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News: New blog post: Blueprints, Doctrine, and Production (02/12/18); Starsector 0.8.1a is out!
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Author Topic: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8a  (Read 93679 times)
Posts: 465

Secret Beef Cultist

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« on: August 31, 2016, 06:04:47 PM »

Excerpted from standard contract hunter-warrior Terms and Conditions (cycle 206):
...II. All vessels, armament, or other materials (hereafter 'Equipment') is provided in an 'as-is' state,
including any battle damage it may have suffered. Customers and purchasing agents (hereafter 'Contractor') are
advised to conduct their own inspections and safety checks before piloting/operating/inserting/wearing/fondling/
glancing sharply at any purchased Equipment.

III. Dassault-Mikoyan accepts no responsibility for any damages (physical, monetary, temporo-spatial, or emotional)
relating to the use or misuse of any Equipment purchased by the Contractor or their designated agents.
Please do not use Equipment as a foot rest (excepting designated foot rest units), flotation device
(excepting designated flotation device units), novelty gift, or marital aid.

IV. Employment of Equipment in causing material or financial harm to Dassault-Mikoyan personnel, spacecraft,
planetary assets, or other property not specifically mentioned in this agreement shall be construed as excellent grounds
for the delivery of a swift, messy death to the Contractor, to be carried out summarily by the nearest available fleet asset...

Download Mod
Get LazyLib [required]
Get GraphicsLib [required]

Recommended Utility Mods
Console Commands
Version Checker
Save Transfer

For Maximum Fun:
(dynamic faction warfare, battlestations, DME hard mode start)

(randomized variants, enhanced bounties, market improvements)

A simple, clean fighter-, destroyer-, and cruiser-centric high-tech/midline faction,
focused around carrier combat, specialized weapons, and high mobility.
Adds 30+ ships and 70+ weapons.

Example Ships

Zelenograd Research Platform - Jeanne d'Arc Fleet Carrier

Kobra Gunboat - Wanderer Combat Clipper - Baikal Universal Cruiser - Husky Picket Ship

Tunguska Gun Destroyer - Snow Goose Fast Attack Ship - Kormoran Guard Cruiser - Vesper Tactical Frigate

Tereshkova Explorer - Chamois Utility Rig - Normandie Command Carrier - d'Erlon Escort Carrier

Damselfly Strike Bomber - Harridan Scout Fighter - Spirale Heavy Fighter - Rafale Torpedo Bomber - Foil Attack Bit - Dard Drone Interceptor

Star Sylph Combat Courier - Lodestar Armed Freighter - Bouclier Armored Courier - Shalaika Scout-Courier

Mouflon Assault Lander - Sevastopol Secure Transport - Kentaurus Armed Transport - Puddle Jumper Free Trader

Example Weapons

Linear Autogun - Heavy Linear Autogun - Heavy Linear Cannon - Twin Linear Cannon - Linear Cannon

Whistler Jetrifle - Hellspear Cannon - Howler Cannon - Horn Attack Gun

Heavy Rail Accelerator - Ultra Rail Accelerator - Light Rail Accelerator

Raker Flechette Gun - Ripper Flechette Gun - Flak Discharger

Hybrid Blaster - Quad Hybrid Blaster - Hybrid Pulser

Heavy Shockbeam - Basilisk Ultra Shockbeam - Tactical Shockbeam

ER Pulsed Laser - Autolaser Cluster - Microlaser Cluster

Multi-Beamer Node - Tribeamer - PD Beamer - Micro Beamer

ER PD Laser - Blaze Gun - Blaze Repeater - Medium Pulsed Laser - Light Pulsed Laser

Chasseur Multi-ASM Launcher - Voltigeur ASM-5 - Voltigeur ASM-3

Traceur LRM Launcher - Traceur LRM Tube - 2x Frappeur Torpedo - 1x Frappeur Torpedo

Itano AMM-6 - Itano AMM-8 - AMM Blister Launcher - Jongleur ESAD Launcher - Jongleur ESAD Rack

Star Stations

Commercial/Industrial Station

Research Station



Hellion Phase Fighter - Iridium Drone - Devil Ray Phase Destroyer - Sparrowhawk Escort Cruiser - Imp Drone

Energy Mine Discharger - Shell Hawk UAC/3 - Shellback AC/3

Thermal Burst PD - Thermal Scatter PD - Electroplasma Erupter - Electroplasma Bolter - Plasma Streamer

Hardened Warning Beacon

Gameplay Tips
- DME weapons tend to be more specialized than their vanilla equivalents.
In return, some of them have higher per-shot damage, shot speed, or flux efficiency. Picking the right weapon for the job is crucial.
- All mainline (white/beige/blue) DME ships have high EMP resistance and quick overload recovery thanks to their built-in hullmod.
Don't be afraid to drop shields against HVD or Ion Cannon fire.
- Jongleur ESAD missiles accelerate slowly, so try to fire them for a reasonable distance away from your target, or in support of other ships, rather than close-in as finisher missiles. Missed shots will often come back around at higher speed after turning in a long ellipsis.
- Use Voltigeur ASMs to open a fight with an advantage, or cover a retreat or venting.
They do a decent chunk of EMP damage, so they can help out even if they miss a shield.

Eliza for generous help with scripting, extensive gameplay testing, and goofy space-naming assistance.
MesoTroniK for equally generous help with scripting, SFX, debugging, and copious, high-quality advice.
Cycerin for SFX advice and encouragement.
Histidine for debugging and best-practices assistance.
Tartiflette for throwing smaller, rounder rocks at me over balance issues than I deserved.
Everyone who previewed DME and gave feedback.

It wouldn’t be what it is without you guys.

0.9.8a - Minor improvements, bugfixes. Should be non-savebreaky.
- Tweaked some system stuff. Mostly aesthetic, some different salvage.
- Removed steering ability from Skipjet Injector.
- Fixed Jeanne d'Arc hull typo. How embarrassing.
- Reduced Baikal (Brone) shield efficiency.
- Reduced module armor health, armor rating, on all playable ships.
- Added Thermal Scatter PD, a workhorse energy flak shotgun. (BB)

0.9.8 - Nose to the grindstone! Will break your saves.
- Added Dalet and Yod systems. Really just there for flavor, but you do get more Sigma Worlds. I wonder what those are all about...
- Did some polish work on the campaign layer to breadcrumb the player towards the Sigma worlds (custom icons, checked to make sure they stood out just right, etc.)
- Included updated faction config for Nexerelin 0.8.3c.
- Integrated mod faction relations.
- Integrated mod faction relations into deserter start.

- More visual improvements to ships, weapons. New Perforator sprite. Adjusted turret locations, artwork of all Multi-PD Node carrying ships: should look nicer, positioning is improved. Damselfly got a once-over, fresh carrier deck designs.
- Reduced Lycosid Interceptor wing size to 5.
- Increased extra supply cost of Sixth Bureau hullmod to 15%.
- Increased fire rate of Heavy Linear Cannon; DPS increased slightly to 480, reduced damage per-shot to 160/50.
- Reduced fire rate of Heavy Rail Accelerator; increased per-shot damage to 375, DPS/flux remain the same. Should be more distinct from the HVD now.
- Increased Kormoran armor to 700.
- Added Sigma Jaunt ship system, replaces Temporal Field on Imp.

- Baikal changes:
- New layout, sprite. She thicc.
- Increased armor to 1200.
- Decreased OP to 140, added Heavy Ballistics Integration hullmod.
- Overall, should feel like a mixture of the Dominator and Apogee. It's practically a new ship.
- Added Baikal (Brone) variant. Be afraid.

- Updated, revised, and expanded many, many descriptions.

- Added new missions, Heavy Iron and Devil To The Belt.
- Enlarged Mothership Connection mission - more stuff, more bees.

- Adjusted Mouflon layout. Added module armor.
- Reduced Star Sylph deployment and recovery costs.
- Added Jeanne d'Arc Fleet Carrier.
- Renamed Mindanao and Leyte to Normandie and d'Erlon, respectively.
- Normandie has lost a few slots and gained a flight deck. Also practically a new ship.
- Zelenograd has also gained a flight deck; ship system changed to Hyperfocus pending something fancier.

- Added Verdun-class defense station and Guardian-class bastion.

Previous Changelogs
0.9.7 - More big changes. Will break saves.
- Added custom shield sounds.
- Slot tweaks to Chamois.
- Added prototype Sparrowhawk skin for player use.
- Removed built-in Operations Center from standard Sparrowhawk: it's still present on the prototype skin.
- Added Blade Breaker Deserter start option for Nexerelin (for experienced players only - it's a rough ride).
- Added Sigma Disruptor ship system for the Devil Ray.
- Added Lycosid Interceptor, a nasty little six-fighter wing.
- Added Plasma Vulcan, built-in for the Lycosid.

- Reduced fire rate of AMM-6 to 45 DPS, reduced OP cost to 3.
- Replaced, or polished up a number of graphics, including the Linear Cannon/Chain Gun family.

0.9.6c - Forward! Some big, sweeping changes.
- Added Fletcher Bomber (a light energy-torpedo bomber).
- Added Hedgehog Pod (a station-only grenade-throwing weapon).
- Added Iridium Assault Fighter (BB).
- Added Energy Mine Discharger (BB).
- added a new mission, Hell's Own Sun.

- Redid all Blade Breaker ship variants. They're color-coded!
- Reworked Flak Discharger to throw braking grenades, increased damage and ammo count.
- Reworked Monobloc Construction; removed flux bonuses, now mitigates 25% EMP, halves overload time and cuts ballistic range by 15%. Incompatible with Heavy Armor, rather than Resistant Flux Conduits.
- Adjusted flux dissipation of affected ships very slightly to compensate in light of above.
- Increased top speed of a few combat ships slightly, as well.

0.9.6b - adding stuff, fixing stuff.
- Removed Nex battlestation variants, because I was dumb and left them in.
- Added Blade Breaker fighters, the Hellion and the Firespray.
- Added Jackal Burst Slicer.

0.9.6a - Polish polish polish - oops, also a content update!
- Increased ammo counts of Raker, Ripper, and Flak Discharger.
- Various tweaks to Blade Breaker content (incl. tweaks to Storm Kestrel, renamed Sparrowhawk, layout). Tagged all weapons for salvage groups, and for exclusion generally (useful for tournaments).
- Hellrider version of Rafale removed from campaign.
- Adjusted Perforator damage (235->240) and DPS (150->160) slightly. Raised DPS (250->320) of Katyusha Perforator.
- Added Marteau MLRM, a multi-warhead LRM dealing energy damage.
- In light of the above, reworked the AMM Blister Launcher as a faster-firing close-range anti-fighter weapon.
- Increased Microlaser projectile speed. Fighters beware.
- Increased range of Traceur random damage slightly (was 20-200, is now 50-250). You people weren't afraid enough for your engines.
- Improved all PD beam SFX.
- Misc adjustments to SFX here and there.

- Added a few new discoverables to existing systems. Get that Neutrino Detector powered up!
- Added non-econ market (Cousteau Base) to Nikolaev, because why not.
- Added two new, uninhabited systems. Mostly for flavor, some plot hooks for later.
- Added Nex battlestation variants. Yeah, I'll probably talk myself into custom stations later...
- Added Kormoran, Tunguska, and Vesper elite skins, which show up in the Nikolaev and Kostroma system as part of Sixth Bureau fleets.
- Added a few 'export' skins.
- Fixed Version Checker support.

0.9.6 - The slog forward continues. Will break your saves.
- First pass on Blade Breaker ships (not available in campaign, not remotely final).
- Added AMM-3 launcher to Shalaika, should make it a little bit more combat-capable without being too strong.
- Fixed Harridan Hybrid Scrambler EMP arc frequency. Should be less of an instant shutdown tool, still good.
- Reduced size of Peremohy combined market to 6.
- Doubled charge time of all rail accelerators.
- Increased shot damage for Light Rail Accelerator, adjusted fire rate to retain 120/145 DPS/flux.
- Adjustments to Lens DEM; now more of a long-range softening-up weapon.
- Added Mouflon Assault Lander.
- Added Bouclier Armored Courier.
- Added Rafale Torpedo/Missile Bomber. Comes in two flavors, Frappeur and Hellrider.
- Added Hybrid Repeater.
- Redesigned Chamois Utility Rig. Even less combat capable!
- Nexerelin carrier start options are now available.
- Some minor adjustments to star systems.

0.9.5f - Swinging the nerf bat.

- Redistributed a few of the turret arc changes to the Kormoran.
- Global nerfs to armor values.
- Many shield efficiencies reduced, especially on highly mobile ships.
- Did a quick pass on fighter health.

0.9.5e - Swinging the nerf bat.

- Hullmod bonus values slashed on Monobloc Construction/Reaction Furnace. This really needs a redesign at some point.
- Damage cuts to: Plasma Streamer.
- Range cuts to: rail accelerators, sm/med/large linear weapons. Normalized some range values that were 50su high.
- Jongleur ESAD fire rates reduced, sm/med DPS values are now 100/150.
- Ripper and Raker now have lower ammo counts, higher peak fire rates.
- Cut Kormoran shield arc to 120, cut nearly all turret arcs, some severely. Cut into accel/turn accel values by 25% or more.
- Kobra Mk 1&3 PPT decreased to 270, typo in Mk 3 CR decay fixed.
- Basilisk flux efficiency reduced to 4:9.
- All flux dissipation values slashed by 20%.

0.9.5d - Tournament balance, QoL.

- Ultra Rail Accelerator DPS reduced to 250, projectile speed increased to 1600 from 1550, projectile damage/flux increased to 750/1500 from 600/1000, OP increased to 28.
- Flux/sec increased on Heavy Rail Accelerator (180>200).
- Shot damage reduced on Light Rail Accelerator (135>120).
- Single and Dual Linear Chain Gun DPS reduced slightly (150/200 from 160/210). Largely a symbolic change.
- Linear Cannon and Heavy Linear Autogun DPS reduced to 160.
- Twin Linear Cannon DPS reduced to 215, flux/sec to 190.
- Heavy Linear Cannon projectile damage reduced to 180, DPS, etc. remain constant.
- Voltigeur ASM projectile damage reduced to 200(120 for fighter version on Mystère). DPS values and ammo have been retained.
- Small and medium shockbeam damage/flux adjusted (100/120small and 150/200 med). Basilisk DPS reduced to 400.
- Reverted Micro/Autolaser Clusters to constant-fire @ 156/333 DPS. Boring but reasonable.
- Reduced Damselfly rocket salvo from 6 to 5.
- Reduced Medium Pulsed Laser burst damage to 300, DPS to 150.

- Returned Salvage Gantry to the Chamois; in return, it’s become more expensive to deploy, weaker overall, and slower/less maneuverable.
- Slightly reduced a few shield arcs (Baikal, Kormoran, Leyte).
- Cut Kormoran flux capacity to 13600 from 14500.
- Clarified Raker Flechette Gun role (assault/auxiliary PD).

0.9.5c - GraphicsLib integration, yet more polish.

- GraphicsLib integration; lights, maps, funsietimes for all.

- Reduced OP to 45 for both Mk.3 and Mk.1 Kobras. Not sure how this one slipped by me.
- In light of the above, did a once-over pass on ship OP generally. Relatively few surprises, caught some outliers.
- Raised OP cost of: Aigrette (15>16), Icax (15>16), Damselfly (12>14).

0.9.5b - Patch and polish for 0.8.1.

- Added new system, Kostroma. Good for building rep through battles with Luddi and Pirates. Also, lots of scrap to gather.
- All systems refined, added debris, tuned up appearance. All non-procgen uninhabited planets assigned fixed conditions.
- Split name list so you can turn off the really silly ones (comment out "DASSAULT_MIKOYAN_SILLY" in the faction file). Added more silly ones, set them to be less common overall.

- Kentaurus burn speed lowered to 8, cargo increased to 750. Supply costs increased.
- Itano AMM shot damage increased to 60, AMM Blister now launches single 16-missile containers.
- Small/fighter AMM refire speeds reduced.
- Zelenograd speed increased to 70 from 50. Supplies/month and supplies/recover rebalanced.
- Slammer renamed to Frappeur.
- Spirale weapons redesigned; now uses one Dual Linear Chain Gun instead of two singles, reducing kinetic DPS from 320 to 210. Missiles now fire forward.
- Halved fire rate of small and medium modular Voltigeur mounts. Save ‘em for when it counts.
- PD Beamer family rebalanced for faster firing and lower per-shot damage.
- Fixed various minor issues with EMP in scripts - should address any issues with weapons spawning EMP arcs.
- Harridan and Aigrette refit time increased to 15.
- Chamois brought back down into the realm of sanity, somewhat. Removed Salvage Gantry, now has Converted Hangar, supply costs increased. Should suffice until total redesign.
- Buzz Gun DPS cut to 450.
- Horn Attack Gun cost increased to 5OP, flux/shot increased to 90.
- Tereshkova flux dissipation, capacity cut.
- Hybrid weapons family visuals improved. Quad Hybrid Blaster peak DPS reduced to 1080 from 1200.
- All fighters given an armor/hull point pass. Mostly this has meant nerfs, in a few cases (Mystère) it’s meant buffs or sidegrades.
- Brought out the balance hacksaw on Blade Breaker weapons (again). New visuals for Electroplasma Bolter/Erupter.

- Export variants of a few Dassault-Mikoyan hulls will show up in independent fleets.

0.9.5a - Patch and polish.

- Ripper and Raker rebalanced (again) - higher damage, slightly slower firing.
- Autolaser and Microlaser fire rates increased, added charges; should compete better with the Hybrid Blaster for your medium energy slots.
- Modular Voltigeur OP costs increased to 5/12.
- Fixed bugged missions.

0.9.5 - Content, major balance. Will break saves.

0.8 compatibility update; OP rebalanced, all variants changed, fighter mechanics and new campaign dialogue. New tags added to ships and weapons. Everything Has Changed.

- Added Zelenograd Research Platform, a survey battlecruiser.
- Added Vesper Tactical Frigate, a fast, powerful design with a flexible layout of universal and hybrid mounts.
- Added Mystère Multi-role Fighter.
- Added Foil Attack Bit, a 2OP drone fighter wing.
- Added Linear CIWS, built-in ballistic PD with origins in industrial espionage.
- Added Heavy Linear Autogun, a 9OP burst-fire cannon. A good slot-filler on carriers and fast frigates.

- Star Sylph Hybrid slots changed to Energy (don’t cry son, it’s gonna be all right), flux capacity trimmed from 2400 to 2100. Less pure combat ship, more combat freighter.
- Reworked Rail Accelerator, Linear Cannon and Blaze family weapons with updated/new sprites.
- Hellrider engine stats tweaked, AoE increased; made less common. No longer a do-everything missile: they’re elite guided weapons like the Atropos.
- ER Pulsed Laser range reduced from 900 to 850.
- Medium Pulsed Laser range reduced from 800 to 750.
- Monobloc Construction hullmod changed: reduced EMP resistance (50>30%) now grants bigger passive dissipation bonus (15>30%), smaller (25>10%) vent rate bonus. Icon improved.
- Skipspace Reaction Furnace bonuses trimmed, 60/25/25 from 75/30/30. Icon improved.
- Hellspear Cannon fire rate decreased, DPS reduced to 250.
- Cut Kentaurus fuel capacity to 150. Retains burn 9, but has hungrier engines.
- Flare renamed to Spirale.
- Damselfly reduced to two/wing, turret changed to Linear CIWS, sprite slimmed down, rocket volley size doubled. Less a nerf than an adjustment; probably more lethal, overall.
- Fighter version of Itano AMM given lower ammo (60>36), regeneration.
- Added Precision Targeting to Mindanao and Leyte, replacing Goalkeeper Drone system.
- All drones converted to fighter wings. Oryol Scanner Bit is available to buy as a 0-OP bay filler, armed with an ER Pulsed Laser.
- Several ships (Chamois, Tereshkova) have been given modular single fighter bays, while others (Lodestar, Husky, Puddle Jumper) have been given their drones back as built-in wings.
- Baikal and Chamois now have Salvage Gantries.
- Tereshkova medium Missile slot changed to Composite.
- Rail Accelerator family renamed to remove references to caliber.
- Hybrid Pulser per-shot damage increased from 30 to 35. Flux to 35->40/shot.
- Auto Hybrid Blaster renamed Quad Hybrid Blaster, fire rate, damage adjusted.
- Whistler damage cut to 90/shot from 105, fire rate increased to maintain DPS.

- Added new fighter systems: Precision Targeting and MIRAGE Recall.

- Expanded Nikolaev system - bigger, new uninhabited planets to survey, added a gate, cleaned up and polished rings.
- Added new system, Martinique, to the galactic west.
- Lots and lots of new or expanded descriptions.
- Mk. 1 hulls will now show up in pirate fleets and black markets across the sector.
- New name list is *appalling*. Enjoy, HELMUT!

0.9.4c - Content, minor balance. Might break saves, your heart.
- Added 2OP single Slammer torpedo.
- Added 2OP single Hellrider missile.
- Added Flak Discharger, a slow-firing 2OP PD weapon of very little brain.
- Added E-Vulcan (upcoming content).
- Added Whistler Jetrifle, a fast, accurate 13OP mid-range HE weapon.
- Added Jongleur ESAD SRMs, 4/10OP (sm/med) HE missiles that like to come back for a second round from behind.

- Snow Goose shield efficiency reduced to 1.0, flux cap raised to 8400.
- Chasseur Multi-ASM reload time increased from 10 to 14.
- Heavy Linear Cannon converted to burst-firing, retains DPS of 480. Per-shot reduced to 240. Flux efficiency set to 1:1.
- Reduced Shockbeam ablation effect damage, frequency.
- Reduced OP costs of Hellrider racks and launchers by 1OP to 5/12.
- Lowered Traceur ammo to 5/12 for small/med mount.
- Lowered Howler, Hellspear projectile speed.
- Widened Shalaika shield to 120º.
- Increased Auto Hybrid Blaster shot damage to 225.
- Reduced Omni Blaster charges to 32.
- Changed Hummingbird weaponry to single Raker.
- Increased deployment costs of Flares.
- Perforator Pod salvo stretched from 6 to 12, renamed Katyusha Perforator.
- Carabao changed to tanker.
- Borzoi small turret changed to Hybrid.
- Quad Linear Chain Gun flux value fixed. Should also be more useful as PD due to converging aimpoint.
- Ripper and Raker Flechette Guns: peak RoF increased, sustained DPS reduced, per shot reduced to 60/40, clip size to 15, range to 600/500. Energy weapons in ballistic form.
- Cleaned up or removed some unused/poorly-conceived weapon concepts.

0.9.4b - More balance, minor content, QoL. ‘Guys, I think I screwed up.’
- ElizaLib dependency removed. (Much rejoicing).
- Pup Armored Assault Fighter main weapon changed to Horn Attack Gun. Now actually dangerous.
- Defense Beamer renamed to ER PD Laser, sounds replaced; it might be a silly filler weapon, but dammit, it’s going to sound and feel right. No longer shows up in markets; has to be salvaged.
- Added ER Pulsed Laser, a 6OP, 900-range support beam. It’s flux-inefficient but relatively high-damage, a useful alternative to the Tactical Laser. Doesn’t show up in markets; has to be salvaged.
- Light and Heavy Pulsed Beams renamed to Small/Medium Pulsed Laser, sounds replaced, beam duration/fire time doubled (DPS remains the same; should make them more effective against large ships, less effective against small ones), range increased to 700/800, beam speed decreased to 4000 (damage will fall off with range).
- All pulsed laser damage reduced by 1/3rd or more.
- Increased Ripper/Raker damage to 75/45 per shot, added ammo/clip system. Better for burst/infighting, worse for sustained barrages.
- Hybrid weapon family sounds replaced - should sound a bit less harsh.
- Shockbeam ranges reduced to 700/1000/1200. DPS for small/med versions reduced to 100/160.
- Howler Cannon fire rate reduced very slightly, flux raised to 1:1 efficiency.
- Hellspear Cannon damage reduced to 650, fire rate slightly increased.
- Tunguska top speed reduced to 70, base ordnance points reduced to 76.
- Added unique names for DME and United Security NPCs (can’t believe I didn’t do that earlier).
- Baikal armor, flux stats reduced, shield efficiency lowered to 0.8, shield type changed to omni. Should be less of a brick, easier to kill. Speed reduced from 40>35.
- Linear Cannon family: accuracy sharply reduced.
- Chasseur Multi-ASM ammo reduced to 20 from 32, MIRV submunitions reduced from 9 to 7, reload time increased to 10 from 9.
- 20cm damage reduced to 600, fire rate increased to maintain DPS, flux slightly increased. EMP Reduced to 200/shot.
- Hybrid Scrambler, Hybrid Pulser, Hybrid Blaster and Auto Hybrid Blaster EMP trimmed (150>120/250>240/100>90/75>60).
- Most ships have had flux capacity, base dissipation rate, or both reduced 10-20%.
- Most ships have had shield efficiencies, and/or widths, reduced.
- Numerous other tiny fixes.

0.9.4 - Balance, minor content, QoL.
- Heavy Pulsed Beamer damage reduced to 250/shot. Should be less impressive for 9OP.
- Increased Ripper/Raker damage to 60/36 per shot, lowered fire rate slightly.
- Reduced Traceur speed to 450, base damage to 200.
- Hellrider launcher ammo increased to 12.
- Icax revamped, now carries two Linear Autoguns.
- Tunguska base speed increased to 80.
- Lens DEM, Slapper SRM removed temporarily (SYSTEM tag).
- Adjusted variants for a few ships.
- Adjusted ship prices. Ships should have ‘correct’, vanilla-friendly costs in campaign.
- Adjusted prices of weapons across the board. Small weapons should be more affordable, meds and larges should be less so.
- Aigrette redesigned - now armed with 1x autolaser and 2x multi-beam nodes. Autolaser has a 90º fire arc, making Aigrettes very effective for infighting.
- Set hullmod blocker up - Monobloc Construction now blocks Resistant Flux Conduits, Skipspace Reaction Furnace now blocks Resistant Flux Conduits and Safety Overrides. Should make for more of a challenge.
- Screwed around with Blade Breaker weapons yet again, as a dog returneth to its vomit. Nothing is final, all is in flux.

0.9.3 - Balance, minor content.
- Removed EMP damage from Linear Autoguns, Cannons, small and med shockbeams. Heavy Linear and Basilisk EMP reduced.
Should fix ‘stun-locking’ problems and semi-broken/exploity loadouts.
- Reduced missile EMP values across the board.
- Micro Beamer/PD Beamer/Tribeamer damage type swapped to energy, some minor damage, etc. rebalancing.
- Dard Interceptor weapon changed to Micro Beamer.
- Snow Goose deployment/recovery costs increased to 20, peak time decreased to 270, armor cut to 350. Very small chance to show up in markets, fleets.
- Further polish passes on upcoming content for United Securities, Blade Breakers. Too many little changes to mention.
- Added Omni Blaster, a 9OP small energy weapon in the AM Blaster vein. Fires a burst of two shots for added effectiveness vs. shields.
- Small missile slot on Tereshkova changed to universal.
- Reduced per-shot damage/DPS of Hybrid Pulser to 30/90.
- Auto Hybrid Blaster shot damage reduced to 200, DPS to 1600. EMP/shot reduced to 75.
- Basilisk range increased to 1350, Heavy Shockbeam damage increased to 200, flux/second to 215.
- Added Chamois Mining Rig, a heavily-armored, destroyer-sized civilian ship.
- Perforator damage increased to 235, acceleration profile changed, ammo counts adjusted downwards (60>45, 120>90).
Should feel clumsier, but hits more satisfying.
- DME now considers Harvested Organs illegal goods (no more human foie gras).
- More delightful ship names.

0.9.2 - Balance, stuff, things.
- Quad Linear Chain Gun burst increased from 12 to 24 shots, DPS reduced to 360. Should feel less like an HMG clone and more like a sawed-off Heavy Needler.
Try it out on SO fits.
- 20cm Rail Accelerator damage increased to 900, DPS decreased to 300, range increased to 1350.
Should be better for spiking flux at a distance, less effective for suppression.
- Linear Chain Guns/Buzz Guns shot speed increased, should be more effective as PD now.
- Itano AMM timing fixed, given new sound. DPS should be more in line with vanilla.
- Husky frigate drone changed to single Goalkeeper in anticipation of carrier changes.
- Hyperfocal Cooling renamed Hyperfocus, reworked as HEF-style damage bonus rather than fire-rate increase.
- Blaze Repeater redesigned; now has two barrels, damage/shot decreased to 60, DPS/flux 450
- Raker/Ripper shot damage decreased to 30/50, fire rate increased. DPS remains the same.
- Minor fixes - Burn speeds corrected for frigates, some freighters, some descriptions tightened up or expanded.
- Samoyed renamed to Shalaika.
- Heavy Linear Cannon shot damage reduced to 300, DPS reduced to 450. Still scary, less broken.
- Howler Cannon RoF increased.
- Added Borzoi Corvette, a shieldless frigate.
- Added Brightheaven, a pirate station in Stendhal’s L5 trojan asteroids.
- Fixed faction relationships.
- Added Nexerelin compatibility.

0.9.1 - Fixes, fixes errywhere
- Reduced Linear Autogun/Cannon/Twin Cannon EMP to 15/20/20.
- Reduced Heavy Linear Cannon EMP to 120.
- Reduced Rail Accelerator EMP to 40/120/240.
- Reduced Tactical Shockbeam EMP to 60/sec.
- Hornet Cannon renamed to Horn Attack Gun.

- Relocated Nikolaev system to address conflict with SCY Nation.
- Tweaks to weapon availability - more of the low-end DME weapons should now be available in non-military markets.

0.9 - Initial public release.

- Like The Mod? Buy Me A Beer -

(Donations also make it possible to do things like commission music and dedicate more time to the mod.)

Do you plan to support your mod going forward?
Yes, through Starsector's 1.0 release at minimum. God help me. The mod is nearly content-complete in terms of graphics, sounds, etc; going forward, new content will be centered around new vanilla features and planned mission/story content.
You did all of this with vector graphics? What's wrong with you?
1) Very nearly. There are one or two minor pieces of old raster art and some filters that use raster textures.
2) I'm not sure; maybe he's born with it, maybe it's Illustrator. It was fun though.
Will you include (feature)?
Maybe! It depends on the feature. Supporting big, popular mods like Nexerelin and Dynasector is pretty much a given.
Other stuff is a matter of how fun it sounds. Just the stuff I have planned now will keep me occupied, and the mod is very close to final now, in most areas. Matching vanilla features as the game itself nears final takes priority.
I found a bug. Will you fix it?
Whoops. -stomp- I try to kill those when I see them, but I'm one guy. I screw up sometimes, that's what hotfixes are for.
I found a balance issue. Will you fix it?
I'll take a look. I balance by ear and sometimes I did a stupid thing and forgot about it. The whole 'one guy' thing.
I aim for vanilla balance but sometimes a little triple fudge or peanut butter sneaks in there. Not a poop metaphor. Promise.
A few things are deliberately unbalanced because they're fun. If they're not properly gated behind missions yet - they will be.
Will you make X ship or Y weapon?
I'm pretty full up on ship and weapon ideas; there are one or two roles I think need to be filled, and a few ideas I want to try out,
but I put the mod up because it felt reasonably complete as it was. New stuff is going to be very carefully considered; there's a list.
If you badly want something specific, you should probably make it yourself.
I'd like to use your graphics for another Starsector mod. Can I?
No, you can't. Or rather, if you do, don't post it on the forum. Practice mods are good, sprite-theft isn't.
And also my art isn't the most vanilla-friendly, wouldn't you rather steal something else?
I'd like to use your graphics in another game. Can I?
I'd like a billion dollars and a pony - that's also a flight of fancy. No.
I can't stop you, so we're on the honor system here, but I can file a takedown notice as well as the next guy. I take paying work, though! If you want your game's art to look like this, we can happily work something out.
Can I include your mod in a modpack?
No. Modpacks make extra work for everyone and are hard to keep properly up to date. The only version of my mod I support is the most current version, linked here.
Can I PM you feedback?
Please don't. Post your feedback in the thread; I vastly prefer to have it all in one place. Yes, this means you'll get pushback from other players.
You're a jerk. I don't like you.
That's not a question, and yes, yes I am. A huge jerk.

This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
« Last Edit: February 06, 2018, 02:00:13 AM by Soren » Logged

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« Reply #1 on: August 31, 2016, 06:16:38 PM »

Omg... the design gives me such a nice sterilized feeling. It feels so nice! Like one of those future movies came into the game. I adore the different design!

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« Reply #2 on: August 31, 2016, 06:17:59 PM »

My thoughts on this mod I have been eagerly awaiting since seeing the boats in the Sprite Thread:


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« Reply #3 on: August 31, 2016, 11:13:38 PM »

Finally! About time this mod got out of its cave Wink

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« Reply #4 on: August 31, 2016, 11:18:27 PM »

Finally! About time this mod got out of its cave Wink

Next one(s) should be faster Wink. If nothing else, they'll have the decency to be smaller mods...
« Last Edit: September 01, 2016, 12:12:20 AM by Soren » Logged

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« Reply #5 on: September 01, 2016, 07:41:56 AM »

Hooray! I'm excited to try out the release version.

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« Reply #6 on: September 01, 2016, 08:03:43 AM »

I'm happy to finally see a working version of this. I'll definitely play a campaign with them at some point... At least before the next SS update, i hope...

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« Reply #7 on: September 01, 2016, 08:24:16 AM »

Glad to see a thread for this! Gonna check it out as soon as I get some time.

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« Reply #8 on: September 01, 2016, 10:18:39 AM »

Been looking forward to these after seeing them in the sprite thread, they look so pretty.
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« Reply #9 on: September 01, 2016, 11:12:11 AM »

Really nice ships! I've seen the pics on twitter mostly.

By the way, is there any compatibility issues with this mod?

I've uploaded and started a new campaign with Dassault and its required ElizaLib files together with these list of mods:


Factions - A.I. War, BRDY, Diable, ICE, Interstellar Imperium, Junk Pirates, Mayorate, Metelson, Neutrino, PBC, P9, Scy, Shadowyards, Templars, Tiandong, Underworld.

Utility - Audio Plus, Autosave, Combat Chatter, Combat Radar, Console Commands, GraphicsLib, LazyLib, Leading Pip, Save Transfer, Simulator Overhaul, TwigLib, Upgraded_Rotary_Weapons, Version Checker.

Add-on - Lions Guard, Ships and Weapons Pack, TARGETS.

Gameplay changers - Dynasector, Nexerelin, Starsector Plus, Steiner Foundation.


The problem I've encountered was that the home system for the Dassault, Nikolaev, was not generated in Corvus Mode.

In non-Corvus Mode however, the home system generates and the faction does not occupy any of the randomly generated star systems. In this case, I had to disable ICE to get the game to load, but that maybe just ICE's problems.


Disabling Nexerelin  while other mods are active however, did not solve this problem. I haven't tested with all possible combinations, but the home system will generate when only Dassault and its required mods are on.


Any ideas? The game doesn't crash and the ship uploads into the game. Just the star system was non-existent under certain conditions.


Also, what is the _MACOSX folder (from ElizaLib compressed folder before unziping) do?

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« Reply #10 on: September 01, 2016, 11:36:00 AM »

I had it generate just fine using Nexerelin Corvus mode. Using just Dynasector and some factions at the moment (Mayorate, Blackrock, Shadowyards, Diable, and Interstellar Imperium.)
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« Reply #11 on: September 01, 2016, 12:10:22 PM »

I haven't done Nexerelin integration yet, sadly. I can absolutely get on that though, it's on my short list of wants for a next release, along with GraphicsLib integration.

Compatibility issues; I think we're in the process of stress-testing to find that out. I haven't found any, but feel free to shout at me if you do and I will try to get it fixed in reasonable time.

The _ MACOSX folder is just very minor Mac system files that came along for the ride - happens every time I zip something up and send it to someone not also using a Mac, feel free to delete that.
« Last Edit: September 01, 2016, 12:12:41 PM by Soren » Logged

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« Reply #12 on: September 01, 2016, 02:21:02 PM »

Woah, these are so cool  Shocked
A scientific faction with Russian roots, very cool.

What's Elizalib?
« Last Edit: September 01, 2016, 02:24:19 PM by Bastion.Systems » Logged
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« Reply #13 on: September 02, 2016, 03:37:22 AM »

Alright, this mod is incompatible with SS+, throwing out a null error on campaign start. This is tied to procurement missions and economy, apparently. Scratch that, redownloaded SS+ and now the bloody thing works fine.

Scy nation is also incompatible, but not because of any conflict in programing, rather because DME spawns on top of Tartarus. At least in this game. I know it says in the Scy that it shouldn't move, but I've seen it move about in my games.
« Last Edit: September 02, 2016, 04:44:20 AM by King Alfonzo » Logged

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« Reply #14 on: September 02, 2016, 06:18:41 AM »

Alright, this mod is incompatible with SS+, throwing out a null error on campaign start. This is tied to procurement missions and economy, apparently. Scratch that, redownloaded SS+ and now the bloody thing works fine.

Scy nation is also incompatible, but not because of any conflict in programing, rather because DME spawns on top of Tartarus. At least in this game. I know it says in the Scy that it shouldn't move, but I've seen it move about in my games.

I can attest to that, the Dassault's star system generation is clashing with Scy Nation's.

I would suggest moving the Dassault system to somewhere below Penelope's Star, they are some clear space there for a new system.


Also, my previous post stating that the star system for Dassault not generating in Corvus mode when Nexerelin is active is false. It is generated, but the fact it clashes with Scy and overlaps each other on the intel's star map made it hard to see. I flew by on a star ship to see myself.

Both factions star systems generate and not cause the game to crash. However, they appear to displace each other and make the other disappear from time to time on the Intel's map (they do not physically wipe each other of the map).

Another reason why I didn't see it at first was that Dassault was not listed in the Faction's Directory.

So, in conclusion, the incompatibility problems Dassault has is with the Scy Nation and Nexerelin's random non-Corvus mode.


Question: Any plans for faction relationships? The Dassault are not allied with anybody when generated, and are enemies straight away with the Templars, Cabals and Idoneus Garrison (from ICE).

That's all, take your time patching things up!
« Last Edit: September 02, 2016, 07:53:52 AM by Mr. K » Logged

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