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Topics - Protonus

Pages: [1]
1
Modding / [0.97a] Yellow - Ynadar Nexus Alliance (0.2.1) Mod
« on: June 14, 2023, 12:28:36 AM »
The Yellow
No, the color is unreadable even with good eyes

0.2.1
Download Here: RAR / ZIP

0.2.0-RC1: RAR / ZIP
0.1.2: RAR / ZIP
0.1.1: RAR / ZIP
0.1: RAR / ZIP

Ynadar Nexus Alliance

Author: Protonus


Featured:
The Ynadar Alliance was bit of an inside joke to complete the triad of the three primary color factions I was told to do.
And much like the other two factions, it is unbalanced that focuses heavily on a very Midline armada that really hates your guts at long-range with a myriad of missiles and long-ranged weapons.

Rough Lore:
They just explore the outer rim from a far away star system, hate the Persean League and just pay taxes to the Hegemony, nothing much really.

Requirements:
- As of now, it runs free. Much like Blue and Red. Probably.

Strengths:
  • Increased base range on all non-missile but faction weapons.
  • Hybrid focused, but is very versatile.
  • Resistant against High Explosives and Beam weapons.
  • Very mid, economically.
  • Small Missiles get a near bottomless treatment.
  • Long-ranged in-Faction weapons and some missile side grades.

Weaknesses:
  • High Deployment cost, meaning less ships active on the field.
  • Very mid, for everywhere else.
  • Very boring playstyle.

Alliance ships display:

Credits to:
- I don't know, anyone. I guess.


Resources used:
- Starsector vanilla sprites, sounds and illustrations.

Changelog:
Spoiler
Quote
**** Version 0.1.2 ****
   Ships:
      Added Buffalo (YNA), another Buffalo.
      Added Torchmace fast battleship, an armored but outgunned capital ship with great agility.
      Armor Hardener Field ship system:
         No longer stops weapons from firing.
         Added 67% RoF reduction during the damper field.
         Added 50% more flux dissipation during damper field.
      Pummeler:
         Shield Angle increased from 90 to 120.
      Maulsling:
         Sprite adjusted.
         All Ballistic Hardpoints are changed to Turrets with 120 angles.
         Hybrid Turrets are facing sideways but have 240 angle coverage.
         Armor increased from 400 to 450.
         Flux Capacity increased from 3000 to 4000.
         Flux Dissipation increased from 250 to 300.
         Shield Efficiency reduced from 0.8 to 1.
         Ordinance points increased from 50 to 55.
      Urgrand:
         Sprite adjusted.
         Designation changed from Battleship to Dreadnought.
         Added 2 additional hangar bays.
         Added 2 Small Universal turrets at the front.
         Added custom Urgrand Design Plan hullmod built-in, discounting Large weapons and gives range.
         Ordinance points reduced from 370 to 340.
         Ayefkei MRM Pod:
            Display name changed to Ayefkei Heatseeker Rack.
            Missile health increased from 150 to 250.
            Range increased from 2500 to 3000.
   Weapons:
      Added Efonzee Smartgun and Eftuezee Smartcannon, long-range guided explosive autocannons.
      Added Spotling SRM Launcher, heavy anti-fighter missiles launched in groups with much higher guidance.
      Pezuubi Heavy Mauler:
         Damage per shot reduced from 400 to 350.
         Flux per shot reduced from 320 to 280.
         Charge Down time reduced from 2.5 to 1.4.
      Exocast F-Plasma Cannon:
         Flux per shot increased from 800 to 1000.

**** Version 0.1.1 ****
   Ships:
      All ships and wings now use a unique hullstyle with a yellow shield.
      Added Glarestruck phase frigate, a middle-ended phase ship with modified missile autoloader.
      Added Kindlebow phase destroyer, Harbinger alternative but with an unusual package.
      Hullmods:
         Ynadar Hull Specifications:
            High Explosive damage resistance increased from 25% to 30%.
            Fragmentation damage taken malus reduced from +50% to +40%.
         Ynadarian Autoloader:
            Removed altering missile behavior, as it affects game-wide and not on just the host ship. Alex pls
            Ammo count for 20 to 60 capacity from 3x to 4x.
            Ammo count for 60+ capacity from 2x to 2.5x.
      Weighbell:
         Damper Field ship system replaced custom Armor Hardener Field.
      Maulsling:
         Peak Readiness time increased from 240 to 300.
      Weighbell:
         Shield size slightly increased.
         Damper Field ship system replaced custom Armor Hardener Field.
         Front turret arcs now converge and protect the front from 165 to 195.
      Lumbergiant:
         Sprite adjusted.
         Added 1 Small Hybrid turret on the center rear.
      Sunblade:
         Sprite adjusted.
         Added 3 Small Hybrid turrets on the center and middling sides of the hull.
         2 Small Ballistic turrets from rear changed to Hybrid.
         Medium Ballistic turrets are adjusted so that they can converge on the front.
         Hull reduced from 12000 to 11000.
         Armor increased from 1200 to 1350.
         Flux Capacity reduced from 24000 to 20000.
         Flux Dissipation reduced from 1400 to 1200.
   Weapons:
      Added missing descriptions.
      Added Ruk PD Maser, a less versatile but more powerful point defense not!laser.
      Added Emabi Pocket Flak and Emasiten Autoflak as flak cannon alternatives with faster fire rate and more accurate shots.
      Added Bristlebulb DEM torpedo and pod, a durable and very long lasting DEM that equates to more than a Dragonfire if left for too long.
      Added Ofepofi Pulse Cannon, an upsized Teuchbi pulse laser with more range and damage.
      Added Exocast F-Plasma Cannon, a long-ranged high damage one-shot Plasma Cannon that does soft-flux and anti-armor damage.
      Eftoem Spike Gun:
         Price increased from 250 to 300.
      Hiarchburn Strategic Laser:
         Tier reduced from 3 to 2.
         Rarity reduced from 0.2 to 0.3.
         Price increased from 4500 to 6000.
[close]

2
Modding / [0.97a] There Be Juggernauts 0.2-RC1
« on: May 01, 2022, 10:32:44 AM »
There Be Juggernauts Ship Pack

Download Here: RAR / ZIP

Version 0.1.1a: RAR / ZIP


Requirements:
      No other mods, but your sanity.

Featured:
      Just some silly ships that aren't easily acceptable in the current game or at least makes the experience more terrible to the unfortunate users.
      Oh, and expected vanilla factions will get them.


PAQs, Probably Asked Questions:
Spoiler
  •    Why did you make this mod?
   There are some leftover ships from Blue that could use its own entry that didn't need a faction to support it.

  •    Why are these ships so big?
   Because they're big.

  •    Where do they spawn? When do I get to see them in-game? Are they rare?
   If you see something bigger than life in there, you'll know its there. Hopefully.

  •    Is this mod safe?
   I dunno.

  •    If there's that one ship from Blue, while there's also this one, what's gonna happened to it?
   I'm considering to remove that ship completely from Blue while retaining its original name. It's going to be headache to work on a script or whatever trying to remove it while in midgame.

  •    Is this ship pack balanced?
   Shhhhh...

  •    Will there be any more ships in the future?
   I'll threaten you with an update when it's ready.
[close]

Thanks to:
- Blue mod, Idk.

Changelog:
Spoiler
Quote
**** Version 0.2.0 ****
   Updated to version 0.96a-RC10.
   Ships:
      Added Toshara, a pre-Collapse juggernaut that boasts its very large and versatile arsenal.
      Added Unbanished, a pre-Collapse battlecarrier from a more civilized time. Basically an armored Conquest with carrier specs.
      Armani:
         Sprite polished, credits to BigBeans.
         Collision polygon updated to reflect nuanced figure of the sprite.
      Hek:
         Added Recovery cost reduction by 25%.
         Can now be installed with Makeshift Shield Generator.
         Non-PD range bonus increased from 60% to 80%.
         Armor Strength reduction reduced from 8x to 7x.
         Hull increased from 40000 to 45000.
         Flux Dissipation reduced from 500 to 400.
         Ordinance points increased from 240 to 250.
         Hangar Bay size increased from 3 to 4.
         Top Speed increased from 20 to 25.
      Neptune:
         Ordinance points increased from 150 to 175.
      Prevalent:
         Hull reduced from 25000 to 18000.
         Shield Efficiency increased from 1.4 to 1.2.
      Oracle:
         Replaced shipsystem Recall Device with Fortress Shield.
         Unused Large Built-in turret removed.
         Shield Upkeep reduced from 0.6 to 0.4

**** Version 0.1.1a ****
   Campaign:
      Added missing spawn rates for Oracle and Prevalent.

**** Version 0.1.1 ****
   Ships:
      Added Oracle, a High Tech juggernaut that has the combined firepower of the Paragon and wing composition of the Astral.
      Added Prevalent, a heavier and up-armored Conquest with incredible staying power in mind. Has armor modules and a lot of larges.
      Farbauti:
         Fixed engine alignment.

**** Version 0.1 ****
   Released version.
[close]

3
Mods / [0.97a] Unusually Gullible Hullmods 0.5.0-RC2
« on: May 31, 2021, 12:33:52 AM »
Unusually Gullible Hullmods

Download Here: RAR / ZIP

0.4.2b: RAR / ZIP
0.4.0b: RAR / ZIP
0.3.0g: RAR / ZIP
Pre-nerfed Faultline/Autostruct: RAR / ZIP
0.2.0g: RAR / ZIP


Requirements:
      No other mods, but your sanity.

Featured:
      Just some silly hullmods that aren't easily acceptable in the current game's progression or at least makes the experience more terrible to the unfortunate users.

Some hullmods (too lazy to change):
Spoiler

[close]

Thanks to:
- Hullmod Expansion.
- Whoever had the regenerative armor cell script since 0.65a.
- Whoever had concerns about my wellbeing as an individual as I make this mod.

Changelog:
Spoiler
Quote
**** Version 0.5.0-RC1 ****
   Strikecraft Specialization:
      Fixed value grouping for the Smodded variant that results absurd scaling.

**** Version 0.5.0 ****
   Updated to version 0.96a-RC10.
   Most of the hullmods have received an S-mod bonus.
   Anti-Terminal Breakers:
      Weapon/Engine repair bonus reduced from 67% (triple) to 50% (double):
         Description reiterated to reflect the reduction.
         Original effect is given to Smodded version.
      When S-modded, removes shield damage efficiency reduction, reduces Overload time, increases Weapon/Engine repair speed and extends Anti-Terminal duration.
      Bug note: Antiterminal cannot reset its timer while the effect is active.
   Autostruct Manufactory:
      Hull Regeneration reduced from 0.8% (4%) to 0.6% (3.0%).
   Hardload Discharge:
      (Still Experimental)
      Time mechanic added that gives a short duration of the bonus instead of being directly dependent on the flux tracker.
      Strength of the buff will now only be locked when the shield was recently dropped.
      Peak non-missile damage bonus increased from 25% to 33%.
      Peak Armor damage resistance increased from 25% to 50%.
   Jandor Time Reactor:
      When S-modded, makes you go even faster but makes everything else even worse.
   Arsenal Clock:
      When S-modded, flux dissipation penalty removed, required peak readiness time for maximum effect is reduced and damage bonus provided is increased.
   Auxiliary Ordinance Forge:
      When S-modded, weapon turn rate penalty removed, existing non-missile ammo regeneration is increased and lower limit of ammo capacity for forge to take effect is reduced.
   Thrush Warheads:
      Missile range increased reduced from 2x to 33%.
      Missile speed increased from 1.25x to 1.33x.
      When S-modded, missile durability is flipped to increase and additional ammo is added.
   Weighted Rounds:
      When S-modded, ballistic range penalty is removed and weapon projectile speed penalty is reduced.
   Extended Phase Capacitors:
      When S-modded, flux upkeep reduction increased further and phase cooldown reduced.
   Collapser Shields:
      Damage reduction calculation changed to receive the full effect than a flat value.
      Shield Efficiency reduction from 67% to 50%.
      When S-modded, reduces shield efficiency reduction.
   Maximal Shields:
      Shield flux generation per second multiplier reduced from 4x to 3.5x.
      Shield movement speed penalty increased from 50% to 67%.
      When S-modded, further increases shield damage resistance while reducing flux upkeep cost.
   Shunt Diverted Thrusters:
      Engine hullmod tag added.
      As Makeshift Shift Shield Shunt is no longer possible, scripts associated with it are removed.
      When S-modded, maneuverability bonus is doubled, zero-flux penalty is halved and engines take less damage.
   Shunt Distributor:
      Flux Dissipation percentage bonus reduced from 20% to 10%. Additional 10% is given to S-mod instead.
      Added Flux Capacity bonus by 10%.
      When S-modded, Ballistic/Energy weapons have increased flux efficiency and slight increase further in rate of fire.
   Bulked Fighter Armor:
      Refit penalty changed from a flat 20% to 5% per deck.
   Tachyon Broadcast Comms:
      Engagement range buff reduced from 20x to 10x. Farewell catapult memes (except no)
      Original Engagement range buff is given to S-mod instead.
      When also S-modded, removes Flux Dissipation penalty.
   Strikecraft Specialization:
      When S-modded, all existing buffs are stronger, removes penalties and reduces crew loss from fighter losses.
   Reliant Utility Drives:
      When S-modded, Zero-Flux speed is a solid flat increase, maneuverability and engine health are increased and adds an additional burn level.
   Sustaining Motivator:
      When S-modded, Maximum Combat Readiness is removed but now imitates the bonus while CR loss penalty is removed.
   Extended Utility Engineering:
      System Charge increase is moved as an S-mod bonus.
      When S-modded, system cooldown is reduced further and range is also increased.

**** Version 0.4.2b ****
   Shunt Thursters:
      Changed how the base shield value is considered for each stack,
      bonus will increase immediately upon reaching a 0.2 threshold instead of passed it.

**** Version 0.4.2aaa ****
   Anti Terminal Breakers:
      Tooltip fix.
   Expanded Phase Capacitors:
      Tooltip fix.

**** Version 0.4.2aa ****
   Faultline Shield:
      Replaced the "a certain skill" with Rugged Construction, as no skill has ever affected the hullmod since the Skill revamp.

**** Version 0.4.2a ****
   Faultline Shield:
      Added a missing script that removes the effects when unshielded.

**** Version 0.4.2 ****
   Restructured tooltips for all hullmods that use tooltips for translation compatibility.
   Stored text for hullmods are in "strings/strings.json".
   Shunt Thursters:
      Added fourth bonus stack for really impossible 0.4 or lower Shield Efficiency.
      Simplified description for multiple base Shield efficiency values.

**** Version 0.4.1a ****
   Hardload Discharge:
      Added forgotten Null and Shield check logic.
   Collapser Shield:
      Added forgotten Null and Shield check logic.

**** Version 0.4.1 ****
   Up ticked to 0.95.1a.
   Added Jandor Time Reactor, directly increases time flow but increases damage taken from all sources.
   Anti-Terminal Reactive Breakers:
      Ordinance point cost reduced from 4/8/14/25 to 2/4/6/10.
      Shield Efficiency penalty reduced from 20% to 10%.
      Break Time increased from 2/3/4/5 (3) to 5/6/7/9 (7).
      Weapon/Engine repair bonus during break increased from 25% to 67%.
      Now doubles Minimum Armor during the break.
      Fixed Repair bonus still being in effect after break.
   Autostruct Manufactory:
      Has a streamlined description section.
   Bobulated Heral Armor:
      Has a streamlined description section.
   Bulked Fighter Armor:
      Provides 10% additive Hull and Armor.
      Maneuverability penalty increased from 15% to 20%.
      Has a streamlined description section.
   Strikecraft Specialization:
      Now reduces Replacement recovery rate instead of increasing it.
      Interceptor bonus increased from 20% to 25%.
   Auxiliary Ordinance Forge:
      Fix ammo regeneration to limit at its maximum capacity.
   Shunt Distributor:
      Flux Dissipation percentage bonus increased from 15% to 20%.
      Non-Missile Firing Speed bonus reduced from 15% to 10%.
      Ordinance point cost reduced from 3/6/10/18 to 3/6/10/15.
      Will actively remove itself now if Shield Shunt is no longer present, even as an S-mod.
   Shunt Diverted Thrusters:
      Now increases Manueverability depending on Shield efficiency.
      Now reduces Zero-Flux speed bonus depending on Shield efficiency.
      Extends to a near impossible base value of 0.5 to squeeze that extra power for very specific ships.
      Ordinance point cost reduced from 5/10/15/20 to 3/6/10/15.
      Will actively remove itself now if Shield Shunt is no longer present, even as an S-mod.
      Added a very specific condition where if Makeshift Shield Generator is installed just to use Shield Shunt, the doubled effect is applied.
   Expanded Phase Capacitors:
      Moved from Special to Phase category.
      Has a streamlined description section.
      Phase Activation flux generation bonus reduced from 25% to 15%.
      Phase Upkeep generation bonus increased from 20% to 25%.
   Phasic Armor Frame:
      Moved from Special to Phase category.
      Has a streamlined description section.
   Inverted Phase Dilator:
      Moved from Special to Phase category.
      Has a streamlined description section.

**** Version 0.4.0b ****
   Thrush Warheads:
      Missile Manueverability reduced further from 67% to 80%.
      Missile Health now reduced by 20%.

**** Version 0.4.0a ****
   Auxiliary Superbank Dissipator:
      Flux Dissipation factor reduced from 1.5 to 1.25.
   Expanded Phase Capacitors:
      No longer increases cooldown that benefits both Phasic Armor Frame and Inverted Phase Dilator.
   Bobulated Heral Armor:
      Static 20% Armor bonus changed from Multiplier to Percentage.
   Maximal Shield:
      Script Upkeep multiplier tied to innate variable of 4 instead of 5.

**** Version 0.4.0 ****
   Added Anti-Terminal Reactive Breakers, increases armor damage resistance and weapon/engine repair speed temporarily should the ship overload.
   Added Shunt Diverted Thrusters, Shield Shunt hullmod that increases speed.
   Added Auxiliary Superbank Dissipator, which massively increases Dissipation. Requires a Logistic slot, more overload/vent time, some hull reduction and more maintenance.
   Shunt Distributor:
      Linked variable tied to percentage Flux Dissipation bonus for the exact value of 15%.
   Extended Utility Engineering:
      Use Regeneration and Cooldown nerfed from 15% to 10%.

**** Version 0.3.0g ****
   Faultline Shield:
      Removes effects while venting. Meant to remove endless loop venting on certain ships.

**** Version 0.3.0f ****
   Tachyon Broadcast Comms:
      Implemented a dual logic for Before and After ship creation for the speed reduction.

**** Version 0.3.0e ****
   Autostruct Manufactory:
      Added Effectiveness reduction when losing Peak CR to prevent nigh-immortal instances.
   Tachyon Broadcast Comms:
      Reworking on logic to prevent unnecessary speed reduction overlap.

**** Version 0.3.0d ****
   Faultline Shield:
      Increases Flux upkeep by 2x.
      Reduces shield efficiency by 50% more flux per damage.

**** Version 0.3.0c ****
   Auxiliary Ordinance Forge:
      Fixed the null in the description.
   Phasic Armor Frame:
      Laymanned-ish.
   Inverted Phase Dilator:
      Laymanned-ish.
      
**** Version 0.3.0b ****
   Gravitic Flux Conduit:
      Removed the supposedly non-existent hardflux effect.
      
**** Version 0.3.0a ****
   Reliant Utility Drives:
      Fixed forgotten description change.

**** Version 0.3.0 ****
   Added Auxiliary Ordinance Forge, a match made for Expanded Magazines, increases ammo regeneration and gives regeneration to limited non-missile weapons.
   Added Extended Utility Engineering, a Systems Expertise hullmod.
   Added Phasic Armor Frame, a damper field phase configuration.
   Added Expanded Phase Capacitors, a phase dedicated hullmod.
   Added Tachyon Broadcast Comms, allows fighters to reach much further in the map.
   Added Strikecraft Specialization.
   Added Bulked Fighter Armor, Heavy Armor for wings.
   Inverted Phase Dilator:
      Revived the jittering effect that indicates the state of the phase ship.
   Collapser Shield:
      Shield Efficiency reduction reduced from 2x to 67%.
      Kinetic Damage resistance increased from 67% to 80%.
      Now does Fragmentation resistance up to 34%.
   Reliant Utility Drives:
      Can no longer be equipped by Frigates.
   Gravitic Flux Conduit:
      Finally fixed the mass issue.

**** Version 0.2.0g ****
   Autostruct Manufactory:
      Laymanned-ish.
   Shunt Distributor:
      Added the irremovable condition when Shield Shunt is installed.

**** Version 0.2.0f ****
   Faultline Shield:
      Flux Dissipation is halved when equipped, but normalizes as malfunctions increases.
      Malfunctions only occur when shield is raised.

**** Version 0.2.0e ****
   Inverted Phase Dilator:
      Laymanned.

**** Version 0.2.0d ****
   Standoff Calcutron:
      Peak Readiness reduction increased from 20% to 10%/20%/30%/40%.
   Shunt Distributor:
      Moved from Weapons to Special and Shield.
      Added 20% Flux Dissipation.

**** Version 0.2.0c ****
   Autostruct Manufactory:
      Hull Regeneration increased from 0.2% (1%) to 0.8% (4.0%).
      Energy vulnerability reduced from 50% to 20%.
      Flux Dissipation reduction reduced from 1% to 0.5% per missing Hull.
      Ordinance Points reduced from 8/15/25/40 to 3/6/14/25.
      Hull Cap added that slows regen substantially up to 50000 Hull points.
   Bobulated Heral Armor:
      Fragmentation damage penalty reduced from 100% to 50%.

**** Version 0.2.0b ****
   Arsenal Clock:
      Fixed multiplier that isn't exacted from maximum CR time.
   Collapser / Faultline / Maximal Shields:
      Fixed condition where it should not be available if shield is not existing.

**** Version 0.2.0a ****
   Gravitic Flux:
      Fixed base Mass not inheriting from the hull.
   Hardload Discharge:
      Description changed.
      OP increased from 2/4/6/10 to 6/12/20/30.
      Now provides Armor damage resistance.
   Standoff Calcutron:
      Change maximum value of Energy threshold from 80% to 70%.
         This fixes the exceed value beyond 25% and also adds more leeway for Energy weapons.
[close]

4
Mods / [0.96a] Blue - Extratential Lanestate Union (0.8.3) Mod
« on: November 22, 2018, 04:29:32 AM »
The Blue

0.8.3:
Download Here RAR / ZIP

Extratential Lanestate Union


0.8.2a-RC3.rar: RAR / ZIP

0.8.1a-RC2.rar:  RAR / ZIP
RUS(Rough translation): RAR / ZIP

0.8: RAR / ZIP
0.7.5b: RAR / ZIP
0.7.3: RAR / ZIP
0.7.1b for Starsector 0.9.1a: RAR / ZIP
0.6.1a: Here
0.5.3a: Here

Author: Protonus


Featured:
      The Lanestate Union is a definitely unbalanced faction that revolves around a tall, bulky, mid-line(ish) low-tech armada with a heavy focus on Ballistics and a share of other types from the side. Good OP, compressed armor effectiveness and lots of guns but have very costly maintenance, large fuel costs and high crew requirements. A flat out dumb-fun dakka brigade.

Rough Lore:
Spoiler
      A once forgotten armada of engineers and explorers, sent out on a wide-scale expedition with a pursuit of knowledge among 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.
[close]

Requirements:
- As of now, it runs free. Much like Red. Probably.

Strengths:
  • Great forward frontal firepower.
  • Heavy Ballistic focus.
  • Top of the line Armor.
  • Good logistics capacity with average burn-level.
  • Side-grade Missiles and Rockets.
  • Reckless driving.

Weaknesses:
  • Flux economy exclusively focused on Ballistics.
  • Subpar shield.
  • Poor maneuverability.
  • High crew requirements.
  • High deployment cost.

Union ship list:
Spoiler



[close]


Thanks to:
- EI, for bringing me into this game.
- Xenoargh, AxleMC131, Cumsâ„¢ and others of the unofficial Starsector Discord community, for artwork critiques and suggestions.
- Mesotronik and Tartiflette for their good advices.
- Helmut, for art resources.
- Shellster, for additional art resources.

Resources used:
- Starsector vanilla sprites, sounds and illustrations.

Changelog:
Spoiler
Quote
**** Version 0.8.3 ****
   Campaign:
      Lanestate Battleyards:
         Now has an Extreme danger when disrupting or raiding.
   Ships:
      Armorclad Works:
         Now carries extra hammers. (Some loadouts are changed to reflect this.)
         Weapon Durability bonus increased from +50% to +100%.
         Base Armor strength increased from 50/75/100/150 to 100/150/200/300.
         Kinetic Armor damage resistance:
            Now switched to Kinetic damage resistance.
            Resistance value increased from 25% to 30%.
      Lithoframe Works:
         Added Deployment cost malus by +1/+3/+6/+10.
         Added Non-beam Energy and Hybrid base range increase by 100.
         Default Energy damage resistance increased from 20% to 25%.
         Kinetic damage taken malus reduced from 40% to 30%.
      Kite (Litho):
         Removed the parallel ghost medium mount.
         Added a Hammer Bays built-in hullmod, exclusively to add more hammer torpedoes.
         Shield Upkeep reduced from 0.4 to 0.2.
      Alum:
         Shield Upkeep reduced from 0.6 to 0.4.
      Zinc:
         Stubbon Thumper built-ins are replaced with Vulcans, are reoriented
            to protect the rear and has angle ranged increased from 150 to 180.
         Flux Capacity increased from 3000 to 4000.
         Flux Dissipation increased from 250 to 350.
         Shield Efficiency reduced from 1.2 to 1.4.
         Shield Upkeep reduced from 0.4 to 0.3.
         Base Supply maintenance/recovery costs and Deployment points increased from 9 to 10.
      Butane (Litho):
         Shield Upkeep reduced from 0.4 to 0.2.
      Stibium:
         Flux Capacity increased from 5000 to 6000.
      Cobble:
         Shield Upkeep reduced from 0.5 to 0.3.
      Carbide:
         Shield Upkeep reduced from 0.6 to 0.3.
      Colossus (XLU):
         Price increased from 45000 to 85000.
         Fleet points increased from 13 to 15.
         Flux Capacity increased from 6000 to 8000.
         Flux Dissipation increased from 300 to 400.
         Crew capacity increased from 240 to 300.
         Cargo capacity reduced from 400 to 300.
         Base Supply maintenance/recovery costs and Deployment points increased from 18 to 20.
      Colossus (Litho):
         Armor increased from 1300 to 1350.
         Flux Capacity increased from 15000 to 16000.
         Flux Dissipation increased from 900 to 950.
         Crew capacity increased from 240 to 200.
         Cargo capacity reduced from 300 to 250.
         Base Supply maintenance/recovery costs and Deployment points reduced from 26 to 24.
      Duralumin:
         Flux Capacity increased from 8000 to 10000.
         Flux Dissipation increased from 500 to 650.
         Shield Efficiency reduced from 1 to 1.2.
         (XL):
            Flux Capacity increased from 10000 to 12000.
      Ferros:
         Flux Capacity increased from 10000 to 12000.
      Kaolinite (Base):
         Added a Hammer Bays built-in hullmod.
         (XLU):
            Shield Upkeep reduced from 0.4 to 0.3.
            Base Supply maintenance/recovery costs and Deployment points increased from 44 to 45.
         (Litho):
            Added a Hammer Bays built-in hullmod.
            Flux Capacity increased from 22000 to 24000.
            Flux Dissipation increased from 1100 to 1200.
            Shield type changed from Front to Omni.
            Base Supply maintenance/recovery costs and Deployment points increased from 44 to 45.
      Pumpmaster:
         Added a Hammer Bays built-in hullmod.
      Anthracite:
         2 Small Ballistic turret at the front are switched to Composites to accomodate Hammer torpedoes.
         Arms:
            1 Medium Ballistic at the front is switched to Composites to accomodate Hammer torpedoes.
   Wings:
      Mattocks:
         Added stay_in_front_of_ship and auto_fighter tags.
         Fixed the loadout weapon grouping that prevents the weapons from firing correctly.
   Weapons:
      Geezer Fusor Cutter:
         Fired beam effect adjusted to be less brighter.
         Beam fan angle offset changed from a maximum of 2 to 5 degrees.
      Geezer Industrial Cutter:
         Fired beam effect adjusted to be less brighter.
         Beam fan angle offset changed from a maximum of 6 to 25 degrees.

**** Version 0.8.2-RC3 ****
   Ships:
      Heatflux Chamber hullmod:
         Fixed value that made the flux generation reduction absurd.
         Fixed Projectile Speed bonus that was using flux generation reduction that was at decimal value.

**** Version 0.8.2-RC2 ****
   Ships:
      Gadolinite:
         Added a Shell Shielding hullmod that reduces explosion damage on death significantly.

**** Version 0.8.2-RC1 ****
   Ships:
      Added the Pumpmaster, a Pirate conversion of the Kaolinite, with a forwarded large mount and a nasty surprise from behind.
      Lanestate Breezer Rounds:
         Removed the unneeded multiplier that renders an absurd increase of flux generation and damage.
      Kaolinite:
         Deployment, Recovery/Maintenance per month supply cost increased from 34 to 35.

**** Version 0.8.2 ****
   Updated to version 0.96a-RC8.
   Campaign:
      Nemvis is moved from 6000, 5000 to 12000, 5500.
      Lanestate Battleyards:
         Provides 1 Stability when built and active.
   Ships:
      Added new Ultra-braced Bulkheads hullmod.
         Increases hull, minimum armor and a slight kinetic damage resistance.
         When S-modded, further increases kinetic resistance and adds EMP resistance.
         Ships that tend remove shields will most likely have them.
      No more yellow (mostly) paint on most of the ship sprites. Again.
         Received complaints on how jarring the color is.
      Litho variant ships now appear in the Lanestate roster:
         Usually, does not Voccor Bulk Thrusters.
         Have 20% resistance against Energy damage.
         Have 10% Energy flux efficiency.
         But take extra damage against Kinetic weapons.
         Lithoframe Works functions the same as Armorclad Works for hullmod requirements.
         Blue Kite returns with a Litho kit.
      Hullmods:
         All necessary scripted descriptions and tooltips will use the string file for editing.
      XLU Weapons Overhaul:
         Tier added, set to 2.
         Can be installed in Lithoframe Works.
      Heatflux Chamber:
         Tier added, set to 1.
         No longer requires Docking to fit.
         When S-modded, adds a Flux cost reduction and Projectile Speed increase for Ballistic weapons.
      Lanestate Breezer Rounds:
         Tier added, set to 1.
         When S-modded, adds a Damage increase and Flux cost reduction for Ballistic weapons.
      Calc:
         Resprited and overhauled.
         Modular slot changes:
            From 2 Medium Ballistic, 1 Small Hybrid, 1 Small Missile, 1 built-in Gatler, 1 built-in 40th Autocannon.
            To 2 Medium Ballistic, 2 Small Ballistic, 2 Small Missile, 1 built-in Gatler.
         Top Speed reduced from 150 to 120.
         Deceleration reduced from 125 to 100.
         Max turn speed increased from 45 to 60.
         Turn Acceleration reduced from 120 to 100.
      Lead:
         Removed Delicated Machinery and Phase Field hullmods.
         Added built-in Ballistic Rangefinder hullmod.
         Hull increased from 2000 to 2500.
      Tin (40th):
         Resprited for a more distinct outfit signal, otherwise mostly unchanged.
      Colossus (XLU):
         Hull increased from 6000 to 7000.
         Armor increased from 700 to 800.
         Colossus Mining Blaster:
            Receives Mining Blaster armor stripping effect.
            Damage Type changed from Energy to High Explosive.
            Damage per shot reduced from 800 to 200.
            Flux per shot reduced from 800 to 150.
            Ammo size added to 16.
            Ammo regeneration added to 1.5.
            Ammo reload size added to 4.
            Charge up delay reduced from 1 to 0.3.
            Cooldown between burst reduced from 3.7 to 0.2.
            Burst delay reduced from 0.3 to 0.1.
            Burst size increased from 2 to 4.
            Projectile speed increased from 900 to 1000.
      Azurim:
         Resprited and overhauled.
         Modular slot changes:
            From 1 Large Hybrid, 2 Medium Composite, 4 Small Ballistic, 2 Gatler cannon built-in (+ 5 Small Ballistic in modular section)
            To 1 Large Hybrid, 2 Medium Composite, 6 Small Ballistic, 3 Small Energy, 4 Gatler cannon built-in (no weapons in modular section).
         Hull reduced from 9000 to 8000.
         Armor increased from 1250 to 1400.
         Ordinance points increased from 160 to 180.
         Armor Section:
            Removed all weapon slots. (See Modular slot changes)
            Ordinance points reduced from 60 to 40.
      Scheelite:
         Sprite modified with some small turrets moved around.
         Removed 4 Mining Lasers.
         Added 2 built-in Geezer Fusor Cutters.
         Added 2 Small Composite hardpoints.
         Ordinance points increased from 100 to 110.
      Gadolinite:
         Magnetoclad Shell:
            Reduces armor strength reduction from 4x to 2.5x.
            Flat armor strength increased from 150 to 250.
            Minimum armor bonus increased from 5% to 10%.
      Kaolinite:
         Added a reduced built-in Rugged Construction, Robust Construction hullmod.
         Sprite updated and weapon mount position adjustments. Weapon slot count remains unchanged.
      Anthracite:
         Multi-command Hull separation threshold reduced from 90% to 40%, akin to a last resort mechanic.
   Weapons:
      Added Kowbac Pulse Battery and Gatling Laser:
         IR Pulse Laser variants that boast firing speed but with low damage per shot.
      Added Geezer Fusor Cutter and Industrial Cutter:
         High damage but short ranged beams with a very wide coverage.
      Light Tri-Autocannon:
         Flux per shot reduced from 50 to 40.
         Maximum Spread reduced from 25 to 20.
         Accuracy spread increase per shot reduced from 4 to 2.
      Light Assault Mortar 40th:
         Flux per shot reduced from 35 to 32.
      Augmented Laser:
         Flux per second reduced from 180 to 135.
      Bolton Cannon:
         Projectiles now pass through missiles.
      Mulleter Thumper:
         Cooldown between bursts reduced from 2.9 to 2.3.
      Quad Autocannon:
         Flux per shot reduced from 85 to 80.
      Heavy Autocannon 40th:
         Damage per shot increased from 110 to 120.
         Maximum Spread reduced from 18 to 10.
         Accuracy Spread increase per shot reduced from 2 to 1.25.
         Projectile Speed increased from 900 to 1200.
      Bracken Assault Mortar:
         Range increased from 700 to 800.
      Phalanx Minigun Array:
         Resprited and somewhat modified.
         Barrels have been moved to reflect the redesign.
      Warbore Assault Cannon:
         Due to sharing the same projectile with Hellbore:
            Projectiles now pass through fighters if they are destroyed on impact.
      Thunderslug Hellbore:
         Projectiles now pass through fighters if they are destroyed on impact.
      Rodstorm Chaincannon:
         Projectiles now pass through fighters if they are destroyed on impact.
      Stratus Cannon (all variants):
         Projectiles now pass through fighters and will continue to pass even if they did not destroy them.
         Note of mentioned characteristic is added.
      Ultra Heavy Shotcannon:
         Projectiles now pass through fighters if they are destroyed on impact.

**** Version 0.8.1a-RC1 ****
   Ships:
      XLU Weapons Overhaul:
         Added logics in the Ammo bonus descrition that prevent continuous check up for a missing ship.

**** Version 0.8.1a ****
   Ships:
      Gadolinite:
         Magnetonclad Shell:
            Armor Strength divider reduced from 5 to 4.
            Flat Armor Strength reduced from 200 to 150.
   Weapons:
      Stratus Cannon:
         (Dual+) Now explodes on hit dealing 50% to nearby objects.
         (Dual+) Damage per shot increased from 1250 to 1500.
         (Dual+) Flux per shot reduced from 2500 to 1350.
         Charge Up time reduced from 0.5 to 0.2.
         Charge Down time increased from 5.5 to 5.8.
      Dual Stratus Cannon:
         Charge Up time reduced from 0.25 to 0.2.
         Charge Down time increased from 3.25 to 3.3.
         
**** Version 0.8.1 ****
   Missions:
      Added Laughing Stocks.
   Ships:
      Armorclad Works:
         Corrected the hullmod condition that removes the High Explosive penalty, "flux_shunt" to "shield_shunt".
         Armor Strength bonus nerf somewhat reverted, from 30% to 25% + 50/75/100/150.
         Armor Strength for Fighters reduced from 100 to 50.
         Kinetic Damage now only affects Armor.
         High Explosive penalty reduced from 25% to 20%.
         Added Weapon Health bonus of 50%.
      Juggernaught Classification:
         Undergoes Juggernaut pass similar to the dedicated mod.
         Missile Range/Speed bonuses no longer provides a weird estimate value from non-Missile weapon range bonus and will directly give 25% increase instead.
         Sight bonus increased from 10% to 20%.
         No longer has Turret turn rate penalty.
         No longer increases Supply Maintenance/Repair costs.
         Gives additional Armor Strength of 100.
      Voccor Bulk Thrusters:
         Gradual Loss effect is now correctly calculated, slower bonus speed loss.
         Flux Dissipation bonus will be displayed along with its Top Speed bonus.
         Flux Dissipation bonus is now a multiplier, affected by hullmod changes and flux vents used.
         Now increases Acceleration tied to Top Speed.
      XLU Weapons Overhaul:
         Weapon Strength to Armor reduced from 20% to 10%.
         Flux Dissipation penalty reduced from 25% to 20%.
      Alum:
         Dilation Damper:
            Now uses Damper Field logic instead of Temporal Shell.
            Charge regeneration increased from 30 seconds to 20.
            Maximum Charges increased from 2 to 3.
            Duration time reduced from 6 to 4.
            Cooldown reduced from 3 to 2.
            Damage resistance increased from 60% to 67%.
            Now provides flat Armor Strength when used.
         Ordinance points increased from 40 to 45.
      Brass:
         Flux Dissipation increased from 240 to 250.
      Zinc:
         Armor increased from 650 to 700.
         Flux Dissipation increased from 200 to 250.
      Ferros:
         Acceleration increased from 35 to 40.
      Gadolinite:
         Magnetonclad Shell:
            Receives a flat consistent armor strength of 200, in addition to its existing armor traits.
      Kaolinite:
         Armor increased from 1750 to 1850.
         Top Speed increased from 40 to 50.
         Acceleration increased from 20 to 25.
         Deceleration increased from 18 to 22.
         Maximum Turn rate increased from 10 to 15.
         Turn Acceleration increased from 7 to 10.
         XLU:
            Armor increased from 1800 to 1850.
      Anthracite:
         Base variant has migrated to another mod while XLU variant replaces its ID.
         Arms will now separate and fight independently once hull is below a threshold.
         Hull reduced from 28000 to 27000.
         Armor increased from 1850 to 2000.
         Arms:
            Armor increased from 1500 to 1600.
            Flux Capacity increased from 8500 to 10000.
   Weapons:
      Added Watusi LRM Barrage.
      Gyropult Bomb Bay:
         (Maximum) Projectile Speed increased from 350 to 500.
         Launch Speed increased from 50 to 100.
      Watusi LRM:
         Mirv launch range increased from 300 to 500.
         Market tier reduced from 1 to 0.
         Ordinance cost reduced from 10 to 7.
         Faction Blueprint tag changed from Heavy to Basic.
         Range increased from 4000 to 6000.
         Base Damage reduced from 200 to 150.
         Ammo per second increased from 0.1667 to 0.25.
         Missile Speed reduced from 175 to 100.
         Launch speed reduced from 200 to 50.
         Flight time reverted from 30 to 80.
         Warhead:
            Spec type changed from projectile to missile.
            Damage reduced from 400 to 150.
            Damage type reverted from Fragmentation to High-Explosive.

**** Older versions are in the changelog text file ****
[close]

5
Suggestions / Individual Spread for Linked Firing offsets
« on: March 26, 2015, 03:20:59 AM »
This is a rather simple suggestion, really.

As I couldn't find a direct way of allowing weapons to just slap in several offsets and fire like TF2's minigun, oh willy-nilly, since it just felt like you're using Contra's Spreadgun with only 1 shot is absolutely directed to a target while all else just supposedly miss. And just having 1 barrel for a weapon to fire several projectiles just seems a little too straightforward and somewhat feels like literally using a waterhose that directly pointed to one direction.

What I would want is 1 weapon with several Firing offsets, each possessing its individual spread, in order to produce an illusion of a rapid-firing weapon that goes beyond 30 FPS limit, or simply having a true spread-gun.


This is for anyone who would pursue Rapid-firing, but low accuracy weaponry and some glorified Shotguns in your wake.

6
Suggestions / Unique Crew Members
« on: February 09, 2015, 08:48:23 PM »
As much as the title goes. I could ask for a modding allowance that generate unique crew members that alter the specific statistics of ships while they are on-board of a specific vessel.

Like when you have a Veteran Tri-Tachyon crew members, crew increases the Flux Capacity by 15% but in ration of how many crew members are in that specific ship, if there are roughly 2/3's of the Tri-Tachyon members, it only produces 10% of the effect. Or Engineer-based crew members that increases Engine power, Weapons and/or any minor changes into the ship.

Edit: Well, actually it's more on the Mount & Blade Warband side, as each ship now possesses a unique set of crew members that changes the statistics of the ship, normally when you have dedicated weapon engineers in the ship that increases reload speed and tracking capability of that particular ship.

All crew members still follow the Recruit to Elite ranking depending on how they perform much in the field. The more the specific statistic is being used, such as firing a weapon (for Weapon-based Crew members), take armor/hull damage (for Maintenance Crew) or managing Flux (Engineers) these crew members will improve only to those specific situations.

These are some examples:
  • Ballistics Operators will learn to increase Firing Speed and Reload Rate as the Ballistic weapons within the mentioning ship is being fired and damaged enemy ships. They stop learning if these requirements aren't met.
  • Flux Operators/Tri-Tachyon crew manage the changes of the ship's reactor, will gain experience whenever the Shield is hit, Flux overloads or Flux dissipates from high charge.

7
Mods / [0.96a] Red - the Oculian Armada (0.10.0-RC2) Mod
« on: February 08, 2015, 05:01:18 AM »
Not mod you asked for.

The Red

Download: RAR / ZIP
Ocutek Pirates Addon: RAR / ZIP

Older versions:
Spoiler
Version 0.9.3: RAR / ZIP

Version 0.9.2b: RAR / ZIP
RUS(Rough translation): RAR / ZIP
Ocutek Pirates Addon 0.3: RAR / ZIP
RUS: RAR / ZIP

Version 0.9.1a for Starsector 0.95a: RAR / ZIP
Version 0.9: RAR / ZIP Alt Faceless:RAR / ZIP
Version 0.8.4 for Starsector 0.95a: RAR / ZIP
Version 0.8.3a for Starsector 0.9.1a: RAR / ZIP
Version 0.7 for Starsector 0.8.1a: Here
[close]
Nexerelin Compatiable


Oculian Armada

Author: EI and Protonus

Rough Lore:

      An old ruin of the old sector wars has been reawaken from its dormancy, an antique AI previously built with the sole purpose of preparing sustenance to its former masters. Arrived, as a powerful collective of marketing calculations, reborn as an industrial robotic faction for its well-known purpose, to manufacture a produce at unusual quantities to sustain what is believe what humanity could have asked for, cookies.


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 a reluctantly irresponsible AI experiment built with the intention to delivering its promising exports in the farthest reaches of the sector as efficiently as possible.

"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.

      These ships test the boundaries of the meta on how a good shield and speed are a crazy powerful combination and how carrier spamming impacts the direction of the fight no matter how fragile the ships can be. Or at least just see what it feels to play a very fast moving horde of cookie selling psychopaths or get steamrolled by one.

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

Strengths:
  • Very aggressive horde-style faction from a separated shield and flux system with good mobility.
  • Beam and Energy resistant.
  • Cheap and low logistics costs.
  • Relatively high burn level.

Weaknesses:
  • Terrible ordnance capacity with incompatibility with normal weapons.
  • Pitiful hull and armor.
  • Low crew capacity.
  • Poorest (non-built in) weapon damage in the Energy/Missile Spectrum.
  • Has no ballistic slots or true kinetic weapons.


Totally unofficial development goals of the Arc Mother:
- Complete descriptions.
- Balance and tweaking. Probably won't.
- There might be giants.

Ships of the Armada:
Spoiler
[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.
- Mayu for the hostile market and encounter music.

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

Changelog:
Spoiler
Quote
**** Version 0.9.3 ****
   Updated for version 0.96a-RC9.
   Campaign:
      Oculian Station:
         Flux stats have been shuffled to make gaps more pronounced and compensate with the general efficiency buffs on weapons.
         Shields are standardized to the base value as shield resistance is moved towards resisting beam weapons than just energy.
         Shield Modules are changed towards being high cap/low vent to have them behave more like armor than shields.
         Pillar Guard:
            Flux Capacity increased from 4000 to 5000.
            Flux Dissipation reduced from 400 to 250.
            Shield Efficiency reduced from 0.8 to 1.
            Ordinance Points reduced from 200 to 50.
         Weapons Platform:
            Flux Capacity increased from 12000 to 14000.
            Flux Dissipation reduced from 1000 to 700.
            Shield Efficiency reduced from 0.8 to 1.
         Basic Ring Segment:
            Flux Capacity increased from 6000 to 9000.
            Flux Dissipation reduced from 750 to 450.
            Shield Efficiency reduced from 0.8 to 1.
         Star Fortress Ring Segment:
            Flux Capacity increased from 8000 to 12000.
            Flux Dissipation reduced from 1000 to 800.
            Shield Efficiency reduced from 0.8 to 1.
         Shield Module:
            Flux Capacity increased from 10000 to 18000.
            Flux Dissipation reduced from 1000 to 300.
            Shield Efficiency reduced from 0.8 to 1.
            Ordinance Points reduced from 200 to 50.
         Hangar Module:
            Flux Capacity increased from 6000 to 7000.
            Flux Dissipation reduced from 750 to 350.
            Shield Efficiency reduced from 0.8 to 1.
         Hangar Command:
            Flux Capacity increased from 9000 to 10000.
            Flux Dissipation reduced from 900 to 500.
            Shield Efficiency reduced from 0.8 to 1.
   Ships:
      Reduced Engine sound volume slightly more across the board.
      Autonomous Drone:
         Now displays Sensor strength bonus.
         Added Weapon/Engine repair speed bonus by mathematically 33% (-24.82~% = 1 / (1 + bonus)).
         Added Sensor profile reduction by 10.
         Reduced Sensor strength from 20 to 10.
      Oculian Hull:
         Added Hull and Armor damage resistance against Beam weapons by 10%.
         Added Shield resistance against Beam weapons by 25%.
         Shield damage taken from Energy type reduced from 25% to 15%.
      Kitted Gretly Buster:
         When S-modded, increases death explosion further, also increases flux capacity and shield efficiency.
      Overdriven Clock Systems:
         When S-modded, reduces penalties significantly and gives a flatout hull and armor damage resistance.
      Overdriven Clock Systems:
         When S-modded, reduces penalties damage penalty and increases beam damage regardless of faction.
      Sconis:
         Medium Energy mount is changed to Medium Synergy.
         Flux Capacity increased from 2500 to 4000.
         Flux Dissipation reduced from 300 to 200.
         Ordinance points increased from 50 to 55.
         Shield Efficiency increased from 0.9 to 0.7.
      Tsundere:
         Armor reduced from 200 to 150.
         Flux Capacity increased from 4000 to 5000.
      Basilix:
         Top Speed increased from 75 to 80.
         Acceleration reduced from 75 to 70.
         Maximum Turn Speed increased from 50 to 60.
         (Mi):
            Fleet point cost reduced from 20 to 18.
            Top Speed increased from 75 to 80.
            Acceleration reduced from 75 to 70.
            Maximum Turn Speed increased from 50 to 60.
      Chimex:
         Armor reduced from 600 to 450.
         Flux Capacity increased from 4500 to 6000.
         (Mi):
            Fleet point cost reduced from 18 to 15.
            Armor reduced from 600 to 450.
            Flux Capacity increased from 5500 to 7500.
      Dorothyx:
         Flux Capacity increased from 6000 to 7000.
         Top Speed reduced from 65 to 50.
         Acceleration increased from 55 to 100.
         Deceleration increased from 30 to 75.
         Maximum Turn Speed increased from 25 to 60.
         Turn Acceleration increased from 20 to 40.
      Ignix:
         CARRIER and COMBAT tags removed.
         Engine count increased from 3 to 7.
         Hull reduced from 6000 to 4000.
         Armor reduced from 600 to 350.
         Flux Capacity increased from 4000 to 5000.
         Flux Dissipation reduced from 250 to 200.
         Shield Arc increased from 240 to 300.
         Shield type changed from Omni to Front.
         Shield Efficiency increased from 0.9 to 0.7.
         Top Speed increased from 60 to 90.
         Acceleration increased from 45 to 75.
         Deceleration reduced from 35 to 45.
         Maximum Turn Speed increased from 40 to 60.
         Turn Acceleration increased from 20 to 30.
      Evalyx:
         Top Speed increased from 70 to 80.
         Phase Upkeep generation reduced from 0.06 to 0.03.
      Amina:
         Flux Capacity increased from 14000 to 15000.
         Top Speed increased from 70 to 80.
         Acceleration reduced from 60 to 40.
         Deceleration reduced from 40 to 30.
         Maximum Turn Speed increased from 50 to 60.
      Chimaria:
         Flux Dissipation reduced from 650 to 500.
         Shield Upkeep reduced from 0.5 to 0.3.
      Etna:
         CARRIER, COMBAT and NO_AUTO_ESCORT tags removed.
      Nadia (Mi):
         Fleet point cost reduced from 32 to 28.
      Utena:
         Flux Dissipation reduced from 1000 to 800.
         Titanic Phase Columns:
            Added Energy damage resistance by 10%.
            Speed bonus increased from 50 to 60. (Manueverability increased accordingly)
      Pandora:
         Designation changed from Flagship to Dreadnought Carrier.
      Dulcena:
         Base Supply Maintenance/Repair cost reduced from 74 to 65.
   Wings:
      Loach (and Mi):
         Phase Initial Cost generation increased from 0.02 to 0.08.
         Phase Upkeep generation reduced from 0.04 to 0.03.
   Weapons:
      Glint:
         Flux generation reduced from 40 (200) to 35 (175).
      Pirouette:
         Flux per shot reduced from 25 to 15.
      Fouette:
         Flux per shot reduced from 30 to 25.
      Shiredain:
         Flux per shot reduced from 250 to 225.
      Blita:
         Damage per shot reduced from 60 to 50.
         Flux per shot reduced from 40 to 25.
         Cooldown per shot increased from 0.25 to 0.33.
         Spread is removed and shots have perfect accuracy.
      Gleam:
         Flux generation reduced from 140 (1400) to 100 (10
      Prima:
         Damage per shot reduced from 80 to 75.
         Flux per shot reduced from 50 to 45.
         Charge up delay reduced from 0.15 to 0.125.00).
      Glistal:
         Flux generation reduced from 300 (4500) to 200 (3000).
      Kurtina:
         Damage increased from 240 to 270.
         Flux per second reduced from 150 to 135.
      Vira:
         Flux per shot reduced from 60 to 40.
         Cooldown per shot increased from 0.125 to 0.2.
         Spread is removed and shots have perfect accuracy.
      Pixie:
         Flux per shot reduced from 150 to 130.
      Fairy:
         Flux per shot reduced from 200 to 180.
      Freya:
         Flux per shot reduced from 310 to 290.
      Nicor:
         Flux per shot reduced from 180 to 160.
      Flandrey Beam Cannon:
         Flux per second reduced from 945 to 840.

**** Version 0.9.2b ****
   Campaign:
      Forcefully deprecated Arc Mother's Cognition skill to prevent randomized distribution.
   Ships:
      Oculian Chemical Core:
         Unintended stacking beam bonuses removed. Along with associated Mikanate variant and hybrids.
         Description wording changed to reflect that hullmod generally improves Energy weapons.
      Oculian Crystalline Core:
         Can now be equipped on Oculian Phase ships, increasing Phase efficiency and reducing Cooldown time. Mikanate and hybrids receive this bonus.
         Phase ships now cancel the top speed penalty.
         Now reduces Beam Flux generation by 15% (20% for Mikanate).
      Mikanate Pulse Core:
         Time script now uses the matured Jandor Time Reactor script to determine conditions and avoid buggy time events.

**** Version 0.9.2 ****
   Campaign:
      Ocutek Pirate Package manually seperated to the Ocutek Pirates submod to prevent the effectively non-existent blueprint from dropping.
      Oculians receive their own naming theme with their people. Serial number for Female and Auxiliary number for Male(Robot).
      Relations changed for the corresponding factions:
         Added a bare minimum catch logic for Hostile and Vengeful relations.
         (HMI) Oculians are now hostile to Mess variations.
         Player from Vengeful to Suspicious.
         Sindrian Diktat from default Inhospitable to Favorable.
         Luddic Path from default to Vengeful.
         Luddic Church from default to Hostile.
      Star systems and planets associated are now uniquely prefixed.
      Oculian Cookies:
         Updated to current commodities system.
      Atalie Pax:
         Atalie II:
            Now a Barren-desert World.
            Extreme Heat planet condition replaced with Hot.
            Mild Climate planet condition added.
            Market Size increased from 4 to 5.
         Adalie:
            EI is added.
            Organics changed from Abundant to Common.
            Mining has a Gamma Core.
            Added unique Heavy Industry called Orbital Assembly Matrix, replacing Orbital Works that does not require a Nanoforge to produce quality ships.
            Population and Oculian Bakery Complex no longer have Alpha Cores.
         Atalie III-a:
            Extreme Cold planet condition removed.
      Haelim:
         Haelim I:
            Mild Climate planet condition added.
         Darla:
            Now an Arid planet and has Habitable planet condition.
         Haelim IIa:
            Inimical Biosphere planet condition removed.
      Doctrine changed, from 1-3-3 to 4-1-2.
      Added missing generic music to encounters and other things.
      Nexerelin:
         Diplomacy:
            Is no longer Ideological.
            Diplomacy is increased from +0.1 to +0.25.
         Basic blueprint package is given immediately if starting faction.
   Ships:
      Added the Evalyx Phase Cruiser, a Mikanate Phase cruiser with a dependable logistics capability and a powerful loadout.
      Added the Dulcena Dreadnought, a massive flagship that focuses in direct frontal combat.
      Added Oculian Optimized Optics, a sidegrade to Advanced Optics that increases base range but at a cost of shield damage.
      Mikanate ships and some regulars are now only sold in the Military market.
      Oculian Hull:
         Description has been overhauled for a more readable overview.
         The following changes removes redundant computations with regards to logistics, that would otherwise overcomplicate the descriptions:
            Supply Maintenance/Recovery reduction increased from 25% to 33%.
            Supply cost reduction removed if Mikanate Overhaul is added.
            Base Supply costs for every ship is adjusted accordingly for Deployment cost purposes that impact battle size.
         Can no longer allow Advanced Optics.
      Mikanate Overhaul:
         Description has been overhauled for a more readable overview.
         Supply Maintenance/Recovery penalty increase removed.
         Combat Readiness decay depletes 100% faster.
      All Oculian Cores:
         Description has been overhauled for a more readable overview.
      Oculian Crystalline Core:
         Top Speed reduction is now a percentage. Zero Flux Speed is also normalized. (+ subsequent Mikanate combinations)
         Shield damage reduction bonus reverted from 20% to 15%. (+ subsequent Mikanate combinations)
      Mikanate Crystalline Core:
         Top Speed reduction is now a percentage. Zero Flux Speed is also normalized.
         Shield damage reduction bonus reduced from 35% to 25%.
         Top Speed reduction penalty reduced from 30% to 25%.
      Oculian Pulse Core:
         Removed the unmentioned refit time penalty.
         Replacement Recovery rate penalty of -33% is added.
      Chimly:
         Rugged Construction hullmod added. (+ Mi)
      Gretly:
         Fleet Points reduced from 3 to 2.
         Gretly Reassembly Contigency hullmod added, an improved variation of Rugged Construction.
         Hull increased from 500 to 650.
         Top Speed reduced from 200 to 180.
      Gretly (Mi):
         Gretly Reassembly Contigency hullmod added.
         Hull increased from 600 to 700.
      Huely:
         Rugged Construction hullmod added.
         Added 1 Small Synergy hardpoint.
         Base Supply Maintenance/Repair cost increased from 3 to 5.
      Prily:
         Fleet Points reduced from 3 to 2.
         Rugged Construction hullmod added. (+ Mi)
         Top Speed reduced from 240 to 200.
         Acceleration reduced from 270 to 240.
      Chimis:
         Acceleration increased from 70 to 105.
         Deceleration increased from 55 to 90.
         Base Supply Maintenance/Repair cost increased from 7 to 10.
         Mi:
            Acceleration increased from 60 to 95.
            Deceleration increased from 55 to 80.
            Base Supply Maintenance/Repair cost increased from 9 to 14.
      Doris:
         Acceleration increased from 60 to 90.
         Deceleration increased from 50 to 70.
         Base Supply Maintenance/Repair cost increased from 8 to 11.
      Lemphis:
         Acceleration increased from 125 to 160.
         Deceleration increased from 100 to 130.
         Base Supply Maintenance/Repair cost increased from 8 to 14.
      Maximis:
         Acceleration increased from 90 to 110.
         Deceleration increased from 75 to 90.
         Base Supply Maintenance/Repair cost increased from 6 to 10.
      Sconis:
         Acceleration increased from 140 to 160.
         Deceleration increased from 125 to 140.
         Base Supply Maintenance/Repair cost increased from 5 to 7.
      Sophis:
         Acceleration increased from 120 to 150.
         Deceleration increased from 100 to 120.
         Base Supply Maintenance/Repair cost increased from 6 to 9.
      Sophis B/C:
         Fleet Points reduced from 5 to 4.
         Ordinance points increased from 30 to 40.
         Base Supply Maintenance/Repair cost increased from 2 to 4.
      Storkis:
         Acceleration increased from 90 to 125.
         Deceleration increased from 80 to 100.
      Tsundere:
         Sprite adjustments. Some weapon slots have been moved.
         Designation changed from Fast Destroyer to Destroyer.
         Acceleration increased from 110 to 125.
         Deceleration increased from 90 to 100.
         Shield Efficiency increased from 0.9 to 0.8.
         Base Supply Maintenance/Repair cost increased from 7 to 9.
      Beatrix:
         Designation changed from Heavy Gunport to Monitor.
         Fleet Points reduced from 12 to 10.
         Hull increased from 3500 to 5000.
         Maximum Turn Speed reduced from 25 to 40.
         Turn Acceleration reduced from 15 to 25.
      Basilix:
         Sprite adjustments. (+ Mi)
         Hangar is removed, respective tags for the carrier role is removed while Quantix Core can still take effect. (+ Mi)
         2 built-in Glints added. (+Mi)
         Hull increased from 5000 to 7000.
         Armor increased from 550 to 650.
         Ordinance points increased from 100 to 110.
         Maximum Turn Speed increased from 20 to 50.
         Turn Acceleration reduced from 20 to 30.
         Base Supply Maintenance/Repair cost increased from 14 to 18.
         Mi:
            Hull increased from 6000 to 8000.
            Armor increased from 600 to 700.
            Ordinance points increased from 120 to 130.
            Maximum Turn Speed increased from 20 to 50.
            Turn Acceleration reduced from 20 to 30.
            Mass reduced from 1000 to 900.
            Base Supply Maintenance/Repair cost increased from 22 to 26.
      Chimex:
         Fleet Points reduced from 12 to 11.
         Hull increased from 4000 to 5000.
         Base Supply Maintenance/Repair cost increased from 15 to 18.
         Acceleration increased from 40 to 50.
         Deceleration reduced from 60 to 40.
         Turn Acceleration reduced from 40 to 35.
         Mass increased from 650 to 750.
         Mi:
            Fleet Points reduced from 20 to 18.
            Hull increased from 5000 to 5500.
            Acceleration increased from 40 to 50.
            Deceleration reduced from 60 to 40.
            Turn Acceleration reduced from 40 to 35.
            Base Supply Maintenance/Repair cost increased from 20 to 22.
            Mass increased from 650 to 800.
      Dorothyx:
         Redesigned to fit its in-lore saucer build.
         Shield module overhauled to be vulnerable from 2 lateral sides to 4 corners.
         Modular slot changes:
            From 1 Large Energy, 2 Medium Energy, 2 Small Energy, 4 Small Synergy, 3 built-in Glints
            To 1 Large Energy, 2 Medium Energy, 2 Small Energy, 5 Small Synergy, 4 built-in Glints.
         Large Energy turret moved to the center, while allowing 360 angle coverage.
         Fleet Points increased from 11 to 13.
         Hull increased from 4000 to 7000.
         Flux Capacity increased from 5000 to 6000.
         Flux Dissipation increased from 400 to 450.
         Top Speed reduced from 70 to 65.
         Base Supply Maintenance/Repair cost increased from 16 to 20.
         Shield Module:
            Armor reduced from 750 to 500.
            Flux Capacity reduced from 5000 to 4000.
            Flux Dissipation reduced from 250 to 200.
            Shield Type changed from Front to Omni.
      Ignix:
         Sprite adjustments.
         Hangars are removed, respective tags for the carrier role is removed while Quantix Core can still take effect.
         Fleet Points increased from 11 to 12.
         Hull increased from 4500 to 6000.
         Armor reduced from 850 to 600.
         Ordinance points increased from 90 to 100.
         Flux Capacity increased from 3000 to 4000.
         Flux Dissipation increased from 200 to 250.
         Top Speed reduced from 70 to 60.
         Acceleration reduced from 70 to 45.
         Maximum Turn Speed increased from 20 to 40.
         Turn Acceleration increased from 10 to 20.
         Base Supply Maintenance/Repair cost increased from 11 to 16.
      Nimbyx:
         Armor reduced from 400 to 300.
         Ordinance points increased from 50 to 60.
         Flux Capacity increased from 4000 to 6000.
         Maximum Turn Speed increased from 10 to 20.
         Turn Acceleration increased from 10 to 15.
      Amina:
         Sprite adjustments.
         Designation changed from Warship to Fast Battleship.
         Added Integrated Oculian Optics hullmod.
         Modular slot changes:
            From 2 Large Synergy, 3 Large Energy, 4 Medium Synergy, 2 Small Energy, 4 Small Synergy, 6 built-in Glints
            To 2 Large Synergy, 3 Large Energy, 4 Medium Synergy, 4 Medium Energy, 4 Small Missile, 14 built-in Glints.
         All 3 Hangars are removed, respective tags for the carrier role is removed while Quantix Core can still take effect.
         Fleet Points reduced from 28 to 26.
         Flux Capacity increased from 12000 to 14000.
         Flux Dissipation increased from 900 to 1000.
         Top Speed increased from 50 to 70.
         Acceleration increased from 35 to 60.
         Deceleration increased from 15 to 40.
         Maximum Turn Speed increased from 15 to 25.
         Turn Acceleration increased from 7 to 12.
         Shield Angle reduced from 360 to 300.
         Shield upkeep reduced from 0.5 to 0.3.
         Skeleton Crew increased from 65 to 90.
         Maximum Crew increased from 80 to 120.
         Base Supply Maintenance/Repair cost reduced from 50 to 40.
      Etna:
         Sprite adjustments. Some mounts have been moved.
         Designation changed from Fast Battleship to Battlecruiser.
         Temporal Overclock:
            Time Flow multiplier reduced from 5x to 4x.
            Charge up time reverted from 4 to 3.
            Active time increased from 15 to 18.
         Hangars of 2 are removed.
         2 Large Energy mount angles increased from 165 to 180.
         Added 2 built-in Glints.
         Flux Capacity increased from 7500 to 8000.
         Acceleration increased from 65 to 80.
         Deceleration increased from 55 to 70.
         Maximum Turn Speed increased from 35 to 45.
         Mass increased from 1200 to 1700.
         Base Supply Maintenance/Repair cost increased from 25 to 32.
      Chimiria:
      Nadia:
         Designation changed from Combat Carrier to Battleship. (+ Mi)
         Acceleration reduced from 40 to 55.
         Base Supply Maintenance/Repair cost increased from 34 to 38.
         Mi:
            Acceleration reduced from 40 to 50.
            Base Supply Maintenance/Repair cost increased from 40 to 44.
      Utena:
         Added Integrated Oculian Optics hullmod.
         Titanic Phase Columns:
            Now reduce the Ordinance costs of Shiredains by 3.
            Now increases the Phase Stress limit from 50% to 60%.
            Now increases Kea base range for 150 units, while Pirouette series for 250 units.
            Shiredain Range bonus altered from 1.2x to flat base 200 units.
            Top Speed bonus increased from 40 to 50.
            Receives Integrated Target Unit buff and Delicate Machinery debuff, the preceeding hullmods are removed and blocked from use.
         All 16 Shiredain built-ins are now Small Energy slots.
         Base Supply Maintenance/Repair cost reduced from 58 to 48.
   Wings:
      Added the Loach wing (plus Mi), a support drone squadron that relies its survivability with its phase capability.
      Breeze:
         Hull increased from 60 to 100.
      Breeze Mikanate:
         Hull increased from 80 to 150.
         Flux Capacity increased from 100 to 150.
         Flux Dissipation increased from 25 to 35.
      Breeze Elite:
         Armor given from 1 to 40.
      Breeze Superelite:
         Armor given from 1 to 60.
      Cancer:
         Hull increased from 35 to 60.
         Flux Capacity increased from 75 to 100.
         Flux Dissipation increased from 25 to 40.
         Top Speed increased from 200 to 225.
         Acceleration increased from 215 to 300.
         Deceleration increased from 270 to 300.
      Cancer Elite:
         Hull increased from 40 to 120.
         Flux Capacity increased from 75 to 200.
         Flux Dissipation increased from 25 to 60.
      Cancer Mikanate:
         Base Ordinance cost reduced from 22 to 20.
         Weapons changed from 1 Glint, 2 Pixel torpedo to 2 Glints and 1 Kilopixel torpedo.
         Hull increased from 70 to 250.
         Flux Capacity increased from 75 to 300.
         Flux Dissipation increased from 25 to 90.
      Tick Elite:
         Hull increased from 250 to 350.
      Tick Mikanate:
         Hull increased from 300 to 400.
         Armor increased from 125 to 150.
      Cucumber:
         Hull increased from 1000 to 3000.
         Flux Capacity increased from 2000 to 4000.
   Weapons:
      Added Kilopixel Torpedo.
      Pirouette:
         Sound altered to have less bass.
         Flux per shot reduced from 45 to 25.
      Fouette:
         Flux per shot reduced from 45 to 30.
      Frappe:
         Flux per shot reduced from 40 to 35.
      Kea:
         Range reduced from 400 to 350.
         Damage per shot reduced from 50 (200) to 45 (180).
         Flux per shot reduced from 35 (140) to 30 (120).
      Blita:
         Energy Damage bonus against missiles increased from 50% to 100%.
         High Explosive Damage bonus against fighters increased from 50% to 75%.
         Fighter arc chance increased from 15% to 25%.
         Fighter arcs does half of the primary damage while double the displayed EMP damage.
         Damage per shot reduced from 70 to 60.
         Flux per shot reduced from 50 to 40.
         Charge down reduced from 0.25 to 0.1667.
      Gleam:
         Damage per second increased from 450 (142) to 500 (158).
      Prima:
         Range reduced from 750 to 650.
         Damage per shot reduced from 90 to 80.
         Flux per shot reduced from 60 to 50.
         Charge up time reduced from 0.25 to 0.15.
      Stredia:
         Range reduced from 750 to 650.
         Damage per shot increased from 100 to 140.
         Flux per shot increased from 80 to 105.
         First shot Damage increased from 300 (300% from 100) to 350 (250% from 140).
         First shot EMP damage increased from 30 to 100.
      Leia:
         Damage per shot increased from 70 to 75.
         Flux per shot reduced from 50 to 45.
      Manndie:
         Added the forgotten ocua_mikanate tag.
         Damage per shot increased from 120 (60x2) to 140 (70x2).
         Flux per shot increased from 80 to 90.
      Nicor:
         Range reduced from 850 to 750.
         Charge down time reduced from 1.9 (2.3) to 1.6 (2.0).
      Ruby:
         Range reduced from 1500 to 1200.
         Turn Rate reduced from 20 to 10.
         EMP per shot reduced from 100 to 90.
         Flux per shot reduced from 250 to 150.
         Charge down reduced from 1.2 to 1.
         Projectile Speed reduced from 3000 to 2400.
      Vira:
         Energy Damage bonus against missiles increased from 50% to 100%.
         High Explosive Damage bonus against fighters increased from 50% to 75%.
         Fighter arc chance increased from 15% to 25%.
         Fighter arcs does half of the primary damage while double the displayed EMP damage.
         Damage per shot reduced from 90 to 70.
         EMP per shot reduced from 45 to 35.
         Flux per shot reduced from 80 to 60.
         No longer has magazine size.
         Charge down reduced from 0.167 to 0.125.
      Flandrey:
         Damage per second reduced from 1250 to 1050.
         Flux per second reduced from 1250 to 945.
         Charge up time reduced from 2 to 1.5 seconds.
      Pixel++ Launcher:
         Charge down time reduced from 15 to 10.

Rest of the changelog is within the folder.
[close]

8
Modding / [0.65.1a] Protonian Technologies (Closing)
« on: January 19, 2015, 07:57:59 PM »
This mod is now closing.


I'm sorry about the inconvenience.


But due to some particular conundrum, I have to shutdown the page for those apparent reasons. Don't worry though, Protonian Technologies will get back to working order once again.

9
Modding / Parsing Compilation Unit: Hullmod
« on: January 14, 2015, 06:08:44 AM »
Well, I'm kinda shy asking the forums themselves for information that I need to get stuff done, but I'm starting to get a little bothered with this error I got, despite of having Netbeans to work with the hullmod.

I received after adding the hullmod into my... mod.

This is what I get:
Fatal: Error compiling [data.hullmods.pt_centuriondrive]
Cause: Parsing compilation unit "com.fs.starfarer.loading.A$1@1a7e777"

I tried using two separate numeral techniques for the Zero Flux attribute but it doesn't to work for some reason.
This is the code I have.
Spoiler
Quote
package data.hullmods;

import java.util.HashMap;
import java.util.Map;

import com.fs.starfarer.api.combat.BaseHullMod;
import com.fs.starfarer.api.combat.MutableShipStatsAPI;
import com.fs.starfarer.api.combat.ShipAPI.HullSize;

public class PT_CenturionDrive extends BaseHullMod {

   public static final float EMP_REDUCTION = 25f;
   public static final float ENGINE_HEALTH_BONUS = 125f;
//   public static final float ZERO_FLUX_SPEED_CAPITAL = 15f;
//   public static final float ZERO_FLUX_SPEED_CRUISER = 20f;
//   public static final float ZERO_FLUX_SPEED_DESTROYER = 25f;
//   public static final float ZERO_FLUX_SPEED_FRIGATE = 35f;
//   public static final float ZERO_FLUX_BONUS_CAPITAL = 0.05f;
//   public static final float ZERO_FLUX_BONUS_CRUISER = 0.1f;
//   public static final float ZERO_FLUX_BONUS_DESTROYER = 0.15f;
//   public static final float ZERO_FLUX_BONUS_FRIGATE = 0.2f;
   public static final float WEAPON_HEALTH_BONUS = 75f;

   private static final Map ZeroFluxBonus = new HashMap();
   static {
      ZeroFluxBonus.put(HullSize.FRIGATE, 0.2f);
      ZeroFluxBonus.put(HullSize.DESTROYER, 0.15f);
      ZeroFluxBonus.put(HullSize.CRUISER, 0.1f);
      ZeroFluxBonus.put(HullSize.CAPITAL_SHIP, 0.05f);
   }
   
   private static final Map ZeroFluxSpeed = new HashMap();
   static {
      ZeroFluxSpeed.put(HullSize.FRIGATE, 35f);
      ZeroFluxSpeed.put(HullSize.DESTROYER, 25f);
      ZeroFluxSpeed.put(HullSize.CRUISER, 20f);
      ZeroFluxSpeed.put(HullSize.CAPITAL_SHIP, 15f);
   }
   
    @Override
    public void applyEffectsBeforeShipCreation(HullSize hullSize, MutableShipStatsAPI stats, String id) {
        
      stats.getZeroFluxMinimumFluxLevel().modifyFlat(id, (Float) ZeroFluxBonus.get(hullSize));
      stats.getZeroFluxSpeedBoost().modifyFlat(id, (Float) ZeroFluxSpeed.get(hullSize));
//      if (hullSize == HullSize.FRIGATE || hullSize == HullSize.FIGHTER) {
//         stats.getZeroFluxMinimumFluxLevel().modifyFlat(id, ZERO_FLUX_BONUS_FRIGATE);
//         stats.getZeroFluxSpeedBoost().modifyFlat(id, ZERO_FLUX_SPEED_FRIGATE);
//      } else if (hullSize == HullSize.DESTROYER) {
//         stats.getZeroFluxMinimumFluxLevel().modifyFlat(id, ZERO_FLUX_BONUS_DESTROYER);
//         stats.getZeroFluxSpeedBoost().modifyFlat(id, ZERO_FLUX_SPEED_DESTROYER);
//      } else if (hullSize == HullSize.CRUISER) {
//         stats.getZeroFluxMinimumFluxLevel().modifyFlat(id, ZERO_FLUX_BONUS_CRUISER);
//         stats.getZeroFluxSpeedBoost().modifyPercent(id, ZERO_FLUX_SPEED_CRUISER);
//      } else if (hullSize == HullSize.CAPITAL_SHIP) {
//         stats.getZeroFluxMinimumFluxLevel().modifyFlat(id, ZERO_FLUX_BONUS_CAPITAL);
//         stats.getZeroFluxSpeedBoost().modifyFlat(id, ZERO_FLUX_SPEED_CAPITAL);
//      }
      stats.getEmpDamageTakenMult().modifyPercent(id, -EMP_REDUCTION);
      stats.getEngineHealthBonus().modifyPercent(id, ENGINE_HEALTH_BONUS);
      stats.getWeaponHealthBonus().modifyPercent(id, WEAPON_HEALTH_BONUS);
    }

    @Override
    public String getDescriptionParam(int index, HullSize hullSize) {
      if (index == 0) return "" + ((Float) ZeroFluxBonus.get(HullSize.FRIGATE)).intValue();
      if (index == 1) return "" + ((Float) ZeroFluxBonus.get(HullSize.DESTROYER)).intValue();
      if (index == 2) return "" + ((Float) ZeroFluxBonus.get(HullSize.CRUISER)).intValue();
      if (index == 3) return "" + ((Float) ZeroFluxBonus.get(HullSize.CAPITAL_SHIP)).intValue();
      
      if (index == 4) return "" + ((Float) ZeroFluxSpeed.get(HullSize.FRIGATE)).intValue();
      if (index == 5) return "" + ((Float) ZeroFluxSpeed.get(HullSize.DESTROYER)).intValue();
      if (index == 6) return "" + ((Float) ZeroFluxSpeed.get(HullSize.CRUISER)).intValue();
      if (index == 7) return "" + ((Float) ZeroFluxSpeed.get(HullSize.CAPITAL_SHIP)).intValue();
      
//      if (index == 0) {
//         return "" + (int) ZERO_FLUX_BONUS_FRIGATE + "/" + (int) ZERO_FLUX_BONUS_DESTROYER + "/" + (int) ZERO_FLUX_BONUS_CRUISER + "/" + (int) ZERO_FLUX_BONUS_CAPITAL;
//      } if (index == 1) {
//         return "" + (int) ZERO_FLUX_SPEED_FRIGATE + "/" + (int) ZERO_FLUX_SPEED_DESTROYER + "/" + (int) ZERO_FLUX_SPEED_CRUISER + "/" + (int) ZERO_FLUX_SPEED_CAPITAL;
      if (index == 8) return "" + (int) EMP_REDUCTION + "%";
      if (index == 9) return "" + (int) ENGINE_HEALTH_BONUS + "%";
      if (index == 10) return "" + (int) WEAPON_HEALTH_BONUS + "%";
      return null;
    }
}
[close]

So, yeah.


Edit: I didn't expect the Emoticon to pop out of the index.

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