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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Topics - Amazigh

Pages: [1]
1
Midline medium hardpoint covers have a graphical artifact in front of them when they take damage (or have the D-mod overlay)



A note that (at least for the damage "glow") this artifact disappears when zoomed further in, but when zoomed out it is clearly visible.

2
Mods / [0.96a] Amazigh's Ship Foundry v1.1.0
« on: April 08, 2022, 05:08:06 PM »

Amazigh's Ship Foundry

Adds a Selection of Ships and Weapons.

Requires:
LazyLib
MagicLib

Frigates

Auditor - Brawler? Monitor? why not a bit of both!
Exegetes - Narrow but super efficient shield backed by a respectable weapons load, don't get flanked.
Velox - High octane high tech.
Rinka - High power ballistic aggression... wait where's the PD.
Invigilator - Focused frontal firepower, but the secondaries can't join in on the fun.
Rinka (P) - Pirates saw the Rinka, and thought it wasn't aggressive enough.
Flogger - For Fast Flexible Firepower.
Misside - For when you want a frigate with more missiles.
Dunnock - A friendly little brick of guns and armour.
[close]

Destroyers

Gaoler - Mid-tech carrier, has a supporting cluster of annoyance drones.
Bathory - Heavy sensor package, respectable armaments.
Buraq - Missile platform with incredible munitions storage for its single missile weapon.
Henki - High speed, high frontal firepower.
Peluda - A solid and flexible high-tech destroyer.
Morris - Guns guns guns!
[close]

Cruisers

Gemogee - Combat carrier, maintains the shielding of the Apogee.
Peryton - Lighter low-tech version of the Gryphon, features rapid fire but reduced missile damage.
Lanner - A large Ballistic mount and a spread of small missiles, compact and deadly.
Triarii - Drones, Shields and Armour. All the defensive measures you could ever want.
Phobia - The nightmare that keeps you up at night.
Initone - Advanced flux management, and a weapons load to match.
Ocklynge - Old, outdated, covered in guns.
Ecumenist - Compact and deadly.
[close]

Bounties

Lanner (P) - Offered by enemies to the Pirates, minimum player level 5, 100 days elapsed, fleet size 100.
Mancatcher - Offered by the Hegemony and allies, minimum player level 7, 130 days elapsed, fleet size 150.
Gutkeled - Offered by Tri-Tachyon and allies, minimum player level 5, 100 days elapsed, fleet size 120.
Nebel - Offered by Tri-Tachyon and allies, minimum player level 7, 120 days elapsed, fleet size 180.
Revizor - Offered by enemies to the Persean League.
Pneuma - Offered by the Independents and allies, minimum player level 2, 30 days elapsed.
Perytonne [Chillblain Catalyst Missile] - Offered by the Luddic Church and allies, minimum player level 10, 300 days elapsed.
Apologee [Spellbind Saturation Array] - Offered by the Sindrian Diktat and allies, minimum player level 10, 300 days elapsed.
Jorogumo - Offered by the Hegemony and allies, minimum player level 6, 100 days elapsed, fleet size 160.
Investigate Hyperspace Anomaly - Minimum player level 10
[close]

Weapons

Lamia DEM / Lerna MDEM - Standoff disruption missiles.
Bramble Smartbomb Rack - Point defense bomblet projector.
Thicket Smartbomb Launcher - Anti-fighter weapon, devastating against dense clusters.
Wasteland Smartbomb Complex - Mid-range anti-fighter solution.
Bipartisan LRM Launcher - Long range flanking missile, limited power but can maintain pressure for a long time.
Gimbal Micromissile Pod - Sustainable kinetic pressure.
Sprocket Heavy SRM - Jack of all trades, master of none. But at least it has a respectable ammunition reserve.
Destructor Rocket Artillery - Long range HE barrage fire.
Contradict Rocket Artillery - The Salamanders angrier direct-fire cousin, of sorts.
Omer Spread Missiles - Somewhat expensive swarming missiles.
Albatreos Cruise Missile - Premium anti-armour support missile.
Twister MIRV Rack - Light anti-armour spread munition.
Cockatrice DEM Torpedo - Raw EMP strike power.
Termite SRM Launcher - EMP saturation.
Cauldron Flux Shear Torpedo - EMP, Suffering, Agony.

Plasma Burster - Plasma Flak.
IR Autopulser - Simple rapid fire raw damage weapon.
X-Pulse Laser - High power general purpose laser.
Electro-Thermal Blaster - A reliable anti-armour punch in a small package.
Strobe Beam - Throw a rave, watch your enemies burn.
Micro-Pulse Repeater - It's an energy vulcan, only not.
Quad Multi-Lance - Reach out and torch someone, repeatedly.
Ion Driver - Sheer heavyweight ion burst damage.

Kaksos Autocannon - Raw kinetic assault firepower. Just watch the recoil.
Laaja Spreadcannon - It's a Shotgun.
Copperhead Gun-Launcher - Semi-guided "missiles", in a ballistic mount.
Sakset Naval Rifle - It's a Rifle.
Crockett Artillery - Heavy naval artillery.
Quicksand Machinecannon - Light anti-armour? Point Defense? why not both!
[close]

Wings

Incisor - Relatively cheap light beam support.
Hecatocles - Lots of missiles, but costs a lot of OP.
Downfall - The warthogs bigger brother.
Naja - Pressure, Disruption, Pain.
[close]

Hullmods

Ungoverned Ballistic Loader - For those who always want more dakka.
Energy Conduit Overcharger - When you want more damage, and damn the consequences.
Exposed Flux Radiators - Safety? where we're going we don't need safety, we have flux.
Ungoverned Shield Emitter - With shields this good, who needs anything else.
Overclocked Targeting Unit - When you need all the reach you can get.
Electromagnetic Flux Stabiliser - Makes overloads shorter, at a cost of some self-EMP damage.
[close]

REDACTED

[DETAILS REDACTED BY HEGEMONY COMSEC]
[close]

Special

Phantasmagoria - Unique Superfrigate, beat The Killing Trance to unlock as an optional supership start (requires nexerelin)

Transparence - Unique Superdestroyer, beat Pocketful of Rainbows to unlock as an optional supership start (requires nexerelin)

Rangda - Unique Superfrigate, beat Silent Line to unlock as an optional supership start (requires nexerelin)

Persenachia - Unique Superfrigate, beat A Lone Flower to unlock as an optional supership start (requires nexerelin)

Lafiel - Unique Destroyer, beat the test mission with a score of 75% higher and all other missions included in this mod with a score of 95% or higher to unlock the Lafiel as an optional custom start (requires nexerelin)
Note: all of the above require a game restart after beating the relevant mission(s) for the custom start unlock to fully register.


ArkTech - Available to be salvaged across the sector, attain a higher score on In search of the Ark to improve the salvage quality of the vessels when found.

Grandum
Giganberg
Gaderoga
Genbura
Gathima
Gatorbacker
Galsteel


Nieuport Linear Rifle
Salmson Burst Grenade Launcher
Lilin Missile Coil
Klabu Battle Cannon
Kabid Volley Gun
Kombeo Cluster Flak
Twin Kombeo Cluster Flak
Naxdin Anomaly Torpedo
Kufikiri Smartcannon
Sumake Magnegun
Nasibu Missile Projector
Silaha Linear Cannon
Persis Multi Seeker

[close]

Credits
The Unofficial Starsector Discord - For being a help with script errors, spriting tips and assorted balance feedback.
Dark Revenant - Script reference for Phantasmagoria shipsystem, and campaign unlock method.
[close]


Download Here

Update notes
Quote
v1.1.0
- New Ship
-- Morris

- New Skin
-- Morris (P)

- Sprocket HSRM
-- Ammo reduced from 16 to 12
-- Reload time increased from 6 to 8

- Silaha Linear Cannon
-- Damage reduced from 1000 to 900
-- Flux/Damage increased from 1.5 to 1.666

v1.0.2
Persenachia Mission Difficulty Patch

v1.0.1
Removed debug info display from Persenachia

v1.0.0
Version Checker Compatibility added

New MagicBounty
- Investigate Hyperspace Anomaly - minimum player level 10

New Ships
- Persenachia
- Edifice

New Skin
- Initone (LG)

New Weapons
- Silaha Linear Cannon
- Persis Multi Seeker
- Ion Driver
- Quad Multi-Lance

New [REDACTED]

Auditor
- Reworked
-- DP reduced from 6 to 5
-- Armour increased from 175 to 250
-- System changed to Maneuvering Jets
-- Small hybrid mount upgraded to a medium
-- Small universal mount removed
-- Shield efficiency improved from 0.8 to 0.7
-- Built-in weapon flux/damage improved from 0.75 to 0.666
-- Flux dissipation increased from 120 to 160

Revizor
- Reworked
-- DP reduced from 8 to 6
-- Hull increased from 1600 to 1800
-- Armour increased from 200 to 300
-- System changed to Maneuvering Jets
-- Shield efficiency improved from 0.7 to 0.6
-- Flux dissipation increased from 150 to 180

Grandum
- DP increased from 28 to 32

Giganberg
- Sprite Updated
- DP reduced from 32 to 28

Copperhead Gun-Launcher
- Projectile tracking improved by 25%

Sumake Magnegun
- Per shot damage increased from 50 to 60

Macron Cannon
- Flux per shot reduced from 16 to 15 (from 0.8 to 0.75 flux/dam)

Sakset Naval Rifle
- OnHit effect changed from an energy damage explosion and rearwards kinetic shrapnel, to an omnidirectional frag damage shrapnel burst.

Strobe Beam
- Damage profile slightly tweaked, should be a bit more reliable in terms of real-terms damage output matching listed statcard values.

Lilin Missile Coil
- Ammo increased from 4 to 5

Albatreos Cruise Missile
- Damage increased from 1250 to 1500
- Terminal tracking improved by ~30%

Cockatrice DEM Torpedo
- Ammo increased from 4 to 6
- Refire delay increased from 8 to 12
- Arc rate (rougly) doubled, arc damage halved

Added S-mod bonuses to the Anarchy Systems hullmods

v0.13
- New Ships
-- Ecumenist
-- Dunnock
- New Weapons
-- Crockett Artillery
-- Cauldron Flux Shear Torpedo
-- Quicksand Machinecannon

- Lustre
-- Base Shield arc increased from 120 to 150
-- Adaptive Systems no longer grants a shield arc increase as hull takes damage
-- Crash fix

- Sakset Naval Rifle
-- Turn rate reduced
-- Flux/shot increased from 850 to 900

- Termite SRM Launcher
-- Reload time increased from 6 seconds to 7.2 seconds

v0.12
- New Ship
-- Ocklynge

- New [REDACTED]

- New Weapons
-- Micropulser
-- Cockatrice DEM Torpedo
-- Termite SRM Launcher

- Exegetes
-- Deployment/Maintenange cost reduced from 8 to 6
-- Flux Dissipation increased from 200 to 250
-- Base Shield Arc increased from 30 to 50
-- Base Shield upkeep reduced from 550 to 100
-- Shield flux/damage increased from 0.2 to 0.5
-- Removed built-in Narrow Focus Shield Emitter / Stabilised Shields Hullmods

- Flogger
-- System active (acceleration) duration reduced from 1.5s to 1.4s

- Misside
-- DP reduced from 7 to 6

- Ilgryps
-- Renamed to Splendor
-- Sprite updated, with credit to Nia Tahl
-- Hull increased from 9000 to 10000
-- Flux Dissipation increased from 660 to 700
-- Shield upkeep reduced from 330 to 280
-- Shield arc increased from 200 to 210
-- Removed Built-in hullmod: Bulk Missile Storage
-- Built-in hullmod Arsenal Efficiency Overhaul renamed to Hybrid Weapons Integration
--- Removed weapon flux cost reduction
-- Added new built-in hullmod, Energy Bolt Converger (a weaker version of Energy Bolt Coherer)

- Nebel
-- Flux Dissipation increased from 660 to 700
-- Shield upkeep reduced from 198 to 175

- Jorogumo
-- Sprite tweaked

- Lafiel
-- Sprite updated, with credit to Nia Tahl

- Kaksos Autocannon
-- Flux per shot reduced from 100 to 84

- Copperhead Gun-Launcher
-- Flux per shot reduced from 88 to 72

- Laaja Spreadcannon
-- Flux per shot reduced from 68 to 60

- Pulsed Ion Beam
- Formia Sling
- Formia Storm
-- Sprites updated

- Coruscate
-- Macron Cannon (Single)
--- DPS reduced from 90 to 75
--- Range reduced from 1000 to 900

v0.11.1
- New Skin
-- Exegetes (LG)

- New Wing
-- Naja Bomber

- Phantasmagoria
-- Regulated Mode
--- Hull repair rate reduced by 20%
--- EMP resist reduced from 30% to 20%
--- Missile ammunition regeneration bonus reduced from 15% to 10%
--- Temporal Core damage resistance reduced from 40% to 30%
--- Temporal Core timescale reduced from 3x to 2.5x

- Velox
-- Flux Dissipation increased from 160 to 180

- Sakset Naval Rifle
-- Vfx/Sfx tweaked
-- Flux/shot increased from 800 to 850

v0.11
- New Ships
-- Misside
-- Initone
-- Lafiel

- New Weapons
-- Twister MIRV Rack
-- Electro-Thermal Blaster
-- Sakset Naval Rifle
-- Strobe Beam

- Exegetes
-- Sprite adjusted
-- Mounts adjusted
-- Hull reduced from 2500 to 2000
-- Armour increased from 300 to 350
-- Flux Capacity reduced from 3000 to 2000

- Lanner
-- Small turrets changed from energy to hybrid
-- Deployment point cost reduced from 23 to 20
-- Hull increased from 7000 to 7500
-- Flux capacity increased from 10000 to 11000
-- Flux dissipation increased from 525 to 650
-- Speed increased from 45 to 55
-- Turn Rate increased from 10 to 15
-- Cost reduced to 110000 from 120000

- Lanner (P)
-- Deployment point cost reduced from 26 to 22
-- Hull increased from 7500 to 8000
-- Flux capacity increased from 10000 to 11000
-- Flux dissipation increased from 500 to 600
-- Speed increased from 45 to 55
-- Turn Rate increased from 10 to 15
-- Cost inreased to 160000 from 120000

- Triarii
-- Per-Drone flat range bonus reduced from 3 to 2

- Niteo
-- Speed reduced from 75 to 70
-- Flux capacity reduced from 9000 to 8500

- Invigilator
-- Turret mount types swapped (now the rear turrets are synergy, and the front are energy)
-- Minor increase to arcs of front turrets

- Flogger
-- Infernium Afterburner
-- Charge regeneration time increased from 10 seconds to 12.5 seconds

- Phantasmagoria
-- Hull reduced from 1500 to 1250
-- Flux Capacity increased from 2500 to 3000
-- Both of the built-in weapons can now be cycled through a set of 3 options via a hullmod.
-- Core Mechanics reworked:
--- Features a "Regulator" hullmod, can be toggled on/off
---- When on: the ship is less powerful, but is easier to use and has a lower logistical overhead
---- When off: the ship displays its true potential, albeit at a cost of ease of use and a heavy logistical burden

- Transparence
-- Shield efficiency penalty when overcharged increased by 20%

- IR Autopulser
-- Flux/shot increased from 42 to 45

- Bramble Smartbomb Rack
-- Reworked, now a point defense flak-like weapon

- Thicket Smartbomb Launcher
-- Ammo/reload mechanics removed, instead now has a flat 12 second reload

- Wasteland Smartbomb Complex
-- Final submunition speed increased
-- Reload time reduced from 6 to 4
-- Ammo regeneration time reduced from 20 to 16

- Bipartisan LRM Launcher
- Gimbal Micromissile Pod
-- Sprites Updated

- Sprocket HSRM
-- Range reduced from 1500 to 1200
-- Damage reduced from 400 to 300

- Overclocked Targeting Unit
-- Range bonus reduced from 20% to 15%
-- Peak performance time reduction increased from 10% to 15%

v0.10.2
- New Weapon
-- Albatreos Cruise Missile

- Fixed Crash

v0.10.1
- Fixed crash

v0.10
- New Ships
-- Flogger
-- Phobia

- New MagicBounty
-- Jorogumo

- New [REDACTED]

- Salmson Cluster Grenade Launcher
-- Reworked (and renamed) to Salmson Burst Grenade Launcher
-- Removed ammo/regen mechanic
-- Now fires a 4 round burst
-- Each shot has lower total damage, but effective performance against armour is improved

- Sumake Magnegun
-- Damage/EMP increased from 40 to 50
-- Flux/damage reduced from 0.6 to 0.5

- Omer Spread Missiles
-- Reload time reduced from 8.9s to 4.5s (Burst DPS increased from 61 to 120)
-- Ammo regeneration time reduced from 9s to 4.5s (Sustained DPS increased from 20 to 40)

- Gleam
-- Front mount changed from Energy to Hybrid
-- Variants adjusted

- Lustre
-- Adaptive Systems Shield damage reduction maximum lowered from 70% to 40%.
-- Variants adjusted

- Fixed error with spawn rates of vessels in tri-tachyon fleets

v0.9.1
- New Weapons
-- Laaja Spreadcannon
-- Copperhead Gun-Launcher

- Plasma Burster
-- Flux/shot reduced from 48 to 45 (0.8 to 0.75 flux/damage)

- IR Autopulser
-- Range Increased from 500 to 550
-- Flux/shot reduced from 45 to 42 (0.75 to 0.7 flux/damage)

- X-Pulse Laser
-- Flux/shot reduced from 288 to 276 (1.2 to 1.15 flux/damage)

- Rinka
-- DP increased from 8 to 10
- Enhanced Ballistic Support Package
--- Range bonus reduced from 15% to 10%

- Rinka (P)
-- DP increased from 7 to 8

- Lustre
-- Adaptive Systems description updated to list details of the applied buffs

- Niteo
-- Turn Rate increased from 30 to 35
-- Turn Acceleration increased from 50 to 65

- Ungoverned Ballistic Loader
-- Now also increases Ballistic Ammo Regeneration rate by 10%.

v0.9
- New Ship
-- Triarii

- New Wing
-- Downfall Assault Fighter

- Revizor
-- Flux Dissipation reduced from 160 to 150
-- Flux Capacity reduced from 4500 to 4000
-- Shield Upkeep increased from 32 to 60

- Lanner
-- Acceleration increased from 30 to 40

- Niteo
-- Changed hulltype from Cruiser to Destroyer
-- Hull reduced from 7500 to 6500
-- Armour reduced from 750 to 700
-- Max flux reduced from 10000 to 9000
-- Flux Dissipation lowered from 700 to 600
-- OP reduced from 135 to 115
-- Speed increased from 70 to 75
-- Mass reduced from 2000 to 750
-- Cargo Capacity reduced from 80 to 60
-- Fuel Capacity reduced from 90 to 60
-- Fuel/LY reduced from 3 to 2
-- Base Value reduced from 240000 to 200000
-- Peak CR time reduced from 540 to 420
-- Deployment Cost reduced from 30 to 25
-- Engine repair rate bonus lowered from 50% to 40%
-- Added engine glows to vector thrusters
--- Akva Vit Graviton Missiles
---- New Weapon Sprite (with thanks to nia tahl)
---- Damage reduced from 50 to 30
---- Burst Size increased from 16 to 24
---- Reload time from 10 seconds to 9 seconds
---- Slightly lower per-burst damage, but DPS is unchanged

- Plasma Burster
-- Sprite Updated
-- Damage increased from 50 to 60
-- Burst size reduced from 6 to 5
-- Spread changed to a fixed pattern rather than random.
-- Trail VFX added

- Lerna MDEM
-- Improved MIRV behaviour, rear projectile should perform more reliably

- Contradict Rocket Artillery
-- Reload time reduced from 15 seconds to 12 seconds

- Omer Spread Missiles
-- OP cost reduced from 6 to 5

- Electromagnetic Flux Stabiliser
-- Overload duration bonus reduced from 60% to 50%
-- Instantaneous flux dissipation lowered from 20% to 15%

- Slightly lowered fleet spawnrates for Velox/Invigilator/Peluda

v0.8.1
- New [REDACTED]

-- Fixed repeated custom start addition issue.

- Exegetes
-- Top speed reduced from 160 to 120
-- Armour reduced from 350 to 300
-- Base shield upkeep increased from 500 to 550

- Lustre
-- Hull reduced from 6000 to 5500
-- Base shield upkeep increased from 140 to 175

- Pulsed Ion Beam
-- Arc rate increased
-- Arc damage reduced

- Formia Emitter
- Adaptive Burst
-- Projectile VFX improved
-- OnHit effect tweaked

- Electromagnetic Flux Stabiliser
-- VFX tweaked

v0.8
- New Ships:
-- Peluda
-- Rangda

- New Wing:
-- Hecatocles Heavy Bomber

- New Weapons:
-- Destructor Rocket Artillery
-- Contradict Rocket Artillery

- New Hullmods:
-- Ungoverned Ballistic Loader
-- Energy Conduit Overcharger
-- Exposed Flux Radiators
-- Ungoverned Shield Emitter
-- Overclocked Targeting Unit
-- Electromagnetic Flux Stabiliser

- Bathory
-- Flux Dissipation increased from 300 to 320

- Gutkeled
-- Flux Dissipation increased from 320 to 350

- Velox
-- DP increased from 5 to 6

- Klabu Battle Cannon
-- Trail effects tweaked

- Kabid Volley Gun
-- Trail/Muzzle Effects reworked

- Sumake Magnegun
-- Flux/Shot lowered from 28 to 24 (now at 0.6 flux/damage)

- IR Autopulser
-- "Jamming" issue on weapon disable should be fixed

- X-Pulse Laser
-- Flux/Shot lowered from 300 to 288 (now at 1.2 flux/damage)

- Sprocket HSRM
-- Projectile health lowered from 250 to 200

- Lamia DEM / Lerna MDEM
-- Flux cost removed
-- Per-bolt damage increased from 60 to 100
--- Lamia Ammo regeneration time from 60s to 40s
--- Lerna Ammo regeneration time from 80s to 50s

- Gimbal Micromissile Pod
-- Flux/Damage increased from 0.2 to 0.3

v0.7
- New Ship:
-- Rinka (P)

- New MagicBounty:
-- Apologee [Spellbind Saturation Array]

- Ilgryps Sprite Updated
- Nebel Sprite Updated
- Auspice Sprite Updated
- Gemogee Sprite Updated

- Lamia DEM + Lerna MDEM
-- Sprites Updated
-- Both converted to fire a spread of EMP bolts rather than a single strong bolt, now a disruption weapon, rather than a general purpose strike one

- Gimbal Micromissile Pod
-- Trail VFX made more distinct

- Naxdin Anomaly Torpedo
-- Ammo Regeneration time increased from 50 seconds to 60 seconds

- Nasibu Missile Projector Damage Corrected

- Chillblain Catalyst Missile
--- Should now drop properly from the bounty
-- Ammo increased from 7 to 8
-- Area of effect radius increased from 960 to 1200
-- Damage multiplier against capitals raised from 1.3 to 1.35
-- Damage of Pre-detonation arcs reduced by 20%
-- Damage dealt to friendly ships is reduced by 50%
--- Assorted other in-code changes, should be less destructive against module ships, and more dangerous to extremely large ships

- Chronostutter (Gleam Shipsystem)
-- Active Time reduced
-- Timescale Multiplier increased from 3x to 4x
--- A shorter but more intense timescale boost.

- Arktech weapons
-- No longer avaliable from Prism Freeport
-- Should now correctly be (rarely) used by scavenger fleets


v0.6.4
- Fixed Magicbounty portrait crash.

v0.6.3
- Fixed Magicbounty error.

v0.6.2
- Fixed sprite issue with Gaderoga, but properly this time.

v0.6.1
- Fixed sprite issue with Gaderoga.

v0.6
- New Ship:
-- Giganberg

- New Weapon:
-- Nasibu Missile Projector

- New MagicBounty:
-- Perytonne [Chillblain Catalyst Missile]

Changes:
- Phantasmagoria
-- Base Damage reduction from system usage reduced from 50% to 45%
-- Ship now gains up to +20% projectile velocity while system is active.

- Transparence
-- Base shield efficiency reduced from 0.4 to 0.6
-- Removed RoF bonuses from Photon Accelerator Core
-- Shield overchage penalty scaling changed from "80" to "100"
-- 50% reduced Photon Swell gain for 3 seconds after system use

ArkTech Ship and Weapon Tech Type changed from [Unknown] to [ArkTech]

Arkech weapon sprites updated, credit to Nia for suggestions

- Breaker Autocannon renamed to Vunja Autocannon.
- Rainstorm Missile Array renamed to Dhoruba Missile Array.

- Nieuport Linear Rifle
-- Reworked
-- Base damage reduced from 80 to 75
-- Base EMP reduced from 20 to 10
-- Flux/shot increased from 72 to 75
-- Spread calculation method changed, now maxes at a 20 degree spread.
-- EMP damage now scales up with the firing ships flux level.
-- Deals additional soft flux damage on shield hits scaling with the EMP damage of the shot.

- Zalak Jamming Array
-- Flux/beam from 500 to 400

- Lilin Missile Coil
-- Launch speed increased from 600 to 800
-- Projectile HP increased from 100 to 150
-- Acceleration increased from 300 to 400
-- Deceleration reduced from 100 to 80

- Twin Kombeo Cluster Flak
-- Refire delay reduced from 0.4 to 0.3

- Gimbal Micromissile Pod
-- Projectile Health reduced from 90 to 50

- IR Autopulser
-- Ammo/reload increased from 2 to 6 (Sustained DPS unchanged)


v0.5
- Added Ind.Evo Support

- New Ship:
-- Henki

- New Weapons:
-- X-Pulse Laser
-- Kaksos Autocannon

- New Magicbounty:
-- Pneuma

Changes:
- Bramble Smartbomb Rack
-- Sprite Updated.
-- OP cost from 5 to 4.
-- Burst Size from 2 to 1.
-- Cycle time from 6 seconds to 2 seconds.
-- Ammo from 4 to 8.
-- Ammo regen time from 30 seconds to 10 seconds.
-- Tracking speed from 80 to 100.

- Thicket Smartbomb Launcher
-- Sprite Updated.
-- Burst Size from 2 to 1.
-- Damage from 1600 to 2400 (splits into 3 smartbombs rather than 2)
-- Cycle time from 10 seconds to 5 seconds.
-- Ammo from 4 to 6.
-- Ammo regen time from 30 seconds to 16 seconds.

- Nieuport Linear Rifle
-- Flux cost reduced from 80 to 72.

- Salmson Cluster Grenade Launcher
-- Spread reduced from 8-24 to 4-16
-- Cluster AoE radius increased.

- Klabu Battle Cannon
-- OnHit bonus damage changed from 400 to 300.

- Naxdin Anomaly Torpedo
-- Base impact damage increased from 300 to 400.
-- Base impact EMP increased from 500 to 600.
-- Potential EMP/Energy damage caused by the Anomaly Field reduced by around 25%.
-- Anomaly Field duration increased by 20%.

- Gaderoga
-- Minor sprite update.

- Assorted Variant loadouts tweaked.

v0.4
- New Ships
-- Rinka
-- Transparence
-- Invigilator

- New [REDACTED]

- New Wing
-- Incisor Support Fighter

- New Weapons
-- Sprocket Heavy SRM
-- Sumake Magnegun
-- IR Autopulser

Changes:
-Gimbal Micromissile Pod
-- Ammo regen reduced from 4 per 5 secs to 4 per 8 secs
- Lamia DEM / Lerna MDEM
-- Flux Cost to fire Removed
- Ilgryps
-- Turn Rate changed from 20 to 25
-- Shield arc changed from 120 to 200
- Nebel
-- Shield upkeep changed from 0.5 to 0.3
- Lustre
-- Adaptive Systems Altered
-- Base shield arc increased from 90 to 120

v0.3
- New Weapon:
-- Kufikiri Smartcannon

Changes:
- Lilin Missile Coil
-- Damage changed from 450 Frag + 150 Energy to 250 Energy + 250 Frag
-- Refire Delay changed from 1.2 to 1.25
-- Ammo Regen changed from 1 per 6 seconds to 1 per 6.25 seconds

- Rainstorm Missile Array (Grandum Built-In)
-- Damage reduced from 150 to 135
-- Flux cost increased from 50 to 54
- Reduced EMP damage on Hypershot Subweapons

- Naxdin Anomaly Torpedo
-- OP cost increased from 5 to 6
-- Ammo regeneration time increased from 40 seconds to 50 seconds
-- Anomaly EMP damage reduced

- Phanstasmagoria
-- Hitpoints reduced from 2000 to 1500
-- Armour reduced from 300 to 200
-- Flux Dissipation reduced from 300 to 250
-- Flux Capacity reduced from 3000 to 2500
-- Reduction to acceleration
-- Increased turn acceleration
-- Peak CR time reduced from 240 to 210
-- CR to deploy increased from 30 to 35
-- Hullmod stats tweaked
--- Barrage Cutter
-- Barrage Cutter will now gain a brief overcharge after using the Dimensional Teleporter
-- Barrage Cutter Spread reduced slightly
-- Barrage Cutter Hardpoint aim arc increased
--- Temporal Core
-- Flux generation increased (previous flux generation was too low to be noticed)
-- Timescale multiplier reduced from 4.5 to 4
-- Repair bonuses are weaker, and after the first few seconds they (and the defense bonus) drop off to a lower level that also scales based on current Hardflux level.
>-- With these changes the ship should cement it's role towards being something of a "glass cannon" that wants to stay in the thick of things to keep its Hardflux levels high, but is somewhat vulnerable to EMP and can find itself flux limited as it has to work with only a portion of its flux bar when maintaining high Hardflux levels.

v0.2
- New Ships
-- Buraq
-- Velox

- Content Moved back to RotcesRats
-- Undertaking
-- Undertaking (LP)
-- Scric
-- Vexilla
-- Mini Mining Blaster

v0.1
- Mod split from RotcesRats

- New [REDACTED]

- New Weapon
-- Gimbal Micromissile Pod

- New MagicBounties
-- Nebel
-- Revizor

- Lilin Missile Coil refire delay from 2 seconds to 1.2 seconds
- Phantasmagoria
-- If Safety Overrides is installed, then you will now always recieve the maximum level of the bonus Energy Weapon damage modifier.
- Vexilla
-- Shipsystem changed to Burst Jets
-- Hull from 2250 to 2300
- Scric
-- Shipsystem changed to Cycle Missile Feeds
-- Hull from 2800 to 2600
-- Flux Dissipation from 280 to 260
-- Fuel from 60 to 50
-- DP from 8 to 9
[close]

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Amazigh's Ship Foundry Mod by Amazigh is licensed under a
Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
Any derivative work must also comply with Starsector's EULA

3
Mods / [0.96a] Kyeltziv Technocracy [1.10.2]
« on: November 19, 2021, 05:27:13 PM »



Download Mod (1.10.2)


Requires:
LazyLib
MagicLib

Supports
Commissioned Crews
Starship Legends
Combat Chatter
Nexerelin
Industrial.Evolution

Kyeltziv Technocracy is a Faction Mod that includes a selection of ships and weapons with a focus on drone shipsystems and long range combat.

Ship Preview








The Symmetrist Bureau is a 3-bounty chain, Offered by enemies to the Kyeltziv Technocracy, the two later bounties require the previous ones to be beaten and 90/150 days to be elapsed in-game.
Khoronit - "Project Freefall" - Offered by enemies to the Kyeltziv Technocracy, minimum player level 6, 100 days elapsed, fleet size 200.
[close]

Gameplay Guide
Faction Overview:
- A focus on long range fire, helped by the fact that with their integral hullmod their ships will typically outrange opponents.
- Vulnerable to flanking by merit of very narrow shield arcs and limited weapons coverage to the sides and rear.
- Drones or Built-in wings on all ships that either provide fire support, or grant some sort of buff while deployed.

Ships:
- Efficient, but narrow shields making them excel in line warfare, but are vulnerable to flanking.
- Limited numbers of weapon mounts, this is compensated to an extent by having above average quality weaponry, but they can suffer from an extended time to kill.
- Carriers have limited numbers of flight decks, but Kyeltziv Strikecraft LPCs can typically compensate for this by being above average in performance.
- Rather decent armour, but poor hull.
- Drone shipsystems will slowly rebuild lost drones, so it can be a perfectly reasonable tactic to use them as ablative armour against inbound torpedoes or other high-damage munitions.
- The Variable Weapon Booster system is not tremendously strong, but offers modest and highly appreciated improvements to weapon power/flux management on the ships that mount it.
- Some ships are cheap to maintain and deploy for their hull size but typically lack in armament in exchange. These ships can work well to help fill out the battle line or act as escorts and prevent more valuable vessels from being flanked.
- Phase vessels receive improved ballistic weapon performance as hard flux goes up, encouraging you to deliver a decisive blow when you attack, as it can be hard to retreat safely when high on hard flux.

Weapons:
- Ballistics tend towards longer ranges, and are typically highly efficient at suppression, but in general have relatively poor capability against heavier armour.
- Missile weapons cover a variety of roles, the Kinetic and HE options exist to support your primary ballistic armament in dealing with that which it suffers against.
- The Thap and Vedha line of missile weapons are general purpose support weapons, with regenerating ammo, making them valuable in protracted engagements, but are a mix of highly specialised and poor damage output.
- A couple of ships feature a built in Shock-Driver, a long ranged kinetic cannon with limited guidance, while vulnerable to PD weaponry they can also deliver a sizable EMP effect on hull impacts.
- All but one of their energy weapons are PD options, with the dischargers being the cheaper options, and while the stutter beam, graviton sweeper and smart blaster are all premium options, they are not necessarily better in all situations.

Fighters:
- The normal fighters have a high craft count per wing, but in exchange have much higher OP costs than comparable common wings of the same role.
- The corvette wings are very much on the high end for OP costs and unlike the other Kyeltziv strikecraft you only get one or two per wing, but they are very durable for fighters and pack impressive weapon loads.
- All fighters are unmanned drones, that have reduced engagement range over more common fighters.

Specialisation Hullmods
These allow for customization of Kyeltziv vessels, with a focus on specific combat roles.
- The Assault Package is a departure from typical Kyeltziv doctrine, sacrificing weapon range for speed and improved armour.
- The Support Package focuses on shield effectiveness and point defense capability, making a ship more capable of holding the line of fire against all kinds of threats.
- The Siege Package improves venting and resistance to kinetic damage in exchange for removed mobility, very much a tradeoff to install but very effective on backline vessels that are flux limited.
- The Assault Loader increases ballistic damage output and flux efficiency, in exchange for reduced performance against armour and increased shot spread, good for pure aggression at shorter ranges.
- The Siege Loader increases ballistic per-shot damage, range and velocity, in exchange for lower fire rate and reduced flux efficiency, ideal for long range suppressive bombardment.
- The Autoforge Loader increases shipsystem drone rebuild rate, and improves missile rate of fire, damage and munition health, a situational choice that is best for carriers or vessels that otherwise focus more heavily on missiles.
[close]

Credits:
The Starsector Discord - For being a help with script errors, spriting tips and assorted balance feedback.

Upcoming Content:
 Additional Ships
 Additional Weapons
 And More

Changelog:
Spoiler
1.10.1
-Added Version Checker Compatibility
-Added GraphicsLib material maps thanks to a mysterious donor
-Added GraphicsLib custom projectile/beam lights

1.10
- Vassily
- Perun
-- Drones changed from Targeting to Piper

- Ilya
-- System Changed to Variable Weapon Booster

- Dazhbog
- Strekoza
-- System Changed to Variable Weapon Booster
-- Built-in fighter wing added

- Prochnyi
-- Assault Package now gives the platform 4 drones armed with Bellis SRMs, rather than 2 armed with Packet Ribaldequins

- Asteryx Fighter Drone
- Ilex Fighter Drone
- Cirsium Interceptor Drone
-- No longer modular, and are now built-in on specific ships

- Avtomat Drumfire Missile
-- Fixed issue with missile flaming out before entering final attack phase.

- Shock Culverin
-- Damage lowered from 65 to 60
-- EMP damage increased from 10 to 15
-- Flux cost reduced from 60 to 54
-- Arc chance raised from 5-30 to 10-30
-- Arc damage increased from 10/20 to 15/30

- Twin Shock Culverin
- Twin Fusion Buster
-- Removed

- Packet Ribaldequin
- Shock Cranequin
-- Reworked, now medium mount weapons.

- Shock Fougasse
-- Reworked, now an emp/disruption shotgun rather than an "assault" shotgun

- Light Killcloud Projector
-- changed from 30x 10 damage, to 15x 20 damage
-- spread pattern tweaked

- Heavy Killcloud Projector
-- changed from a mixed spread of projectiles, to instead fire 16x 50 damage proximity fused warheads
-- spread pattern tweaked

- Particle Discharger
-- Range increased from 350 to 400
-- Reload time reduced from 0.8s to 0.75s

- Heavy Particle Discharger
-- Range increased from 450 to 500
-- Per shot damage reduced from 35 to 30
-- Reload time reduced from 0.8s to 0.6s

- Smart Blaster
-- Range increased from 500 to 550

- Vedha Pulse Rocket Launcher (small)
-- Range reduced from 2500 to 2000

- Perennis Shock Missile Pod
-- Arc chance increased from 10-40% to 10-50%

- All Fusion weapons
-- OnHit effect changed from 100% chance of random bonus HE damage to random chance of flat bonus Energy damage.

- Assorted script reworks to make things "neater" on a code front

- Variants adjusted to match 0.96 hullmod costs / changed faction doctrines


1.9
- New Bounty
-- Khoronit - "Project Freefall"

- Station Tweaks
-- Main Modules
--- medium missile mounts changed to ballistic
--- small synergy mounts changed to missile
--- Core focus on ballistics, with notably reduced missile mounting ability
--- Gains a spotter drone shipsystem
-- Tip modules
--- One large missile mount downsized to a medium
--- Both medium ballistic turrets changed to missile type
--- Now explicitly designed as a missile support module
--- Gains a targeting drone shipsystem

- Fixed bug with Vassily (P) System

1.8.5
- New Ships
-- Vassily (P)
-- Ruslan (P)
-- Perun (P)
-- Zlatko (P)

- Updated faction flag

- Minor updates to most ship sprites

- Twin Shock Culverin
-- Flux/shot reduced from 60 to 57 (flux/dam from 0.92 to 0.88)

- Shock Drivers (all)
-- Improved muzzle vfx

- Particle Dischargers (both)
-- Statcard display improved.

- Smart Blaster
-- Reload time reduced from 1.25s to 1s (120DPS to 150DPS)
-- Projectile Trail VFX tweaked

- Ruslan
-- DP reduced from 6 to 5

- Prochnyi
-- Linnake Gun Platform
--- Main weapon traverse rates normalised to 32
---- Assault Loader Fusion Houfnice
----- RoF reduced

- Katsoja
-- Shock Mine Strike
--- Base charge count reduced from 8 to 5.

- Ilkut
-- Acceleration reduced from 35 to 32
-- Turn acceleration reduced from 12 to 10

1.8.4
- Ruslan
- Yinglong
- Xiezhi
- Xinzang
- Prochnyi
- Bystro
- Pyralid
- Ilkut
- Narva
-- Shield Flux/Damage increased from 0.6 to 0.7

- Ilkut
-- Armour reduced from 1400 to 1300

- Prochnyi
-- Linnake Gun Platform
--- Armour reduced from 500 to 300
--- Vedha Pulse Rocket Pod Cycle time Increased from 10s to 12s

- Vedha (all)
-- VFX tweaked to be less "impactful"

- Light Ion Repeater
-- EMP damage reduced from 100 to 80
-- Arc damage reduced from 15/50 to 10/40

1.8.3

- Kyeltziv Rangefinders
-- Range bonus changed from +10% to +100(Flat)
--- Now more useful on weapons with shorter rangse, and less impactful on weapons with over 1000 base range

- Assault Loader
-- RoF bonus increased from 50% to 60%
-- Damage reduction increased from 20% to 25%
-- Flux cost reduction increased from 25% to 30%
--- "Raw DPS" increase remains at 20%
--- A minor improvement to flux/damage stats of modified weapons

- Siege Loader
-- RoF malus increased from 25% to 30%
-- Damage bonus increased from 35% to 40%
-- Flux cost increase increased from 40% to 50%
--- Now slightly reduces DPS rather than slightly raising it
--- Retains a 5% increase to weapon flux/sec cost
-- Velocity bonus reduced from 20% to 15%
-- Now doubles the range bonus of Kyeltziv Rangefinders rather than adding its own seperate range bonus.
-- Now also reduces ballistic ammo regeneration by 15%

--- The two above hullmods have been tweaked to be more specialised into their intended roles.

- Assault Package
-- Speed Bonus reduced from 10% to 5%
-- Now grants +8% Base Flux Dissipation
-- Now also halves the range bonus of Kyeltziv Rangefinders

- Vedha Pulse Rockets (all)
-- Reworked
--- Custom Missile AI added: Slightly worse tracking overall, and are less able to swerve around and attempt to hit their target again if they miss.
--- Damage profile altered, now deals lower per-shot damage in exchange for more shots per-burst and dealing some bonus soft-flux damage
--- Visuals tweaked
-- Flux/damage changed from 0.125 to 0.25
-- Time to reload a burst increased from 30s to 32s
-- Top Speed Reduced from 650 to 600
-- Projectile hitpoints reduced from 100 to 70

- Helianthus
-- Now mounts a Vedic Pulse Rocket Rack
--- Slower, short ranged, higher damage Vedha derivative
-- Projectile hitpoints raised to 120

- Ilkut
-- Flux Dissipation reduced by 50

- Narva
-- Flux Dissipation reduced by 50

1.8.2

- Nok Rocket Rack tracking/lifetime improved, should solve tracking issues experienced in some specific cases.

- Bakot Kinetic Kill Missile (Small)
-- Damage increased from 450 to 500
-- Reload time reduced from 4 seconds to 3 seconds
- Bakot Kinetic Kill Missile Pod (Medium)
-- Damage increased from 450 to 500
-- Reload time increased from 9 seconds to 10 seconds

- Vedha Pulse Rocket Launchers
-- Missile health lowered from 120 to 100
-- Time to reload a burst increased from 24 seconds to 30 seconds

- Garaj Cruise Missile
-- Impact VFX improved

- Avtomat Drumfire
-- Ammo increased from 3 to 4
-- Bullet Count increased from 24 to 30
-- Impact damage increased from 160 to 200
-- Total per missile damage increased from 1000 to 1250

- Cirsium Interceptor Drone
-- Main gun replaced with a Pilvi Flak Projector
--- Fewer projectiles fired but they have proximity detonation
--- dps is lower, but it is more consistent at dealing damage

- Asteryx Fighter Drone
-- Armor increased from 100 to 120
-- Top Speed increased from 220 to 225

- Vahlia Assault Corvette
-- Automated hull repair rate lowered
-- Main gun replaced with a Light Packet Cycler
--- Lower Ammo regeneration rate and ammo capacity Compared to a standard Packet Cycler

- Helianthus Bomber Drone
-- Range reduced from 1400 to 1200
-- Burst delay increased from 0.25 to 0.3
-- Missile health lowered from 100 to 90

- Cynara Strike Corvette
-- Lowered damage bonus from 30% to 25%

- Paimen
-- Shipsystem drones changed
--- Only deploys 12 drones, rather than 16
--- Drones are marginally more durable than previous drones
--- Drone weapon is weaker and slightly shorter ranged

- Dobrynya
-- Shipsystem drone changed
--- Now deploys a single heavy drone rather than two light ones
--- Carries the same guns as the two single drones, along with a shock tapanca
--- Has improved PD capability compared to previous drones

- Zlatko
-- DP increased from 10 to 11
-- Shipsystem drones changed
--- Only deploys 2 drones, rather than 4
--- Drones are notably more durable than previous drones
--- Each drone is armed with a Light Shock Springald and an ESP beam
--- Reduced hardflux damage capability, and removal of all PD capability in exchange for the drones gaining a turreted beam weapon

- Xinzang
-- DP increased from 10 to 11

- Xinzang (KE)
-- DP increased from 10 to 11

- Prochnyi
-- DP increased from 10 to 11

- Katsoja
-- Minor Sprite Update
-- Shipsystem base range reduced from 1000 to 800

- Package Hullmod rarity teaked to be more common

- Targeting Drones now also provide +5% Ballistic Projectile Velocity for each drone deployed

- Piper Drones
-- Flares now have ammo/regeneration
-- previously simply had a 6 second cooldown, but now:
--- 7.5 second cooldown between uses
--- Stores 3 uses
--- takes 20 seconds to reload a use

- Paistaa will now spawn in fleets


1.8.1

- Fixed improper Narva Variant

1.8

- Removed:
-- Otkryt

- New Ships:
-- Otkryt (KE)
-- Yinglong (KE)
-- Xinzang (KE)
-- Podenka (KE)

- New [REDACTED]

- New Weapons:
-- Shock Cranequin
-- Avtomat Drumfire Missile

Bellis Missile Pod reworked into Bellis Canister Launcher
- Now a "MIRV-adjacent" missile

Minor sprite update on Export variants

Halke ASM impact vfx improved

Engagement range for all fighter and bomber wings reduced from 3000 to 2500

Stachys and Cirisum refit time increased from 5 seconds to 7 seconds
Asteryx and Ilex refit time increased from 10 seconds to 12 seconds
Vahlia, Cynara and Wolffia refit time increased from 25 seconds to 30 seconds


1.7.2
- Garaj
-- Trail VFX Added.
-- Reworked:
--- Now constantly deploys chaff while in flight, rather than a single burst shortly before impact.

- Zlatko
-- Missile Mounts changed from being erroneously sized as medium to being correctly sized as small.
-- Shield flux/damage from 0.5 to 0.6

- Kiilto
-- DP from 11 to 10
-- Armour from 550 to 600
-- Flux Capacity from 4000 to 4500
-- Shield Arc from 70 to 80

- Shock Springald
-- EMP Damage from 200 to 180

- Light Shock Springald (Drone mounted)
-- Damage from 100 to 90
-- EMP Damage from 180 to 100
-- Spread from 5-10 to 6-12

Heavy Killcloud Projector
-- Range Increased from 400 to 450
-- Reload from 1.0 to 0.8 (DPS from 800 to 1000)
-- Projectile spread Reduced.
-- Pellet count halved, per-pellet damage increased. (total per "shot" damage is unchanged)


1.7.1
- Minor compatibility patch

1.7
New Ships:
-- Paimen
-- Zlatko

New Weapons:
-- Smart Blaster
-- ESP Beam
-- Compact Shock-Driver

New MagicBounty Chain:
-- The Symmetrist Bureau

Other Changes:
- Mod now Features Industrial.Evolution Compatibility.
- Removed Commerce from Kuzminki and Yasenevo.
- Refining moved from Yasenevo to Solntsevo.
- Kiusa Drone weapon swapped from Niitti Autogun to Piikki Burst Rifle.
- Perennis Shock Missile Pod - New Sprite.
- Katsoja - Sprite Updated.
- Minor Station tweaks, altered armament on "blocker" and should be more aggressive with missile usage.
- Shock-Driver and Shock Palliser shield/hull OnHit vfx improved.
- Shock-Driver shells no longer turn into funny hyper knockback projectiles when hit by an EMP arc or in the "fizzled" state past max range.
- Lorentz Rifle (both single and twin)
-- Kinetic Subprojectile range from 850 to 800

1.6
New Weapon:
-- Fusion Houfnice
Balance Changes:
- Shipsystem drones now feature different PD weapons per type
-- Targeting Drones, feature Shock Tapanca/Avtomat
-- Spotter Drones, feature Single/Twin Niitti autoguns
-- Piper Drones, Improved Siren Flare Launch reliability
- Lakeija drone now features a rear facing Niitti Autogun
- Sorkkia drone now features a Micro Stutter Beam
- Support Package Energy Weapon range bonus now scales down as flux levels increase, like with the rangefinder hullmod.
- Shock Mines now deal some EMP damage that can generate arcs
- Pereskia
-- Tappi Autogun replaced with a Micro Stutter Beam
-- Thap Support Missile (Fighter) Range increased from 2000 to 2500
-- OP cost reduced from 18 to 16
- Solanum
-- Tappi Autogun replaced with a Micro Stutter Beam
-- Galvanic Mortar range increased from 1000 to 1200
-- OP cost reduced from 24 to 22
- Cynara Armour increased from 180 to 220
- Vassily
-- Speed increased from 150 to 160
-- DP reduced from 4 to 3
- Ilya
-- DP reduced from 5 to 4
- Perun
-- Speed increased from 110 to 115
-- DP reduced from 7 to 6
- Kiilto
-- DP reduced from 12 to 11
- Podenka
-- Speed increased from 70 to 75
-- DP reduced from 14 to 13
- Ilkut
-- Minor boost to maneuverability
- All Fusion Busters
-- Reworked to no longer have random detonation chance before reaching max range, and instead deal a bonus variable damage explosion on impact.
-- Flux/Damage raised to 1.0 to compensate for new onHit explosion damage.
- Fusion Buster
-- Reload from 0.95 to 1.0 (DPS from 173.9 to 166.66)
- Shock Palliser
-- Damage from 220 to 250
-- Reload from 0.65 to 0.666 (DPS from 338 to 375)
-- Shield hit bonus damge from 30 to 50
-- Base EMP from 30 to 40
-- OP cost reduced from 25 to 22
- Lorentz Rifles (Both)
-- Cycle time from 1.1 to 1.2 (DPS from 363/727 to 333/666)
-- Fragment damage from 30 to 25
-- EMP from 80 to 50
- Packet Ribaldequin
-- Ammo Regeneration from 1 to 0.833333 (Sustained DPS from 60 to 50)
- Tappi Autogun
-- Range from 200 to 240
- Niitti Autogun
-- Range from 300 to 320
- Heavy Particle Discharger
-- Flux/Shot reduced from 119 to 105
- Stutter Beam
-- Ammo from 4 to 6
- Halke ASM (Small)
-- OP cost reduced from 4 to 3
- Halke ASM (all)
-- Top speed from 300 to 350
-- Overall engine performance improved
- Bellis Missile Pod
-- OP reduced from 10 to 8

1.5
New Ships:
- Vartio Frigate
- Xinzang Artillery Destroyer
Kyeltziv Technocracy planets now feature a custom station.
New Weapon:
- Packet Ribaldequin
Balance Changes:
- Helianthus Armour increased from 40 to 60
-- Missile placement tweaked to look better
- Asteryx Speed increased from 200 to 220 (shipsystem removed, but now has a significant improvement to base maneuverability)
-- Weapon damage from 50 to 55 per shot
- Ilex Speed increased from 160 to 180
-- Weapon damage from 40 to 45 per shot
- Carriers now have the Parallel Nanoforge Processor hullmod, reducing fighter replacement times.
- Mass of both capitals increased moderately
- Ilkut OP increased by 15
- Narva OP increased by 15
- Strekoza OP increased by 10
- Bystro OP increased by 5
- Podenka OP increased by 5
- Dazhbog OP increased by 5
- Xiezhi OP increased by 5
- Yinglong OP increased by 5
- Perun OP increased by 5
- Znatok OP increased by 5
-- Armour from 450 to 500
-- Fuel capacity from 80 to 120
-- Fuel/ly from 3 to 2
- Ruslan OP increased by 5
- Otkryt Rarity changed to 0.8
- Shock Culverin reload reduced from 0.5 to 0.4 (DPS from 130 to 162.5)
- Fusion Buster flux/shot from 50 to 45 (from 1.0 to 0.9 flux/dam)
- Twin Fusion Buster:
-- Damage from 65 to 70
-- Reload from 1 to 1.15 (1.45 second cycle to 1.6 second, DPS from 358 to 350)
-- Flux/shot from 60 to 58 (from 0.92 to 0.82 flux/dam)
- Particle Discharger flux/shot from 75 to 60
- Heavy Particle Discharger flux/shot from 160 to 119
Other:
- Kyeltziv Rangefinders UI icon now renders correctly
- Katsoja Shock Mine explosion effects improved
- Assigned all ships System ports to determine shipsystem drone launch location
- Added Magictrail to all Fusion Buster shots
- Visual effects on both Particle Dischargers Improved

1.4
New ships:
- Otkyrt Frigate
- Narva Carrier (Capital)
New Weapon:
- Garaj Cruise Missile Launcher
New Strikecraft Wings:
- Ophrys Interceptor Corvette
- Vahlia Assault Corvette
- Cynara Strike Corvette
- Wolffia Support Corvette
Other:
- Added 0.5 second cooldown between jumps for the Peikkos Phase Skipper
- Improved Katsoja mine explosion effects
- Rangefinder range boost reduced from 15% to 10%
- Vedha Rocket health lowered from 150 to 120
- Salvage Pod Tappi autogun swapped for a Niitti Autogun

1.3
New ships:
- Strekoza Cruiser
- Peikko Phase Frigate
- Katsoja Phase Destroyer
New Weapons:
- Shock Springald
- Lorentz Rifle
- Twin Lorentz Rifle
New Hullmod:
- Kyeltziv Siege Package
Other:
- Some variants altered to use the new weapons and Hullmod.
- Fixed installation bugs with the package hullmods.

1.2.1
- Hotfix for Commander Skill crash.
1.2
New Ship:
- Xiezhi Siege Destroyer
New Weapons:
- Packet Cycler
- Shock Fougasse
- Bellis Missile Pod
- Perennis Shock Missile Pod
New Hullmods:
- Kyeltziv Assault Package
- Kyeltziv Support Package
- Kyeltziv Assault Loader
- Kyeltziv Siege Loader
- Kyeltziv Autoforge Loader
Other:
- Assorted Variants Updated.
- Rangefinder Hullmod changed from 10% bonus to 15% bonus.
- Shock weapon EMP arcs now deal more EMP damage.
- Ilkut OP increased from 210 to 225
- Graviton Sweeper Sprite Updated.
- Valkyrie (KT) Sprite Updated.
- New [REDACTED]

1.1
New ship:
- Dobrynya Drone Tender
Export Models of the following vessels:
- Ilya
- Perun
- Dazhbog
Ships
- Increased shield arcs by 10 degrees on all combat ships other than the Pyralid and Ruslan
Weapons
- Thap (Small and Medium versions)
-- EMP damage from 80 to 200
-- Range increased from 2000 to 2400
-- Ammo capacity increased by 50%
-- Burst cycle time improved from 4sec to 3sec
-- Increased chaff count from 2 to 3
-- Altered chaff deployment logic, will now always eject to the "rear" of the missile rather than in a completely random direction
- Galvanic Bombard
-- Damage increased from 600 to 700
-- Chargedown from 1.2 to 1.3
-- Flux Efficiency is now 1.1
-- Spread increased from 0-10 to 2-12
-- OP increased from 26 to 27
- Galvanic Howitzer
-- Damage increased from 300 to 320
-- Flux Efficiency is now 1.05
-- Spread increased from 0-10 to 2-12
- Light Galvanic Howitzer
-- Damage increased from 150 to 150
-- Flux Efficiency is now 1.0
-- Spread increased from 0-10 to 2-12
- Galvanic mortar (Solanum)
-- Damage increased from 120 to 130
-- Flux Efficiency is now 1.0
-- Spread increased from 2-14 to 6-16
- Galvanic Arquebus (Loinen/Lajeika)
-- Damage increased from 80 to 90
-- Flux Efficiency is now 1.0
-- Spread increased from 4-16 to 6-16
- Shock Culverin
-- Damage increased from 60 to 65
- Twin Shock Culverin
-- Damage increased from 60 to 65
-- OP increased from 12 to 13
- Shock Palliser
-- Damage increased from 200 to 220
- Fusion Buster
-- Burst delay reduced from 1.4 to 0.95 (DPS from 125 to 174)
-- Spread increased from 0-12 to 2-16
-- OP reduced from 8 to 7
- Twin Fusion Buster
-- Flux/shot reduced from 65 to 60
-- Burst delay reduced from 1.35 to 1 (DPS from 289 to 359)
-- Spread increased from 0-14 to 2-18
-- OP reduced from 15 to 14
Strikecraft:
- Pereskia
-- Missile damage down from 400 to 250
-- Missile EMP up from 80 to 100
-- Range increased from 1800 to 2000
-- Reload time down from 10 to 6
-- Projectile also has the new chaff deployment logic, but only fires 2 chaff projectiles rather than the 3 of a standard Thap
Other:
- The potency of all EMP arcs should now scale with any damage modifiers to the firing weapons.

1.02
-  Minor patch to fix Nanoforge spawning
1.01
- Minor compatibility patch
1.0
- Initial Release
[close]

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Kyeltziv Technocracy Mod by Amazigh is licensed under a
Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
Any derivative work must also comply with Starsector's EULA

4
Modding / MIRV behaviorSpec not functioning correctly.
« on: May 20, 2021, 05:03:48 PM »
I'm using the following settings on a MIRV and i'm noticing that the missile will split at ~600 range even though "splitRange" is set to 300
And it completely ignores the "minTimeToSplit" setting, and will happily split after 1 second, as if "canSplitEarly" was set to true, even though it isn't.

Spoiler
Code
	"behaviorSpec":{"behavior":"MIRV",
"splitRange":300,
"splitRangeRange":0,
"minTimeToSplit":5.0,
"canSplitEarly":false,
"splitSound":"annihilator_fire",
"numShots":5,
"damage":160,
"impact":5,
"emp":0,
"damageType":HIGH_EXPLOSIVE,
"hitpoints":50,
"arc":60,
"arcOffset":0,
"evenSpread":false,
"spreadSpeed":20,
"spreadSpeedRange":150, #90
"projectileSpec":"annihilator_rocket",
#"emptySpec":"type_1_mirv_empty",
"smokeSpec":{"particleSizeMin":30.0,
"particleSizeRange":20.0, #30
"cloudParticleCount":10,
"cloudDuration":1.0,
"cloudRadius":20.0,
"blowbackParticleCount":0,
"blowbackDuration":0,
"blowbackLength":0,
"blowbackSpread":0,
"particleColor":[150,100,50,100]}
}
}
[close]

5
Mods / [0.96a] RotcesRats v0.3.2
« on: February 09, 2021, 03:00:26 PM »

Adds a selection of unusual vessels and weapons.

Requires:
LazyLib
MagicLib

Frigates

Aeith - Glass cannon gunship.
Ox MK.II - Imagine a Buffalo MK.II, but only frigate sized. About as threatening as you'd imagine.
Nemo - An Omen, but rather than an EMP emitter has a focus on fleet support.
Concierge - Lightweight PD oriented Frigate.
Concierge (P) - Pirate conversion that does away with fancy systems for missile spam.
Pilaster - Sort of like a monitor that can fire while its shield is up.
Tamerlane - Aggressive assault frigate.
Shkiper - A highly durable combat rated drone tender.
Dram Mk.= - Pirate engineering gone mad, although it actually has a somewhat potent missile system.
Hooligan - An engine with guns and armour bolted on, cheap and highly aggressive.
Vexilla - Reversed Centurion, but altered to mount a lot of missiles.
Lout - "Perfect" for the down on their luck captain on a budget!
[close]

Destroyers

Buffalo Mk.= - Cursed.
Rednus - Backwards Sunder, loses the large mount, but has effective options.
Susrat - Combat freighter / Carrier hybrid.
Susrat-S - As above, but also offers salvage bonuses.
Falconet L - Pirate hackjob, with a ballistic turret.
Falconet R - Pirate hackjob, with an energy turret.
Surebrec - Cheap destroyer.
Surebrec MK.II - It has a Large missile hardpoint, what more needs to be said.
Inimeg - Combat freighter, generally has to make the choice between PD or direct fire weapon capabilities.
Valkrie MK.II - Large ballistic turret, cruiser tier range, what's not to love.
Cephalofoil - Missile hammerhead.
Portico - Shield-based Lineship, relatively light weapons load.
Scric - High-tech fire support vessel.
Foreman - A mining Enforcer, for when you're unsure if you want to mine, or to kill.
[close]

Cruisers

Undertaking - Reversed and extended venture, more missiles, and swaps mining pods for a borer wing.
Undertaking (LP) - Pather Siege engine, packs a scary missile.
Gryphon (B) - Ballistic variant of the Gryphon, can be quite powerful.
Pteroma - Shield tanking cruiser, can pack quite a punch.
Sojurn - Lots of small energy mounts and a pair of heavy drones.
Dominatrix - Sister to the Dominator, an armoured frontline missile ship.
Saga - Missile support and a flight deck, but definitely not suited to front line combat.
Lily - Multi-use Autoforge... but only 3 small missile mounts, devastating if used to its strengths.
Scut - Clumsy and fragile, but at least it's cheap!
[close]

Capitals

Onquest - What you get if you jam half of an onslaught onto a conquest.
[close]

Bounties

Phaeton Mk.= - Offered by enemies of the Pirates, minimum player level 5, 90 days elapsed, fleet size 100.
Conslaught - Offered by enemies of the independents, minimum player level 7, 150 days elapsed, fleet size 200.
[close]

Weapons

Arpo MRM / Arpo MRM Pod - Cheap knockoff Harpoons.
Creeper Cluster Torpedo / Typhoon Creeper Launcher - Cheaper Reapers.
Flint Coilgun - Knockoff Railgun.
Gyro Micromissile Launcher - Cheap and Weak, but enduring anti fighter weapon.
Bearing Microrocket Rack - Weak but sustained light kinetic pressure.
Axle Microtorpedo Launcher - Lacks the power of a more standard torpedo, but has enough ammo to sustain longer engagements.
Mini Mining Blaster - Tiny and Inefficient, but a decent punch.
Miser Heavy Coilgun - An "Advanced" pirate weapon
[close]

Wings

Rumbler Heavy Interceptor - Knockoff Thunder, lacks any real EMP damage capabilties.
Khanda Support Fighter - Basically a flying point defense platform.
Aruval Support Drone - Rather cheap kinetic support fire, but completely lacking in survivability.
Kirpan Torpedo Bomber - A Khopesh that is better against heavy armour, more or less.
Urumi Heavy Fighter -  A flying needler, devastating to shielded targets but falls short against armour.
Piranha (P) Missile Bomber - Even cheaper and less threatening than the standard Piranha, but can actually hit frigates.
Chivy Support Fighter - Simple point defense and disruption support.
[close]

Credits
The Unofficial Starsector Discord - For being a help with script errors, spriting tips and assorted balance feedback.
[close]

Download Here

Update notes
Quote
v0.3.2
- Phaeton Mk.=
-- Hull increased from 4000 to 5000
-- Flux Capacity increased from 4500 to 5500
-- Flux Dissipation increased from 220 to 300
-- Shipsystem active duration increased from 5s to 6s
-- Shipsystem cooldown increased from 15s to 18s

- Flint Coilgun
-- Flux/shot reduced from 77 to 67 (0.855 to 0.744 flux/dam)

- Miser Heavy Coilgun
-- Reload time reduced from 2 to 1.6 (120 to 150 dps)
-- Flux/shot reduced from 350 to 264 (1.458 to 1.1 flux/dam)

v0.3.1
- 0.96a compatibility

v0.3
- New Ship
-- Scut

- New Weapon
-- Miser Heavy Coilgun

- Flint Coilgun
-- OP cost reduced from 6 to 5
-- Range reduced from 660 to 650
-- Reload time reduced from 0.81s to 0.75s (DPS from 111 to 120)

- Creeper Cluster Torpedo
-- Given poor guidance capability.
- Typhoon Creeper Launcher
-- Ammo increased from 8 to 10

- Bearing Microrocket Rack
-- Ammo increased from 6 to 12
-- Reload time reduced from 2s to 1.75s

- Surebrec MK.II
-- DP increased from 7 to 9

- Phaeton Mk.=
-- Armour increased from 560 to 650
-- Ordnance points increased from 90 to 95
-- Shield Arc increased from 90 to 110
-- Shield Upkeep reduced from 110 to 88
-- Shield Flux/Damage improved from 1.2 to 1.0

- Untertaking (LP)
-- Wrath of ludd
--- On Hit VFX improved

- Onquest/Conslaught
-- Diffused Thermal Pulse Cannon
--- Shotgun Script and statcard improved
--- Damage reduced from 200 to 180
--- Refire reduced from 1s to 0.8s (Burst dps from 1200 to 1350)
--- Ammo Reload time reduced from 5s to 4s (Sustained DPS from 240 to 270)

v0.22
Ind.Evo Whitelists Added

- New Ship:
-- Lout

- New Bounty:
-- Conslaught

Other Changes:
- Concierge / Concierge (P):
-- DP lowered from 3 to 2

- Pilaster
-- DP lowered from 5 to 4

- Onquest
-- Minor sprite update.

v0.21
New Ship
- Foreman

Spawn rates altered for some ships that were spawning at unintended rates


v0.20.1
- Fixed Wrath Crash

v0.20
- Fixed Phaeton Mk.= Shipsystem Crash
- Fixed Onquest D-TPC Crash

-- "New" Content
- Undertaking
- Undertaking (LP)
- Scric
- Vexilla
- Mini Mining Blaster

v0.19
- Significant Amount of content moved over to Amazigh's Ship Foundry

- Cephalofoil
-- Sprite Updated
-- Shipsystem changed to Accelerated Ammo Feeder
-- DP from 11 to 10

v0.18
New Ships
- Grandum
- Gaderoga
- Genbura
- Gathima
- Gatorbacker
- Galsteel

New Weapons
- Nieuport Linear Rifle
- Salmson Cluster Grenade Launcher
- Lilin Missile Coil
- Klabu Battle Cannon
- Kabid Volley Gun
- Kombeo Cluster Flak
- Twin Kombeo Cluster Flak
- Naxdin Anomaly Torpedo
-- These new ships and weapons can be found primarily through exploration, but scavenger fleets may also rarely use the weapons.

New Mission
- In Search Of The Ark

One MagicBounty added
- Gutkeled

Updated Content
- Bathory overhaul (near ground-up rework, pretty much a new ship that happens to have the same name)
- Rednus tweaked, new sprite and front smalls are now synergy mounts.
- Deahremmah renamed to Cephalofoil
-- Shipsystem changed from fast missile racks to Cycle Missile Feeds (same system as the Peryton)
- Quagmire Suppressor (Khanda/Concierge) tweaked
-- On detonation now releases a spread of light shards that deal minor Frag/EMP damage.
- Aruval wing buffed, from 3 to 4 craft per wing and slightly improved maneuverability
- Bearing Microrocket Rack ammo regeneration increased from 0.5/sec to 0.6/sec

Other Changes
- Dram Mk.= DP increased from 4 to 5
- Ekirhs renamed to Scric

v0.17.1
- Fixed Lily price, accidentally had an extra 0
- Lily rear mounts were accidentally mediums, fixed to be smalls as intended
- Fixed MagicBounty error.

v0.17
New Ships
- Lily (Cruiser)
- Exegetes (Frigate)
- Phantasmagoria (Frigate)

New Mission
- The Killing Trance
-- Beat this challenging mission to unlock the Phantasmagoria for use in campaign

One MagicBounty added
- Mancatcher

Other changes
- Wasteland Spread pattern altered
- Wasteland damage increased from 1200 to 1500 (per missile damage increased from 100 to 125)

v0.16
New Ship
- Saga (Cruiser)

Two MagicBounties added
- Phaeton Mk.=
- Lanner (P)

Other changes
- Bipartisan stats adjusted in light of the the new Pilum statline.
- Daehremmah DP increased from 10 to 11.
- Gryphon (B) how has Ballistic Rangefinder built-in.
- Undertaking stats adjusted to be in line with updated Venture statline.
- Buffalo Mk.= Sprite updated.
- Gyro sprite tweaked.
- Aeith:
-- DP reduced from 10 to 8
-- Armour increased from 150 to 200
-- Flux Dissipation increased from 300 to 320
-- Shield upkeep from 0.4 to 0.3
-- Acceleration increased from 200 to 280
-- Deceleration increased from 180 to 220
-- Boosted Phase Skimmer flux generation reduced from 0.15 to 0.1
-- Variants Altered
-- Spawnrate Increased

v0.15
New Ship
- Lanner (Cruiser)
New- [DETAILS REDACTED BY HEGEMONY COMSEC]

-- Gleam DP increased by 1
-- Chronostutter flux usage increased from 0.125 to 0.25
-- Heckler Renamed to Chivy
-- Fixed issue with Dram Mk.= Shipsystem AI, will now use more it more aggressively

v0.14
-- Now Requires MagicLib
New Ship
- Concierge (P)
New Wing
- Heckler Support Fighter

-- Erutnev reworked into Undertaking
-- Erutnev (LP) reworked into Undertaking (LP)
--- Built-in Wrath of Ludd now  features a scripted on-hit effect
-- Onquest D-TPC now uses a script rather than fixed barrel-based spread
-- Significant flux usage reduction to the Concierges built-in Quagmire Suppressor.
-- Assorted minor tweaks that i can't remember the specifics of.

Ships Removed
- Elum
- Rehsal
- Rehsal (P)
Deemed to just be content bloat and not really adding anything of worth.

v0.13
-- Now Requires LazyLib
New Ships
- Sojurn (Cruiser)
- Shkiper (Frigate)
- Dominatrix (Cruiser)
- Dram Mk.= (Frigate)
- Hooligan (Frigate)
-- Lamia/Lerna chargeup time changed from 0.5/1 to 0.2/0.6
-- Flint Coilgun range increased to 650
-- Adjusted launch angle on various launch bays to match the visual appearance of the bays.

v0.12
--New- [DETAILS REDACTED BY HEGEMONY COMSEC]
--New Weapon
Axle Microtorpedo Launcher
--New Wings
Kirpan Torpedo Bomber
Urumi Heavy Fighter
Piranha (P) Missile Bomber
-- Bearing: Ammo reduced to 6, refire rate reduced from 3.5 seconds to 1.5 seconds. (doubled burst DPS but the burst lasts for much less time, in exchange for a loss to sustained suppression ability.)
-- Lamia/Lerna: Given CONSERVE_1 hint, so AI will hopefully at least save one rather than instantly use them all up at the very start of a battle.
-- Pilaster/Portico/Pteroma: given Flux Shunt hullmod.
-- Gemogee: OP increased, some turret arcs made more generous, added an extra small energy turret to the front.
-- Plasma Burster: Flux Efficiency improved from 1.1 to 0.9.

v0.11
New Ships
- Gaoler (Destroyer)
- Onquest (Capital)
- Bathory (Destroyer)
- Tamerlane (Frigate)
New Wing
- Aruval Support Drone
New Weapon
- Bearing Microrocket Rack
-- Mission has been split into 3, one for each tech tier
-- Notably boosted spawnrates for Pirate skinned Rehsal, as it was barely spawning at all.
-- Noirutnec reworked, now has a missile focused armament, and is called the Vexilla.

v0.10
--New Ships
Pilaster
Portico
Pteroma
--New Weapon
Bipartisan LRM
-- Peryton flux dissipation lowered from 180 to 150
-- A couple of variants now use the Bipartisan in place of Pilums
-- Increased Falconet Spawnrates (I think)
-- Swapped small energy and ballistic turret locations on Falconet R
-- Added Overdriven and Support variants to the Concierge
-- Buffed Rumbler main gun

0.9
--- New Ships:
Nemo (Frigate)
Ekirhs (Destroyer)
Peryton (Cruiser)
Concierge (Frigate)
-- Some adjustments to ship spawn frequency - slight reduction to some lesser vessels spawn frequencies, boost to Erutnev(LP) spawn frequency

0.8.1
--- Capitalization hotfix for linux users

0.8
--- New Ships:
- Auditor (Frigate)
- Deahremmah (Destroyer)
--- New Fighters:
- Rumbler Heavy Interceptor
- Khanda Support Fighter
--- New Weapons:
- Gyro Micromissile Launcher
- Wasteland Smartbomb Complex
--- Aieth stats tweaked, should now fill the role of a "glass cannon" frigate, by having high damage capability but poor hull and armour.
--- Weapons now actually have costs assigned to them (oops)

0.7.1
- "Compatibility Patch" for RC11
- Aieth rarity slightly increased

Version 0.7
- Updated to 0.95a
--- New Ships:
- Gryphon (B)
- Erutnev (LP)
- Ox Mk.II
- Valkrie Mk.II
-- Noirepyh reworked in light of the new Hyperion, now called the Aieth, has a custom phase skimmer system
-- Susrat now has a more appropriate FP cost
-- Flint OP increased to 6
-- Assorted minor loadout changes
-- Gorgon/Hydra renamed to Lamia/Lerna

Version 0.6
-- New Ships:
- Inimeg
- Gemogee
-- New Weapons:
- Bramble Smartbomb Rack
- Thicket Smartbomb Launcher
- Gorgon DEM
- Hydra MDEM
-- Buffalo MK.= moved to Pirate BP Package
-- Buffalo MK.= variants altered to use more pirate aligned weaponry
-- Flint Coilgun damage per shot lowered, DPS remains the same

Version 0.5.1
- Corrected name of Arpo Pod in Pirate Faction file
- Tweaked weapon usage rates

Version 0.5
- Erutnev
- Rehsal (P)
- Arpo MRM
- Arpo MRM Pod
- Flint Coilgun
- Plasma Burster
- Creeper Cluster Torpedo
- Typhoon Creeper Launcher
- Mini Mining Blaster
- Assorted minor tweaks

Version 0.4
-Noirutnec
-Surebrec
-Surebrec MK.II

Version 0.3
-Trimmed variant count in simulator to just one of each hull
-Added a mission that lets you test all of the ships against an approximately equal vanilla force.
-Elum
-Susrat
-Susrat-S
-Falconet L
-Falconet R

Version 0.2
- Slightly reduced ship spawn rates in fleets.
- Buffalo MK=
- Rednus

Version 0.1
- Initial release
- Rehsal
- Noirepyh
[close]


RotcesRats Mod by Amazigh is licensed under a
Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
Any derivative work must also comply with Starsector's EULA

6
Bug Reports & Support (modded) / [0.9.1a] CTD crash on game launch
« on: May 17, 2019, 06:44:28 AM »
When attempting to launch the game with Ship and Weapon Pack enabled i get this error:
Pretty sure this is not a mod conflict, as i get the same error with just Ship and Weapon Pack enabled.
(Shadowyards also gives me the same error)

Code
17043 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Failed to find script of class [com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl]
java.lang.RuntimeException: Failed to find script of class [com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl]
at com.fs.starfarer.loading.scripts.ScriptStore.new(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings.OO0000(Unknown Source)
at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

Mods Installed:
Arsenal Expansion
Diable
Skilled Up
Starship Legends
Stop Gap Measure
Tahlan
- Ship and Weapon Pack
GraphicsLib
LayLib
MagicLib

7
Bug Reports & Support / Starsector Fails to start.
« on: September 13, 2013, 05:45:27 PM »
Starsector works on my laptop, albeit painfully slowly
But when I try to run it on my desktop it flat out fails to start, error message below.
I tried increasing -Xms512m -Xmx1024m but there was no noticable effect
Notes on PC:
- Windows 7 64bit
- fully updated graphics drivers
- latest java version is installed
- I put it together myself, so there *might* be an issue there? not likely, but possible.
Spoiler
Error occured during initialization of VM
Could not reserve enough space for object heap
Could not create the Java virtual machine.
[close]

[attachment deleted by admin]

8
Modding / Beam Damage confusion.
« on: September 12, 2012, 06:44:49 PM »
I have a beam with the following stats in the .CSV:
  • 3200 damage per second
  • 0.5 second beam duration

but ingame it deals 3198 damage per burst according to the codex and when tested it deals ~3200 damage or so.

Any idea Why it does this?

9
Mods / Supreme Weapon of Extreme Hellish Annihilation - CRIMSON DISASTER
« on: August 24, 2012, 01:59:40 PM »
WHO SEND ALL THESE BABIES TO FIGHT IN SPACE!

YOU. YES, YOU. TINY BABY MAN. TREMBLE BEFORE WRATH OF CRIMSON DISASTER.
IS GRANDCHILD OF FIRST OF BIG SPACESHIPS WHO WRESTLED GIGANTIC MAN-EATING WHALES TO DEATH WITH BARE HANDS! IN FREEZING ARCTIC WATERS! HAS BEEN FIGHTING SPACESHIPS SINCE MANY MANY LONG TIME BEFORE YOU BORN!

WHO IS MAN ENOUGH TO STAND WITH ME?

Warning: This game is for use in Starfarer only. Sales, export, or operation outside this country may be construed as copyright and trademark infringement and is strictly prohibited. Violator and subject to severe penalties and will be prosecuted to the full extent of the jam.

Original Sprite from one of the DonPachi series of games, modified heavily by me.

10
Mods / Hayreddin Industries v0.4 - New Weapons, Campaign Integration!
« on: July 29, 2012, 07:05:06 PM »
Hayreddin Industries

Description: A fleet of advanced vessels that feature above average stats in several areas.
Their vessels often feature weapons larger than normal for a ship of it's size making them suited for long ranged attacks.
Hayreddin weapons are superior to most standard weapons currently in usage.

Standard Vessel armaments consist of high powered long range weaponry.



DOWNLOAD HERE

Hayreddin Vessels are currently available for purchase at the Hayreddin Deep Space Facility

To be possibly featured in future versions:
More Weapons!
Capships!
Corvettes!

11
Modding / Requesting help with error. SOLVED
« on: July 25, 2012, 02:49:50 PM »
I'm getting an error on startup when I have a mod I'm working on enabled.

"Fatal: Expected a ',' or '}' at 331 [character 332 line 1]
Check Starfarer.log for more info."

Annoyingly the log isn't all that clear in saying what file is causing the issue.

Code
5671 [Thread-6] INFO  com.fs.profiler.Profiler  - ID     Calls   Duration    Percent
5672 [Thread-6] INFO  com.fs.profiler.Profiler  - --------------------------------
5675 [Thread-6] ERROR com.fs.starfarer.combat.D  - org.json.JSONException: Expected a ',' or '}' at 331 [character 332 line 1]
org.json.JSONException: Expected a ',' or '}' at 331 [character 332 line 1]
at org.json.JSONTokener.syntaxError(JSONTokener.java:423)
at org.json.JSONObject.<init>(JSONObject.java:227)
at org.json.JSONTokener.nextValue(JSONTokener.java:352)
at org.json.JSONObject.<init>(JSONObject.java:210)
at org.json.JSONObject.<init>(JSONObject.java:311)
at com.fs.starfarer.loading.LoadingUtils.Ø00000(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.Ö00000(Unknown Source)
at com.fs.starfarer.loading.WeaponSpecLoader.o00000(Unknown Source)
at com.fs.starfarer.loading.WeaponSpecLoader.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.G.o00000(Unknown Source)
at com.fs.oOOO.A.Ò00000(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(Thread.java:619)

Anyone got any ideas as to what the issue is?

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