit where credit is due. As long as you do that most people will be happy I should think, and SHOULD be happy. Just to be sure though, unless you're taking sprites from a thread that explicitly says you can use them, then pm the chap about it yeah?

    On topic discussion: Regardless of anything else I do like your color scheme, the blue/yellow contrast might be a bit harsh on the eyes but at least it's eye catching. Get enough of those ships in one place and I might avoid fighting them just so that I can save my eyes from being burned by that eye scorching bright yellow color. One thing I will say is that your ships look very flat, try shading the edges of your ships a bit more so that they look like the edges curve together, rather than fall off on a sharp 90 degree angle. 
    Title: Re: [0.65.2a] Blue (V 0.5.6) & Red (V 0.2.2b) Mods
    Post by: Tartiflette on March 13, 2015, 05:25:29 PM
    Lopunny, you shouldn't talk about subjects you know nothing about. Especially when you are spewing "facts" that are so completely false. You obviously don't know the whole story and the subject has been closed by Moderator request so please be quiet.
    Title: Re: [0.65.2a] Blue (V 0.5.6) & Red (V 0.2.2b) Mods
    Post by: Pushover on March 13, 2015, 05:58:04 PM
    While I'm still new to these forums, I feel like there should be a note at the top of Modding Resources reminding people to either ask for permission to use sprites, or give credit to people whose sprites they end up using. Alternatively, just remind the sprite artists to say what they are okay with when they post a sprite (It's okay to modify this as long as I get credit/You can use this if you give me credit, but don't edit it/Ask me before using this sprite/etc). That would help a situation like this from occurring again.
    Title: Re: [0.65.2a] Blue (V 0.5.6) & Red (V 0.2.2b) Mods
    Post by: Tartiflette on March 14, 2015, 01:20:58 AM
    That's pretty much the issue here: He has been reminded to ask permission and give credits, even if it's afterward, three or four times already but still refuses to do so for some reason. That has bothered some modders that now are asking him to take down the offending sprites! This situation arose many times before but this is the first time someone refuses to simply ask, and just pretend it's for fun and he shouldn't have to comply to what is in fact very real international laws.
    Title: Re: [0.65.2a] Blue (V 0.5.6) & Red (V 0.2.2b) Mods
    Post by: Azmond on March 16, 2015, 10:39:37 PM
    So question... Is this mod dead? have these two decided to peter away into the unknown? Or are jokes, mistakes, and casuailtties going to be corrected?
    I hope so, cause some of those ships were pretty cool.
    Title: Re: [0.65.2a] Blue (V 0.5.6) & Red (V 0.2.2b) Mods
    Post by: Protonus on March 16, 2015, 11:20:38 PM
    Well, I'm back.

    Got some of the time working outside the game and earned some honest pay along the way.


    The reason I made the large butchered sprite was just for laughs and nobody seemed to take it easy and became unusually sadistic (like EI), but in a gruesome fashion. And no, I DID say "I'm never proud of putting it into the game nor I'm willing to do anything horrible to anyone." And of course, I WILL say thanks and give credit to that person who made that sprite as always, but if someone did call me out for copyright, they should really need to see that fact that these are just mods, no money is being transacted within the premises of this mod or whatsoever.

    I only got a little carried away with the responses only because of one indecent trigger that made me out of my mind. And I have trouble with monitoring two events at once such as this argument and Real Life, cramming with me senseless emotions that would really rip the heart out of me.

    Exposition aside, I just... well, wanted to make a laugh out of what happened and decided not ignore it... hopefully.


    Just a heads up, too. Some updates.

    Thanks to the arguments that got usurped, I got motivated enough to make new changes to ship designs, throwing in my own armor parts reference template. Steadfast was the first, though. Making them share that Starcraft's Protoss and Planetside's New Conglomerate's designs. And yes, I just played Planetside 2 recently.

    These are some of the ships.
    Spoiler
    (http://i57.tinypic.com/2ur80a1.jpg) (http://i60.tinypic.com/6ynott.jpg)

    (http://i62.tinypic.com/2u3zcx1.jpg)
    [close]

    You could say that I actually begged you guys to argue with me, intentionally.
    Title: Re: [0.65.2a] Blue (V 0.5.6) & Red (V 0.2.2b) Mods
    Post by: Lucian Greymark on March 17, 2015, 12:23:12 AM
    The designs are neat, but I still say everything looks a little flat.
    Title: Re: [0.65.2a] Blue (V 0.5.6) & Red (V 0.2.2b) Mods
    Post by: Protonus on March 17, 2015, 01:41:23 AM
    Technically, they are.

    In my case, they are usually flat in 3D perspective in a somewhat oblong shaping to make up a rigid form.
    Title: Re: [0.65.2a] Blue (V 0.5.6) & Red (V 0.2.2b) Mods
    Post by: CrazyDave on March 17, 2015, 03:10:16 AM
    daayyymmm!! those are some snazzy looking ships.
    Title: Re: [0.65.2a] Blue (V 0.5.6) & Red (V 0.2.2b) Mods
    Post by: Azmond on March 19, 2015, 07:53:58 PM
    Hey the crazy's aren't dead! Huzah! Also, on the ships Protinus, they look pretty good all things aside. The panling I find is rather... Cumbersome on the biggest ship you've there. It also seems out of place in some instances, a good example of this is the Blocky Fellow. At the back the shading is pretty much non-existent. Either way, it's a good start I'd say.

    Now where'd the red-nutter get off to I wonder....
    Title: Re: [0.65.2a] Blue (V 0.5.6) & Red (V 0.2.2b) Mods
    Post by: Protonus on March 19, 2015, 07:59:56 PM
    EI, as far as she told me, she's going to move out. Practically for a new home, I think. Which actually kind of demoralized myself a bit.

    As for the shading of ships...

    Spoiler
    (http://upload.wikimedia.org/wikipedia/commons/0/07/Cheetah_with_impala.jpg)

    Don't make me come back...

    Nah, I'll try to make some adjustments.
    [close]


    Now where'd the red-nutter get off to I wonder....

    Although, this is what I think of her when you said that.
    Spoiler
    (http://i62.tinypic.com/25juwbb.jpg)
    [close]
    Title: Re: [0.65.2a] Blue (V 0.5.6) & Red (V 0.2.2b) Mods
    Post by: Lopunny Zen on March 22, 2015, 07:00:24 PM
    I love the Beserkers...They are a Carrier based race and I LOVE fighting with alternative means like fighters..hopefully Nexeralin can run these mods :)...only issue is the lack of new weaponry...they all use the laser which is great against missles, fighters and frigates...theredoesnt seem to be any other weapon varietyy..like blasters or missles or even a bomber to combat the bigger ships so they get pressured if large ships fight against them
    Title: Re: [0.65.2a] Blue (V 0.5.6) & Red (V 0.2.2b) Mods
    Post by: Protonus on March 25, 2015, 07:19:57 PM
    For the Red's Arsenal, EI normally prefers Energy weapons above all else, with some inclusion of mini-missile packs that normally involves multiple false AI's in that rushes towards its enemies like there is no tomorrow, but right now, she is trying to plan to make new ones, such as Plasma and probably Flamethrower-like weaponry, but I cannot guarantee it would go well.

    Although, I think the Exeralin plugin is still installed within the Red mod premises, since it did use the other mod plugin data as a template.


    As for Blue, just a quick update for the Protonian Conquest-class.

    Spoiler
    (http://i59.tinypic.com/s58l86.jpg)
    [close]

    It's pretty hard making changes to the large ships, all right. This time, I have to make a right for it.
    Title: Re: [0.65.2a] Blue (V 0.5.6) & Red (V 0.2.2b) Mods
    Post by: EI on March 26, 2015, 12:39:01 AM
    I'm back~
    From some accident that... well, some things you wouldn't want to know. @[email protected]

    Anyway, new updates will come to you guys soon.

    And Protonus, DON'T SCARE ME LIKE THAT. )O)

    Spoiler
    (http://i62.tinypic.com/25juwbb.jpg)
    [close]

    I will eat you. ._.
    Title: Re: [0.65.2a] Blue (V 0.5.6) & Red (V 0.2.2b) Mods
    Post by: Protonus on March 26, 2015, 12:50:13 AM
    Good to see you back in the wargames, EI.

    I hope you have some deliberate ideas to thwart your non-existing adversaries and put them to their knees.
    Title: Re: [0.65.2a] Blue (V 0.5.6) & Red (V 0.2.2b) Mods
    Post by: WKOB on March 26, 2015, 02:21:38 AM
    The new ship design you showcased there is much more interesting, keep it up. :)
    Title: Re: [0.65.2a] Blue (V 0.5.6) & Red (V 0.2.2b) Mods
    Post by: Sabaton on March 26, 2015, 08:35:15 AM
    The new ship design you showcased there is much more interesting, keep it up. :)

    +1 Youre moving away from kitbashes towards a style of your own, always a step in the right direction.
    Title: Re: [0.65.2a] Blue (V 0.5.6) & Red (V 0.2.2b) Mods
    Post by: Protonus on March 26, 2015, 05:31:15 PM
    I'm still not satisfied though.
    Title: Re: [0.65.2a] Blue (V 0.5.6) & Red (V 0.2.2b) Mods
    Post by: CrazyDave on March 26, 2015, 06:59:47 PM
    I'm still not satisfied though.

    A good modder is never satisfied; get back to work you scurvy doge!
    Spoiler
    (http://i.imgur.com/lwV3qQi.jpg)
    [close]
    Title: Re: [0.65.2a] Blue (V 0.5.6) & Red (V 0.2.2b) Mods
    Post by: EI on March 27, 2015, 08:49:21 PM
    A good modder is never satisfied; get back to work you scurvy doge!

    I'm not good. Does that mean I'm satisfied with my mod? I don't feel like it. @[email protected]

    And everything is so silent throughout the forums, did something happened? :o
    Title: Re: [0.65.2a] Blue (V 0.5.6) & Red (V 0.2.2b) Mods
    Post by: CrazyDave on March 27, 2015, 10:47:38 PM
    Not being satisfied with your mod just means you want to keep on improving it. Forever. Until the end of time. How can that be a bad thing? :3 And you seem like a pretty good modder to me, your sprites are exactly 634.8% better than all of mine (dont question, ive mathed before).

    Also, the forums seem pretty lively to me. Whatchewtalkingabout?
    Title: Re: [0.65.2a] Blue (V 0.5.6) & Red (V 0.2.2b) Mods
    Post by: Protonus on March 28, 2015, 12:27:14 AM
    Honestly, the sprites are usually kitbashed, so does mine without a doubt, 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.

    Although, we might grow out of it eventually.

    But take my word for it, she'll raze everything in her way just to get anyone she deemed hating.
    Title: Re: [0.65.2a] Blue (V 0.5.6) & Red (V 0.2.2b) Mods
    Post by: EI on March 28, 2015, 12:31:44 AM
    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.

    Shh... nobody should know I'm planning my next strike. :3
    Title: [0.65.2a] Blue (V 0.6) & Red (V 0.2.3) Mods
    Post by: Protonus on March 28, 2015, 04:03:40 AM
    All right, I'm posting the new update.

    Blue: Download (http://www.mediafire.com/download/46o7em77dra3awk/Protonian_Tech_V0-6-0.rar)
    Spoiler
    Quote
    • 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.
    [close]


    Red:  Download (http://www.mediafire.com/download/fh2b2x4i8jb5a9a/Oculian_Berserks_V0-2-3.rar)
    Spoiler
    Quote
    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.
    [close]


    "I have a big list."
    Title: Re: [0.65.2a] Blue (V 0.5.6) & Red (V 0.2.2b) Mods
    Post by: HELMUT on March 28, 2015, 04:36:52 AM
    When can we expect the Nexerelin integration for those two?
    Title: Re: [0.65.2a] Blue (V 0.5.6) & Red (V 0.2.2b) Mods
    Post by: Protonus on March 28, 2015, 05:14:23 AM
    Does having a plugin data having this coding apply to the mods?

    Spoiler
    Code
        private static void initPT() {  
            try { 
                Global.getSettings().getScriptClassLoader().loadClass("data.scripts.world.ExerelinGen"); 
            } catch (ClassNotFoundException ex) { 
            new PTgen().generate(Global.getSector()); 
    }
        }

    Code
        private static void initOculus() {  
            try { 
                Global.getSettings().getScriptClassLoader().loadClass("data.scripts.world.ExerelinGen"); 
            } catch (ClassNotFoundException ex) { 
                new OculusGen().generate(Global.getSector());
            } 
        } 

    [close]

    This is an honest question, really.  ???
    Title: Re: [0.65.2a] Blue (V 0.5.6) & Red (V 0.2.2b) Mods
    Post by: Histidine on March 28, 2015, 05:50:33 AM
    That should make it compatible, yes. (Download Nexerelin and test running it with the mods to be sure)
    Title: Re: [0.65.2a] Blue (V 0.5.6) & Red (V 0.2.2b) Mods
    Post by: Nanao-kun on March 28, 2015, 12:58:04 PM
    The new files still say 0.5.6 and 0.2.2b though.
    Title: Re: [0.65.2a] Blue (V 0.5.6) & Red (V 0.2.2b) Mods
    Post by: Protonus on March 28, 2015, 06:43:07 PM
    My bad. It's been long since the update came in, I completely forgotten about the mod version file.
    Title: Re: [0.65.2a] Blue (V 0.5.6) & Red (V 0.2.2b) Mods
    Post by: EI on March 28, 2015, 07:02:46 PM
    OI! )O)

    There's no rush when you do our mods. In fact, they are OUR mods, so they should wait for us. :p
    Title: Re: [0.65.2a] Blue (V 0.6.0) & Red (V 0.2.3) Mods
    Post by: Protonus on March 29, 2015, 12:17:02 AM
    Just a quick fix here.

    Blue: Download (http://www.mediafire.com/download/h4caec8s4susug7/Protonian_Tech_V0-6-0a.rar)
    Spoiler
    Quote
    • Version 0.6.0a:
      • Added Higgins engines.
      • Tetragon Mk1, readjusted Collision bones.
      • Enforcer maximum spread angle increased from 15 to 20.
    [close]


    Red:  Download (http://www.mediafire.com/download/jalvkrkl1si15pj/Oculian_Berserks_V0-2-3a.rar)
    Spoiler
    Quote
    Version 0.2.3a:
    • I can't actually remember what I just updated here, so this has nothing to do much.
    [close]
    Title: Re: [0.65.2a] Blue (V 0.6.0a) & Red (V 0.2.3a) Mods
    Post by: Nanao-kun on March 29, 2015, 10:39:37 AM
    Got an error. Seems some ship images are missing.

    Code
    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)
    Title: Re: [0.65.2a] Blue (V 0.6.0a) & Red (V 0.2.3a) Mods
    Post by: Protonus on March 29, 2015, 05:22:54 PM
    I... accidentally deleted the Tetragon Mk. 2 files when I'm organizing the mod for upload. My bad. Replacing the file now.
    Title: Re: [0.65.2a] Blue (V 0.6.0a) & Red (V 0.2.3a) Mods
    Post by: Protonus on July 10, 2015, 11:02:14 PM
    Blue:
    Quote
    • 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%.

    Red:
    Quote

    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.


    I can't tell if I can apply Nexerelin compatibility, since I may have surpassed the time here a little too late. Probably until Version 0.7 comes out, but I'll see what I could do.


    Edit: I also wanted to be sorry about everything I did. Being all "Tony Stark"-ing all over the place, since I thought I would a spot in here, but I don't think I get much considering personal and radically different story. So, no hard feelings. :o[/list]
    Title: [0.65.2a] Blue (V 0.7) & Red (V 0.3) Mods - Plätzchen Era
    Post by: Protonus on July 12, 2015, 10:30:52 AM
    Blue: Download (http://www.mediafire.com/download/1zy8ya300xfa2d6/Protonian_Tech_V0-7.rar)
    Spoiler
    Quote
    • 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%.
    [close]


    Red:  Download (http://www.mediafire.com/download/ef0khau1ug97rq4/Oculian_Berserks_V0-3.rar)
    Spoiler
    Quote
    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.
    [close]


    Both colors:
    Will finally receiving Nexerlin compatibility.
    Title: Re: [0.65.2a] Blue (V 0.7) & Red (V 0.3) Mods - Plätzchen Era
    Post by: HeartofDiscord on October 10, 2015, 07:08:19 PM
    I know its been brought up before, but the Protonian and Oculian bases both have extreme levels of commodities, like food at the Protonian base. I understand they dont trade with many people, but when they do it really messes things up. And even when they don't its up to the player not to essentially cheat by buying 1 credit food from Letronne. I really dont think they need have that many commodities.
    Title: Re: [0.65.2a] Blue (V 0.7) & Red (V 0.3) Mods - Plätzchen Era
    Post by: Weltall on December 21, 2015, 06:50:00 PM
    This is minor and probably does not matter much now that Starsector updated, but the link for Red in the OP is for version 0.2.3a and not 0.3 that is found on the latest release post here.
    Title: [0.8a] Red (V 0.4) and [0.65.2a] Blue (V 0.7) Mods
    Post by: Protonus on May 14, 2017, 06:31:49 PM
    Well, here it is. The mod we didn't really asked for, but the one that is basically there.

    Red:  Download (http://www.mediafire.com/file/44usgle3hhuvkhy/Oculian_Berserks_0.4.rar)
    Version 0.4:
    Spoiler
    Quote
    - 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.
    [close]

    Additionally, EI wanted to revised the storyline since the early mock-up felt too farfetched for her to read it out loud. Adalie, the Oculian Capital, has also relocated at one edge of the Modiverse: [7200, -20000].
    Title: Re: [0.8a] Red (V 0.4) and [N/A] Blue Mods
    Post by: dk1332 on May 14, 2017, 07:38:03 PM
    Whoa I didn't know this mod existed. Gotta love the ship color and designs, especially the Red

    Can't wait to try it later.
    Title: Re: [0.8a] Red (V 0.4) and [N/A] Blue Mods
    Post by: SierraTangoDelta on May 14, 2017, 08:21:36 PM
    This mod looks pretty good, I didn't expect it to get updated though! Great stuff.
    Title: Re: [0.8a] Red (V 0.4) and [N/A] Blue Mods
    Post by: c0nr4d1c4l on May 14, 2017, 09:46:23 PM
    Good to see this mod return with all its glory!
    Title: Re: [0.8a] Red (V 0.4) and [N/A] Blue Mods
    Post by: SierraTangoDelta on May 14, 2017, 09:48:33 PM
    So the Red Titan, is that actually possible to acquire in a standard game, and can it spawn in fleets?
    Title: Re: [0.8a] Red (V 0.4) and [N/A] Blue Mods
    Post by: Protonus on May 15, 2017, 05:12:46 AM
    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.
    Title: Re: [0.8a] Red (V 0.4) and [N/A] Blue Mods
    Post by: adimetro00 on May 15, 2017, 06:50:13 AM
    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?
    Title: Re: [0.8a] Red (V 0.4) and [N/A] Blue Mods
    Post by: SierraTangoDelta on May 15, 2017, 10:29:40 AM
    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
    Title: Re: [0.8a] Red (V 0.4) and [N/A] Blue Mods
    Post by: Mr. Nobody on May 15, 2017, 11:08:37 AM
    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

    And now i'm patiently waiting for someone to post a vid of his fleet barging in and defeating it
    Title: Re: [0.8a] Red (V 0.4.1) and [N/A] Blue Mods
    Post by: Protonus on May 15, 2017, 05:18:11 PM
    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

    To be honest, reducing the flight decks is the first thing I have in mind since the new update, but absurd size of the ship alone overwhelmed the ship editor from changing it, though I'm sorting this mess out by the new patch.

    EI also sent me pictures for the new additions for the faction. One of which has a lot of emphasis on engines.

    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?

    Noted. I've seen the new Gryphon cruiser in the codex and how it works. The Oculian Gryphon should go off with a new name that may provide some emphasis on its role on the next patch.


    Edit: Done.

    Red:  Download (http://www.mediafire.com/file/nm2s5msoz7ypq7o/Oculian_Berserks_0.4.1.rar)
    Version 0.4.1
    Spoiler
    Quote
    - 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.
    [close]
    Title: Re: [0.8a] Red (V 0.4.1) and [N/A] Blue Mods
    Post by: SierraTangoDelta on May 23, 2017, 12:43:09 PM
    So how overpowered is this faction compared to everyone else? I haven't encountered them at all in a fight yet.
    Title: Re: [0.8a] Red (V 0.4.1) and [N/A] Blue Mods
    Post by: NightfallGemini on May 23, 2017, 05:57:22 PM
    I have limited experience with this incarnation of them, but their fighters are very strong from what little I've been able to find.

    Also, Ophiuchus is a wonderful superboss. Any chance to make it a roamer or a sectioned-out boss like stations?
    Title: Re: [0.8a] Red (V 0.4.1) and [N/A] Blue Mods
    Post by: cjuicy on May 23, 2017, 08:35:21 PM
    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.
    Title: Re: [0.8a] Red (V 0.4.2a) and [N/A] Blue Mods
    Post by: Protonus on May 24, 2017, 07:22:51 PM
    So how overpowered is this faction compared to everyone else? I haven't encountered them at all in a fight yet.

    I don't think they're too powerful on their own, though they are reminiscent to textbook glass cannons by throttling drone wings. I made the carriers fragile enough to be always an effective solution to kill them. With the weak energy weapons on hand, dealing with them up close should be fine.

    Dedicated Picket ships can easily thwart the double digit hull points in drones compared to most wings, though they should come in pairs since drones have a tendency to overwork the point defenses, such as from a Breeze-Cancer combo.

    I have also made some changes with the Red, usually with the shields and how too flexible they became with the ships' movement.

    Red:  Download (http://www.mediafire.com/file/6zv4jf5iq2u11mw/Oculian_Berserks_0.4.2a.rar)
    Version 0.4.2
    Spoiler
    Quote
    • 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.)
    [close]

    Hotfix 0.4.2a
    Spoiler
    Quote
    • 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.
    [close]

    I still haven't got a word from EI after the 0.4.1 patch. Considering how long has it been since the last time she went hiatus.

    You can tell me if you find the Red too powerful. Apologies if the patch came in here too fast.
    Title: Re: [0.8a] Red (V 0.4.2) and [N/A] Blue Mods
    Post by: SierraTangoDelta on May 24, 2017, 08:41:57 PM
    I don't see them flying around much. Do they leave their home system at all?
    Title: Re: [0.8a] Red (V 0.4.2) and [N/A] Blue Mods
    Post by: Protonus on May 24, 2017, 09:03:17 PM
    I don't see them flying around much. Do they leave their home system at all?

    I think it has something to do with their location, placed below the star map with 6 size capital. I'm working on changing the values but not too high to affect the global market.

    It happened once before, and costs on supplies and fuel inflated to the point where starting new game isn't applicable for any fleet with high maintenance requirements.

    Edit: It should hit somewhere closer to home, since they are supposed to be an invasive faction.

    It's done.

    Adalie and Pax Proper station are now seperate entities, and the capital will supply the starbase resources to build the fleets.
    Title: Re: [0.8a] Red (V 0.4.2a) and [N/A] Blue Mods
    Post by: Harmful Mechanic on May 25, 2017, 09:39:25 PM
    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.
    Title: Re: [0.8a] Red (V 0.4.2a) and [N/A] Blue Mods
    Post by: Protonus on May 25, 2017, 10:41:24 PM
    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.

    I was actually hoping for someone would give me criticism about how the mod works on other people's perspective and how it affects the core gameplay when this mod shows up. Frankly, I disregarded most of it during my state of un-longing behavior in the past and to no avail become so arrogant that I built the mod without thinking anything else but to put concepts forward and onwards. I can't say how mortified I was realizing the mistakes I did and how it affect me as a person and how this mod actually reflected on what have I been doing.

    Additionally, this habitual issue was persistent since the mod's release on 0.65a, which does led to terrible outcry ever since I left the forums.

    While I can find ways to bring the mod up, I can't say much on how buggy the mod actually is. Most of the script is usually at barebones, most of it originated from the base, and the operating system used is an isolated Windows 7.

    On the gameplay side, the wings are supposedly handled by how plentiful the crew is on a carrier, but since the OBA uses virtually pilotless fighters, the faction simply ignored this flaw as there is no significant code that disallows the launch bay from building more. The Red drones still need some work, especially when the craze for Cancer barrages is already up in the air, which will be addressed by the next few patches.

    I cannot do much on how the AI renders its attack patterns on the wings though, it has been there since the Red introduces attack drone ships as a ship system. Every time a ship is seemingly overwhelmed by fighters, it disregards the host and starts attacking the weak drones aimlessly despite how low the statistics value the fighters had. I could take the shields off them completely and focus on how their weapons are fired or decrease their maneuverability and deal with the ship statistics that controls the flux shield correlating to the weapons.

    All I could wish now is to take the criticism for granted and feel terrible on how I ruined the Red and Blue mods, and myself as a person.
    Title: Re: [0.8a] Red (V 0.4.2a) and [N/A] Blue Mods
    Post by: Harmful Mechanic on May 25, 2017, 11:45:17 PM
    All I could wish now is to take the criticism for granted and feel terrible on how I ruined the Red and Blue mods, and myself as a person.

    I don't think that level of melodrama is necessary. Or constructive.

    Instead, now that you know there are problems, ask for help fixing them. Much better use of your time and energy than beating yourself up.
    Title: Re: [0.8.1a] Red (V 0.5.0a) and [N/A] Blue Mods
    Post by: Protonus on June 16, 2017, 04:57:03 AM
    Well, I'm not sure this is going to be enough. But here it is.

    Red: Download (http://www.mediafire.com/file/l4lryotvf73i4t8/Oculian_Berserks_0.5.rar)
    Version 0.5
    Spoiler
    Quote
       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.
    [close]

    I can't tell if the current drones are nerfed correctly, so I may need some feedback from the following days to make some changes.

    Additionally, I am also aware about the tournament lately, although I don't think the faction is effectively compatible with it.




    Edit: Nope, I screwed up already. Nadia just lost its built-in wings.

    Red:  Download (http://www.mediafire.com/file/h1b8x0uft9x4ucs/Oculian_Berserks_0.5.0a.rar)
    Hotfix 0.5a
    Spoiler
    Quote
       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.
    [close]

    By the way. I'm also hearing some chatter about the Ophiuchus being broken in general: in terms of statistics, built-ins, size, grammar and pretty much everything else.

    The "grammer" part will be addressed but definitely needs some attention. Proposing in cutting it apart.
    Title: Re: [0.8.1a] Red (V 0.5.0a) and [N/A] Blue Mods
    Post by: Takion Kasukedo on June 16, 2017, 12:49:21 PM
    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.
    Title: Re: [0.8.1a] Red (V 0.5.0a) and [N/A] Blue Mods
    Post by: Protonus on June 16, 2017, 05:00:57 PM
    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.

    Yes.
    Title: Re: [0.8.1a] Red (V 0.5.0a) and [N/A] Blue Mods
    Post by: SierraTangoDelta on June 18, 2017, 07:56:33 PM
    The Aeneas freighter seems way too strong for it's cost. 20k cargo capacity is excessive, I'd bring it down to around as much as an Atlas to be balanced. It's also as well armed as a battlecruiser.
    Title: Re: [0.8.1a] Red (V 0.5.1) and [N/A] Blue Mods
    Post by: Protonus on June 18, 2017, 10:13:31 PM
    Red:  Download (http://www.mediafire.com/file/2bb71823kpuztk7/Oculian_Berserks_0.5.1.rar)
    Version 0.5.1
    Spoiler
    Quote
       Supercapitals have been removed from the Oculian roster.
    [close]
    Title: Re: [0.8.1a] Red (V 0.5.1) Mod
    Post by: Takion Kasukedo on June 23, 2017, 04:50:55 PM
    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?
    Title: Re: [0.8.1a] Red (V 0.5.2) Mod
    Post by: Protonus on June 25, 2017, 12:46:30 AM
    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?

    Done.
    Red:  Download (http://www.mediafire.com/file/qxjvrsa92qutamy/Oculian_Berserks_0.5.2.rar)
    Version 0.5.2
    Spoiler
    Quote
       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.
    [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.
    Title: Re: [0.8.1a] Red (V 0.5.2) Mod
    Post by: Takion Kasukedo on June 25, 2017, 01:56:46 AM


    Done.
    Red:  Download (http://www.mediafire.com/file/qxjvrsa92qutamy/Oculian_Berserks_0.5.2.rar)
    Version 0.5.2
    Spoiler
    Quote
       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.
    [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.

    COMMIT TSUNDERE IN THE NAME OF THE BERSERKERS.

    On a positive note, that name.

    (Edit) - 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.)

    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. Now, if only I can find that Amina (I keep thinking it was supposed to be called Anima)...
    Title: Re: [0.8.1a] Red (V 0.5.2) Mod
    Post by: Protonus on June 25, 2017, 07:10:17 AM
    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.

    In the Vanilla setting, they're supposed to be located right below Hybrasil, hidden in somewhere in Deep Hyperspace.

    In Nexerelin, the Red was routinely remove from the Rules since the mod was inactive for nearly 2 years. I've already sent a request to bring it on again.


    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.

    They quite are. With these traits, they are essentially a High-tech pirate faction but enjoys the cheap, very stable technology.


    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)

    The level of damage output Oculian weapons are focused at sub-par levels but maintains high efficiency to maximize their use on shields. Although I'm planning to implement more small weapons to give both vanilla ships and the Oculians some variety.


    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).

    There were some rambling from a certain source about the Oculian fighter wings for being too powerful, which resulted to the substantial nerf that was given earlier. If there is enough feedback, I might give the Breezes and some other drones a little notch or two.


    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.

    More missile types are planned for the next patch, usually to fill up the roles for the Shimakaze launcher. More Torpedo variants are noted.


    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)...

    I do believe I put Amina in there for the sake of future factions that will be using "Anima" as a powerful deterrent. Namely by Tri-Tachyons or some overpowerful ship that uses some special heretic magic to protect itself from attacks.

    The other reason for it is being bilingual. In Tagalog "Amin na" means "It's ours/mine".


    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.

    Thanks a lot for your personal feedback, and also thanks to EI for putting up a faction like this. The Red has been growing on me for some time, and I think it'll be a waste if I don't give it the love it deserved.
    Title: Re: [0.8.1a] Red (V 0.5.2) Mod
    Post by: DinoZavarski on June 25, 2017, 10:22:10 AM
    Found game-breaking typo in last version:

    In data/world/factions/factions.csv "Oculus.faction" must be "oculus.faction"

    Title: Re: [0.8.1a] Red (V 0.5.2) Mod
    Post by: Takion Kasukedo on June 25, 2017, 01:29:40 PM
    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.

    Also another question.

    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.
    Title: Re: [0.8.1a] Red (V 0.5.2a) Mod
    Post by: Protonus on June 25, 2017, 06:54:33 PM
    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.

    I already found out the fighters die a little too fast since the Refit Time is lengthened. This was made to compensate the indispensable utility of being drone fighters as piloted-fighters require a numbered crew that is dependable to the player's economy. Although slight adjustment have been made to make them slightly swarmy in their part.

    The Reserve Deployment is, well, reserved to true-ended drone carriers that have less firepower on their own but more on their drone wings. I think this is a good call for them. I may want to put in an improved version of this if it is needed.

    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.

    Somehow, you answered your own question partly. Yes, the drones are supposed to be built-in so that the Oculian ships have room to customize their small OP count with OP-efficient weapons.

    For the Praetorians built-in wings mostly, however, they are restricted only for the Praetorian carriers, since they are already made with built-in mods to match along with their upgraded counterparts. Their higher OP cost suggests for more powerful carriers to carry them.

    Built-in wings are there to keep the ship builds manageable since some may draw too much attention by strapping overly high-OP weapons on few parts of the ships. While I do not have enough knowledge nor the game could support the code anyway, the most of the ships will have to stay with built-in drones.



    Found game-breaking typo in last version:

    In data/world/factions/factions.csv "Oculus.faction" must be "oculus.faction"

    Done.
    Red:  Download (http://www.mediafire.com/file/jvbw8dkkx4y822p/Oculian_Berserks_0.5.2a.rar)
    Version 0.5.2a
    Spoiler
    Quote
       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).
    [close]

    If there are any more issues, feel free to tell away. ;D
    Title: Re: [0.8.1a] Red (V 0.5.2a) Mod
    Post by: Takion Kasukedo on July 31, 2017, 01:47:02 AM
    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.
    Title: Re: [0.8.1a] Red (V 0.5.2a) Mod
    Post by: Protonus on July 31, 2017, 04:25:50 AM
    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.

    Actually, I don't know someone would wait out on this mod, considering this mod was made for the fun of it.

    There some stops so far, including the redevelopment of Blue, but there is this little thing that shown off recently.

    Spoiler
    (http://i.imgur.com/NmNQ6Ix.png)

    There was a complaint about an old model being broken by bypassing the carrier slots beyond its standard size, changes were made to compensate the management. I'm currently holding this on rare, unless some would actually want this as an IBB.
    [close]


    Edit:
    Actually, there was one thing that keeps me procrastinated bit too long than I can actually hold on to. He keeps getting in between from working the mod and actual work, it gets annoying sometimes.
    Title: Re: [0.8.1a] Red (V 0.5.2a) Mod
    Post by: etherealblade on July 31, 2017, 08:44:33 PM
    Quote
    Spoiler
    (http://i.imgur.com/NmNQ6Ix.png)
    [close]

    Prontus....I...I...I LOVE IT! Please have that as the faction guardian of the home planet, Bount mission or something. That would be awesome!
    Title: Re: [0.8.1a] Red (V 0.6.0) Mod
    Post by: Protonus on August 03, 2017, 06:54:50 AM
    Done.

    Red:  Download (http://www.mediafire.com/file/ae2h7mwk3i2vdcg/Oculian_Berserks_0.6.0.rar)
    Version 0.6
    Spoiler
    Quote
       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.
    [close]

    If you guys have any problems, just say the word.
    Title: Re: [0.8.1a] Red (V 0.6) Mod - August 3, 2017
    Post by: Vixor on August 03, 2017, 11:17:35 AM
    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.
    Title: Re: [0.8.1a] Red (V 0.6) Mod - August 3, 2017
    Post by: Protonus on August 03, 2017, 07:02:42 PM
    Fixed. :o

    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.
    Title: Re: [0.8.1a] Red (V 0.6) Mod - August 3, 2017
    Post by: Jojo_195 on August 03, 2017, 07:47:16 PM
    Is it compatible with Nexerelin yet?  ???
    Title: Re: [0.8.1a] Red (V 0.6) Mod - August 3, 2017
    Post by: Protonus on August 03, 2017, 07:54:28 PM
    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.
    Title: Re: [0.8.1a] Red (V 0.6) Mod - August 3, 2017
    Post by: Jojo_195 on August 03, 2017, 08:03:37 PM
    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
    Title: Re: [0.8.1a] Red (V 0.6) Mod - August 3, 2017
    Post by: Protonus on August 04, 2017, 03:54:32 AM
    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

    Considering the Nexerelin features require files from their side, it's unlikely the Red would function properly yet.

    Glad you're excited to see this revitalized mod in Randomized action though. ;)
    Title: Re: [0.8.1a] Red (V 0.6) Mod - August 3, 2017
    Post by: Histidine on August 04, 2017, 04:09:27 AM
    Which part of Nexerelin compatibility have you been unable to implement on your side? All of it should be doable in the faction mod.
    Title: Re: [0.8.1a] Red (V 0.6) Mod - August 3, 2017
    Post by: Protonus on August 04, 2017, 05:50:58 AM
    Which part of Nexerelin compatibility have you been unable to implement on your side? All of it should be doable in the faction mod.

    I think it is already solved in the mod's java script, but I wasn't sure if it is enough.

    Written this way:
    Code
    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!");
            }
        }

    I have also sent you the faction script on your side which should grant Red the faction access.
    Title: Re: [0.8.1a] Red (V 0.6) Mod - August 3, 2017
    Post by: Histidine on August 04, 2017, 08:25:06 PM
    Title: Re: [0.8.1a] Red (V 0.6.0a) Mod - August 5, 2017
    Post by: Protonus on August 05, 2017, 12:12:21 AM
    Done.

    Red:  Download (http://www.mediafire.com/file/cbfz8xbx6q97xt3/Oculian_Berserks_0.6.0a.rar)
    Version 0.6.0a
    Spoiler
    Quote
       Added Nexerelin data and updated Nexelerin script.
    [close]
    Nexerelin input (http://www.mediafire.com/file/87iglr366008eyn/Nex_files.rar).

    Initial screenshot with the pirates.
    Spoiler
    (http://i.imgur.com/BoKahql.png)
    [close]

    I might need to consider using that certain Industry skill mod for maximum efficiency though. There it is: Industrial Skill Expansion (http://fractalsoftworks.com/forum/index.php?topic=12524.0)
    Title: Re: [0.8.1a] Red (V 0.6.0a) Mod - August 5, 2017
    Post by: Takion Kasukedo on August 05, 2017, 07:15:18 AM
    IT IS TIME.
    Title: Re: [0.8.1a] Red (V 0.6.0a) Mod - August 5, 2017
    Post by: Takion Kasukedo on August 07, 2017, 09:32:21 AM
    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.
    Title: Re: [0.8.1a] Red (V 0.6.0a) Mod - August 5, 2017
    Post by: Jojo_195 on August 09, 2017, 05:40:58 PM
    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?
    Title: Re: [0.8.1a] Red (V 0.6.0a) Mod - August 5, 2017
    Post by: Protonus on August 09, 2017, 07:23:14 PM
    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.

    Aren't they AIs hellbent on destroying humanity?

    Close, but not that too far off. The new lore is reinstated that the Oculian Berserks wanted to be human... by trying to slaughter a whole lot of them as what humanity seems to be aiming for anyway.
    Spoiler
    This gets a tad close to a certain wall.
    [close]
    Title: Re: [0.8.1a] Red (V 0.6.0a) Mod - August 5, 2017
    Post by: Takion Kasukedo on August 10, 2017, 04:03:33 AM
    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.

    Actually this is pretty fine now that I think about it, it's kind of your choice (unless El does indeed come back) if you want to do the relations thing.

    Oh, and the Amina is a blast. I love it.

    Title: Re: [0.8.1a] Red (V 0.6.0a) Mod - August 5, 2017
    Post by: Protonus on August 23, 2017, 07:46:15 AM
    I just thought of putting this little guy in action. Thought Spriters' Judgement would have been a good spot to put it, but this feels more pushed on to something unusual.

    Spoiler
    (http://i.imgur.com/LtSQEbz.png)
    [close]
    Title: Re: [0.8.1a] Red (V 0.6.0a) Mod - August 5, 2017
    Post by: Mr. Nobody on August 23, 2017, 12:03:46 PM
    Spoiler
    METAL BAWKSES
    [close]
    Title: Re: [0.8.1a] Red (V 0.6.0a) Mod - August 5, 2017
    Post by: Takion Kasukedo on August 23, 2017, 05:06:00 PM
    "Look, Proto's...PROOOTOOO'S! Our enemies hide in METAL BARGES, THE COWARDS...THE FOOLS! WE WILL...We will take away from them...their metal barges."
    Title: Re: [0.8.1a] Red (V 0.6.0a) Mod - August 5, 2017
    Post by: SierraTangoDelta on August 28, 2017, 08:35:31 PM
    Where do I put those nexerelin files?
    Title: Re: [0.8.1a] Red (V 0.6.0a) Mod - August 5, 2017
    Post by: Protonus on August 28, 2017, 10:30:57 PM
    Where do I put those nexerelin files?

    In the Nexerelin mod folder, the "rules.csv" should be placed at Campaign directory. It should look like this one.

    (http://i.imgur.com/tc69Az8.jpg)


    While the "mod_factions.csv" is placed at "config/exerelinFactionConfig" where other once-built-in factions are usually implemented.

    (http://i.imgur.com/KAjDMh0.jpg)


    I already put up a request for Red to be implemented by the next patch. In the mean time, this is the only way for the faction to be formally available as a Nexerelin faction, although it functions as a regular without it.

    I tried putting up a built-in Nexerelin files, but the UI selection box (from the Startup options at the beginning of a game) doesn't seem to allow inputs from Red's own .csv files and instead requires from the host (Nexerelin mod).
    Title: Re: [0.8.1a] Red (V 0.6.0a) Mod - August 5, 2017
    Post by: lechibang on September 08, 2017, 11:50:21 PM
    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.
    Title: Re: [0.8.1a] Red (V 0.6.0a) Mod - August 5, 2017
    Post by: Lucretius on September 09, 2017, 12:23:14 AM
    this is one of my favorite mod so far along with the most famous ones on here, there are so much possibilities with the amount of hulls you implemented, cant wait for blue ^^
    Title: Re: [0.8.1a] Red (V 0.6.0a) Mod - August 5, 2017
    Post by: Protonus on September 12, 2017, 01:10:50 AM
    Thanks for giving the mods support, considering how confused I am seeing myself with this attention.

    What is this feeling?

    I really appreciate it. :o

    Can we expect Blue to be a high-powered high-tech faction with expensive ships, with quality over quantity in mind? ;D ;D

    Not in the exact point of specifics, but it should definitely be against the Red's criteria.

    "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.

    Actually, I had to recycle of what was left in PT's storyline since the compatibility of its story is too outlandish to be a part of the Persean sector. I basically have no idea how to avoid "spoiling the beans" (I think) on how should PT would handle the Perseans let alone being a large faction in the setting proper.

    To put it, Blue is proposed to go under the new banner called the XLU with a different story.
    Title: Re: [0.8.1a] Red (V 0.6.0a) Mod - August 5, 2017
    Post by: lechibang on October 03, 2017, 11:13:06 PM
    So, any plans for the mothership yet?
    Title: Re: [0.8.1a] Red (V 0.6.0a) Mod - August 5, 2017
    Post by: Histidine on October 05, 2017, 05:42:26 AM
    I was under the impression that Red included all required Nexerelin files in its own folder, as instructions for which were provided. I only discovered yesterday that this was not actually done.
    (Also the Oculian spawn point was set to the star)

    Extract this over the current Oculian folder (https://www.dropbox.com/s/k44ft0rua4bo4rq/Oculian%20Berserks%20fix.zip?dl=0).

    While you're at it, fix Adalie and its station Pax Proper. The former is a size 7 market with the population 6 condition, the latter is for some reason a size 9 market (!!!) with the population 5 condition (and missing its description text).
    Just merge them into a single size 7 market, there's no good reason for a planet and its station to be separate markets.

    Also, your Version Checker support was not properly implemented. It's missing the data/config/version/version_files.csv file.
    (See thread for details (http://fractalsoftworks.com/forum/index.php?topic=8181.0))
    Title: Re: [0.8.1a] Red (V 0.6.0a) Mod - August 5, 2017
    Post by: gun&drink on April 02, 2018, 07:50:06 AM
    any progress with this? I wasn't that fond to this mod at first (the first time I installed it just to kill that Titan thing ), but the last balance patches and that cycle formation the drones do now makes it a fairly interesting mod. it's just a shame because right now they don't really do much on nexerelin
    Title: [0.8.1a] Red (0.6.1) and Blue (0.2) Mod - April 7, 2018
    Post by: Protonus on April 07, 2018, 01:30:30 AM
    Right. Sorry, I'm a little late.

    Hopefully, this version would get the Nexerelin fixed.

    Red:  Download (https://bitbucket.org/Protonus/red-and-blue/downloads/Oculian%20Berserks%200.6.1.rar)
    Version 0.6.1
    Spoiler
    Quote
       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.
    [close]


    Blue:  Download (https://bitbucket.org/Protonus/red-and-blue/downloads/Extratential%20Lanestate%20Union%200.2.rar)
    Test Re-release
    Spoiler
    Quote
       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.
             
    [close]

    Title: Re: [0.8.1a] Red (0.6.1) and Blue (0.2) Mod - April 7, 2018
    Post by: DrakonST on April 07, 2018, 07:16:19 AM
    Oh My God...
    Spoiler
    (https://pp.userapi.com/c824502/v824502715/fcdef/bsIGAt42JmU.jpg)
    [close]
    Title: Re: [0.8.1a] Red (0.6.1) and Blue (0.2) Mod - April 7, 2018
    Post by: A Random Jolteon on April 07, 2018, 09:21:07 AM
    Oh My God...
    Spoiler
    (https://pp.userapi.com/c824502/v824502715/fcdef/bsIGAt42JmU.jpg)
    [close]
    You know, I was confused at first. I didn't see anything special. All I saw was an Onslaught and a Dragon.

    Then I saw the hangar on the Onslaught. Then I saw the weapons.

    I am now downloading this mod. Just for that.
    Title: Re: [0.8.1a] Red (0.6.1) and Blue (0.2) Mod - April 7, 2018
    Post by: DrakonST on April 07, 2018, 12:05:59 PM
    Its Juggernaught from "Blue", a evil mutant with some destroyable parts. And also, mod has have a badass Legion with 6 hangars and 4 large weapons.
    Title: Re: [0.8.1a] Red (0.6.1) and Blue (0.2) Mod - April 7, 2018
    Post by: Kevin Flemming on April 07, 2018, 03:14:58 PM
    Both download links have the same file. Only the Reds.
    Title: Re: [0.8.1a] Red (0.6.1) and Blue (0.2) Mod - April 7, 2018
    Post by: Protonus on April 07, 2018, 07:19:02 PM
    Jeez, I forgot to put up the link in the main page. It's up now.
    Title: Re: [0.8.1a] Red (0.6.1) and Blue (0.2) Mod - April 7, 2018
    Post by: Kevin Flemming on April 08, 2018, 01:10:47 AM
    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.
    Title: Re: [0.8.1a] Red (0.6.1) and Blue (0.2) Mod - April 7, 2018
    Post by: DrakonST on April 09, 2018, 03:00:26 AM
    One planet moves so quickly that the NPC fleet can't catch up in any way. In Nexerelin it leads to accumulation of a large number of the minning fleets.
    Spoiler
    (https://pp.userapi.com/c844720/v844720938/24f4d/iCzUeG5jVoo.jpg)
    [close]
    Spoiler
    (https://pp.userapi.com/c844720/v844720938/24f57/WwvEpQlhsl4.jpg)
    [close]
    Title: Re: [0.8.1a] Red (0.6.1) and Blue (0.2) Mod - April 7, 2018
    Post by: Protonus on April 09, 2018, 03:09:24 AM
    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.
    Title: Re: [0.8.1a] Red (0.6.1) and Blue (0.2) Mod - April 7, 2018
    Post by: DrakonST on April 09, 2018, 04:01:36 AM
    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?

    Also, Concerning balance of the ships everything is good. But weapons... Why it SO overpowered? A supermortar with 15 OP and range 900 and 300+ DPS eat 50 Flux, its very, very abnormally. Or kinetic shotguns, have a wery good damage but are too flux-effective. Why we need a Neelders with 15 OP if we have more powerful, flux-effective cannons with 10 OP(or 11, i forgot this).

    And other extreme big dual drivers, 500 DPS with 800 Flux and 25OP it doesn't make sense, this will be a more flux effective(like a 600-700 Flux) or lover OP cost.

    These guns allow to do the ship a more powerful and at the same time not to overheat this ship.
    Title: Re: [0.8.1a] Red (0.6.1) and Blue (0.2) Mod - April 7, 2018
    Post by: Protonus on April 09, 2018, 06:41:23 AM
    Right. I haven't thoroughly checked all the script that may have issues, this may include this auxiliary planet that I haven't paid much attention of, thank you for that.

    Additionally, the Hyvel cannon is intended to be a heavier variant of the high velocity cannon and since Mjolnir doesn't use Kinetic damage, I assume it would fill in the role as a Kinetic variant. As for the rest, with the Hyvel, they will be addressed shortly once I'm done testing with Nexerelin code.
    Title: Re: [0.8.1a] Red (0.6.1) and Blue (0.2) Mod - April 7, 2018
    Post by: RandomnessInc on April 09, 2018, 07:21:37 AM
    Good to see this back, I was worrying that it was dead, and the Blue are out, which is welcome addition.
    Title: Re: [0.8.1a] Red (0.6.1) and Blue (0.2.1) Mod - April 9, 2018
    Post by: Protonus on April 09, 2018, 08:18:30 AM
    Thanks. I'm looking into the two factions and see how they go.

    Blue:  Download (https://bitbucket.org/Protonus/red-and-blue/downloads/Extratential%20Lanestate%20Union%200.2.1.rar)
    Version 0.2.1
    Spoiler
    Quote
       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.
    [close]
    Title: [0.8.1a] Red (0.6.1) and Blue (0.3/0.3.1) Mod - April 14, 2018
    Post by: Protonus on April 11, 2018, 09:16:49 PM
    This next update pretty much tackles some of ship changes, the home system and its diluted market.

    Blue:  Download (https://bitbucket.org/Protonus/red-and-blue/downloads/Extratential%20Lanestate%20Union%200.3.rar)
    Version 0.3
    Spoiler
    Quote
       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.
    [close]


    Edit:
    Don't know posting redundantly would be good, so this page is edited instead.

    Blue:  Download (https://bitbucket.org/Protonus/red-and-blue/downloads/Extratential%20Lanestate%20Union%200.3.1.rar)
    Version 0.3.1 - Short patch
    Spoiler
    Quote
       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.)
    [close]
    Title: Re: [0.8.1a] Red (0.6.1) and Blue (0.3.1) Mod - April 14, 2018
    Post by: Takion Kasukedo on April 14, 2018, 05:44:14 PM
    This is a list on ships that could probably do with an OP Increase/Decrease. I'm aware Oculus weapons are very OP-light, but some are flux heavy-ish, like the Freya. This needn't change.

    Destroyers-----

    Spoiler
    Tsundere - [+5]. In terms of OP, it seems like the Tsundere may be in a safe spot, until you consider the ships it'd usually face would be that of the like of KE-strong ships or ones capable of keeping up with the Tsundere, like a Medusa, or overdriven Hammerheads, that could smash through the defences if the Tsundere doesn't have a flux-efficient loadout.
    [close]

    Cruisers--------

    Spoiler
    Basilisk - [+10/20] This is practically the most flux-intensive ship out of the Oculus cruisers so far, due to the double Freya Cannons. It's likely it may never need said increase, until you consider what hullmods may need to be in place in order for the Basilisk to survive in battle. Considering I never RB my ships unless really necessary, I do intend to fit ITU/HS to the ships when possible, which are 15 for cruisers. This means the Basilisk doesn't have much for flux capacity, and considering the Freya Cannons, it'll overflux very easily. So a raise of 10 or more will ensure that it'll have just that little more to survive a little longer.
    [close]
    Spoiler
    Geyser - [+5/10] Likely down to the ship having bad flux dissipation and being aware to the fact that it is pretty fast, the Geyser is the least likely candidate for the flux increase, therefore it gets a very low number for a flux increase of 5/10. It'll survive a little longer, yes, but it's efficient speed wise anyway.
    [close]

    Capitals--------

    Spoiler
    Amina - [+20/-10] The Amina is a VERY good Capital for what it can pull off. You can chase ships effectively in the Amina, you can keep pressure in the Amina, heck, you can downright flank ships in it. This is likely the only candidate on the list that needs a decrease in flux due to it's already pretty capable arsenal. The Amina, while astonishingly good at being utterly capable, is not without a minor downside, which is capacity. It's likely due to the Amina being with two Pixel ++ and a Freya as the large built-in weapons, but the Amina never seems to get enough PD. Or sustained fire.
    [close]
    Spoiler
    Etna - [+25/50] The Big One, and a nearly incapable ship for it's own technicality, you have to play this fast Battleship (haha, battleship) right or suffer harder than a Falcon when your opponents get your ship overloaded. Sure, it's fast, but the peak performance time is lacking, and you can't afford to fully kit it out, without considering the PPT and Range. The speed and sometimes, the range save this ship from total destruction. The severe increase in OP will mean it can stock up in either Flux Capacity/Vents or it can stock on hullmods like HS or ITU and still have some left over for other essentials.
    [close]
    Title: Re: [0.8.1a] Red (0.6.1) and Blue (0.3.1) Mod - April 14, 2018
    Post by: DrakonST on April 17, 2018, 06:20:31 PM
    Hey, wait a moment, so shouldn't be!
    Spoiler
    (https://i.imgur.com/MF4VZw2.jpg)
    [close]
    Spoiler
    (https://i.imgur.com/cAIXFTS.jpg)
    [close]
    Title: [0.8.1a] Red (0.6.2) then (0.7) and Blue (0.3.1a) Mod - April 26, 2018
    Post by: Protonus on April 17, 2018, 10:46:22 PM
    Looked into some of the ships that needed changes and made some tweaks in order to suit them. Additionally, made some changes to wing availability, reducing some of the built-ins in order to compensate the change.

    Red: Download (https://bitbucket.org/Protonus/red-and-blue/downloads/Oculian%20Berserks%200.6.2.rar) Check below.
    Version 0.6.2
    Spoiler
    Quote
       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.
    [close]

    Blue: Download (https://bitbucket.org/Protonus/red-and-blue/downloads/Extratential%20Lanestate%20Union%200.3.1a.rar)
    Version 0.3.1a - Hotfix
    Spoiler
    Quote
       Faction Generation:
          Changed starting relations with certain factions.
       Weapon changes:
          Colossus Mining Blaster:
             Fixed Built-in status.
    [close]

    If there are any issues, feel free to leave message. ;)


    Edit:
    Home system has been moved, so it may break saves.
    Red:  Download (https://bitbucket.org/Protonus/red-and-blue/downloads/Oculian%20Berserks%200.7.rar)
    Version 0.7
    Spoiler
    Quote
       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.
    [close]

    Another edit:
    Significant changes to the XLU.
    Blue:  Download (https://bitbucket.org/Protonus/red-and-blue/downloads/Extratential%20Lanestate%20Union%200.4.rar)
    Version 0.4 - Armada Overhaul, some ships removed, most ships refitted.
    Spoiler
    Quote
       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.
    [close]
    Disclaimer: There are some unmentioned changes that have not been observed.

    If there are any issues, feel free to leave message. ;)
    Title: Re: [0.8.1a] Red (0.7) Mod - July 20, 2018
    Post by: Fatman_D on November 26, 2018, 09:29:46 AM
    Great mod, enjoyed your work.
    Btw, the 0.9a is out, can we scrap those robo-brains for our colonies development one day? XD
    Title: Re: [0.8.1a] Red (0.7) Mod - July 20, 2018
    Post by: Lesolan on January 02, 2019, 07:39:32 AM
    Any idea on an ETA for .9?
    Title: Re: [0.8.1a] Red (0.7) Mod - July 20, 2018
    Post by: Protonus on January 03, 2019, 02:03:23 AM
    It's being looked at, but it isn't really much a surprise when it comes out. Bugs, compatibility and overlaps.
    Title: Re: [0.8.1a] Red (0.7) Mod - July 20, 2018
    Post by: GerdyBird43 on September 18, 2019, 04:28:04 AM
    Im having a problem with this mod. I doubt this will be read but every time I try to start the game with this mod on the game closes out and I receive a message saying - ( Fatal: Weapon spec [ob_doris_shield_standard] not found! Check starsector.log for more info. ) I need help.
    Title: Re: [0.8.1a] Red (0.7) Mod - July 20, 2018
    Post by: Takion Kasukedo on September 19, 2019, 03:44:26 AM
    You're using the wrong version and it hasn't been updated yet. Protonus is working on it though. Patience is key.
    Title: Re: [0.9.1a] Red (0.8) Mod - December 6, 2019
    Post by: Protonus on December 06, 2019, 07:23:15 AM
    Right. There have been some significant changes with this one, made new sprites and a new hullmod system. The "elite" versions are removed, for now, so that I can understand how the new updated hulls would work latere on as I work more on this new version.

    This is more on to keep the ship roster to a manageable size without compromising specialization as the mod's goal intended. The way how ships behave are still pretty much the same but with the new hullmods you can play around more often. Weapons get some changes too, but not too far out, though some have niche perks with PD.

    Since this is a counterpart for Blue, I might have plans for other things. Such as, a bit contrary, new ships, new weapons and more hullmods. But I'll see to it.

    Red: Download (https://bitbucket.org/Protonus/red-and-blue/downloads/Oculian_Armada_0.8.rar)
    Version 0.8
    Spoiler
    Quote
       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.
    [close]


    Argh. Screwed up at launched. Hang on, putting up a fix.

    All right. The pack is re-uploaded with the new fix.
    Title: Re: [0.9.1a] Red (0.8) Mod
    Post by: nb8 on December 06, 2019, 09:30:09 AM
    man you had sprites
    I'm sorry, I respect your work, I respect you
    but these new sprites are just 20 times worse
    Title: Re: [0.9.1a] Red (0.8) Mod
    Post by: haloguy1 on December 06, 2019, 06:17:41 PM
    man you had sprites
    I'm sorry, I respect your work, I respect you
    but these new sprites are just 20 times worse

    Everyone has a right to their own opinions, but you wrong. These ships look great.
    Title: Re: [0.9.1a] Red (0.8) Mod
    Post by: Harmful Mechanic on December 06, 2019, 06:57:05 PM
    I'd argue that these new sprites are better; they're original work, they're cohesive, and they suit the mod. They're not a great match for vanilla (look who's talking), but it's good enough to be worth improving further from here. It's a leap in quality from where Red started.

    Looks neat and while I don't think I'll play with it often, I look forward to checking it out.
    Title: Re: [0.9.1a] Red (0.8) Mod
    Post by: nb8 on December 07, 2019, 12:37:32 AM
    they are dark and poorly visible, they have much less detail than the old ones, they look flat and not embossed like the old ones, in my humble opinion, this is a serious deterioration.
    Title: [0.9.1a] Red (0.8.1) Mod
    Post by: Protonus on December 10, 2019, 09:24:08 PM
    Some fixes and some minor changes. Hopefully it doesn't crash. Hopefully. :-[

    Red: Download (https://bitbucket.org/Protonus/red-and-blue/downloads/Oculian_Armada_0.8.1.rar)
    Version 0.8.1
    Spoiler
    Quote
       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.
    [close]


    With regards to the major art change:

    I had to work on the ship sprites since it wasn't a good feel of retaining the heavy carbon-copy cut-out of Tri-Tachyon while having lower stats than the faction originated from. The ships were also too massive to fit what classes they have a role in and are too redundant to represent which one could serve the role.

    Additionally, founder of the mod also specified before her leave that she wanted to make that ugly-cute look with bulbous structures that came out immediately from a factory to be delivered into the fight. Which is why the Tri-Tachyon pieces were even borrowed from the first place.

    This change is not something everyone would be happy about, nor did this mod had anything in the past. It is the only conclusion I had to work with due to the scenarios it went through.
    Title: Re: [0.9.1a] Red (0.8.1) Mod
    Post by: HereticKannon on December 14, 2019, 08:22:27 PM
    I like the new ship art. It's unique and matches well with the built in hullmod which states that the ships are built with plastic exteriors. I'm playing with them in a new playthrough, I'll let you know what I think after I get a better feel for them. Initial comments are that I find the combination of generally low monthly supply cost with high recovery cost an interesting aspect. Well, high with the chemical core hullmod which some of these ships seem like they outright require. An example of which is the Basilix which will flux itself to death without it. With the hullmod at least it does it more slowly.

    Anyway, point is that I like how the little guys look and am glad to have them to play around with. Thanks for all of your hard work updating the mod!
    Title: Re: [0.9.1a] Red (0.8.1) Mod
    Post by: Nanao-kun on December 17, 2019, 09:33:51 AM
    Wao, liking the new sprites. There's definitely room for future improvement, but this is a really good starting point.
    Title: Re: [0.9.1a] Red (0.8.1) Mod
    Post by: CrixM on December 25, 2019, 10:00:35 PM
    This is a pretty minor gripe, but the mod weapons aren't properly tagged as belonging to the red-faction, instead showing up as "common"
    Title: Re: [0.9.1a] Red (0.8.1) Mod
    Post by: theville on December 26, 2019, 11:00:15 PM
    I don't mean anything mean about this but the ships look like breads with a chocolate toppings. and I like it!!  ;D ;D
    Title: Re: [0.9.1a] Red (0.8.1) Mod
    Post by: Nym on January 31, 2020, 05:22:34 AM
    I love joining a faction of anime red heads just to sell intergalactic cookies. (Poor boys though, if they existed at all, hiding their faces. Assuming if they're as cute as the anime girls in the administry of the faction.)

    The ships could use a... touch up on a more sharper color-wise end, but from what I gathered, they are mostly made with plastic and circuitry, so I kinda understand.

    I just wished some ships have as sharp look as the weapons, but otherwise, it's funny that not only I'm a [REDACTED], illegally selling harvested human internal meat from any enemy defeated and chemicals that give them euphoria, but I'm also floating through space selling cookies with my fast ships!  ;D
    Title: [0.9.1a] Red (0.8.2 & 0.8.3) Mod
    Post by: Protonus on February 22, 2020, 12:45:42 AM
    Thanks, I'll give out new changes in the near future with the current sprites and see if they stick.

    Fleet economy changes and minor fixes.
    Red: Download (https://bitbucket.org/Protonus/red-and-blue/downloads/Oculian_Armada_0.8.2.rar)
    Version 0.8.2
    Spoiler
    Quote
       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.
    [close]

    Soft launch.
    Just some weapon rebalancing and 2 new additions to the Red's newly introduced core system.
    Red: Download RAR (https://bitbucket.org/Protonus/red-and-blue/downloads/Oculian_Armada_0.8.3.rar) / ZIP (https://bitbucket.org/Protonus/red-and-blue/downloads/Oculian_Armada_0.8.3.zip)
    Version 0.8.3
    Spoiler
    Quote
       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.
    [close]

    Another soft launch.
    A high value bounty and a buff(?) to Etna.
    Red: Download RAR (https://bitbucket.org/Protonus/red-and-blue/downloads/Oculian_Armada_0.8.3a.rar) / ZIP (https://bitbucket.org/Protonus/red-and-blue/downloads/Oculian_Armada_0.8.3a.zip)
    Version 0.8.3a
    Spoiler
    Quote
       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.
    [close]
    Title: Re: [0.9.1a] Red (0.8.3a) Mod
    Post by: fellabrando on November 01, 2020, 06:42:21 PM
    This mod dead?
    Title: Re: [0.9.1a] Red (0.8.3a) Mod
    Post by: connortron7 on November 01, 2020, 07:22:41 PM
    This mod dead?
    About as dead as you are.