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News:

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

Poll

How should the star systems be distributed in the campaign map?

Cluster in the outskirts (current - check screenshot in spoilers)
- 12 (75%)
Spread around the core systems
- 1 (6.3%)
Spread all over the place
- 2 (12.5%)
Other? Leave a comment!
- 1 (6.3%)

Total Members Voted: 16


Pages: [1] 2 3 ... 18

Author Topic: [0.9] Fringe Defence Syndicate v0.11.0 (2019/10/15) - The Murderous Wedges  (Read 210775 times)

Johnny Cocas

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  • Murder Wedges!!
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!! MOD UNDER CONSTRUCTION !!




Join the Syndicate!
CAUTION! Mod is highly experimental and may be is slightly unbalanced!
This mod requires:
- LazyLib
- GraphicsLib
- MagicLib


This mod should be compatible with all non-total conversion mods and has support for several other mods such as:
- Version Checker
- Nexerelin
- Gladiator Society




Brief history of the Fringe (Lore)

Spoiler

The Fringe Worlds are burning in the flames of a war the Syndicate did not start. The Hegemony above all wants to have the control over more resources to build an even greater army.
Nobody knows what will be of the Syndicate, if they'll once more rise from the dust and succeed at defending their land or if they'll fall into the command of the enemy.

But that's a story for another time, nobody can tell the future, but the past is a whole other story...

A long time ago, when the Domain began exploring and colonizing the sector, they found a particular region filled with quite interesting planets. Most of them didn't need terraforming at all, and some had incredible materials and artifacts so rare they weren't found by the Domain anywhere else.
The highest ranks of the Domain quickly hid the existence of this area, using it to test new equipment and to conduct questionable research, the worst resulting in the extermination of life in the planet Sascillo. Resources were not the only thing coming from the gates, millions of "test subjects" were brought in secret to the Fringe over the years and everybody lived happily with their lives, as nobody knew experiments were being conducted on humans. The rest of the sector simply enjoyed their brand new terraformed planets...

One day, the unthinkable happened...
The gates suddenly closed, and nobody knew whether they would open ever again.
Scientists of the Domain of Man living in the Fringe had all sorts of ideas and theories, but they all had the hope the gates would reopen again, soon.
Time passed... The gates did not open again.
Despair of those waiting at the gates for a sign of the Domain caused them all to fall, all while the Fringe remained silent.

Without the Domain's watchful eye, some scientists went mad. Some ordered the armed forces under their command to annihilate entire populations for their amusement, some wandered off into the unknown with crazy schemes to find the Domain once more, and others disappeared without leaving a trace.
Many felt betrayed by the Domain and swore vengeance should the gates ever reopen again. They were the founders of the Empire, a group whose goal was the preparation to war with the Domain. To make their ultimate goal a reality, they increased their military power, designed new ships. They had blank production chips, a very valuable commodity after the Collapse, and combined them with the plentiful resources available throughout the Fringe to build a fleet capable of fulfilling this goal.
Some of the Fringe's secrets stopped being so after an accident. The population was not pleased and rebelled, trying to free themselves from the chains of the Empire, the "New Domain". It started a long war that wore both sides down, and all this time they remained oblivious to the rest of the sector...

... That is, until someone found them...

A rebel ship jumped to hyperspace in a desperate attempt to escape certain death, only to become stranded and drifting away as the ship had been severely damaged from the combat.
Eventually, the ship was found, by none other than the Hegemony. They salvaged the ship and interrogated its crew. Soon they found out about the existence of the Fringe Worlds and all the riches in it.
They quickly saw an opportunity to gather enough resources to build a military force so great it would finally allow them to take control over all of the sector.
All they had to do was get rid of the unknown remnants of the former Domain. This should be an easy task. After all, nobody knew of the existence of anything in that region, any attack could easily go unnoticed and nobody would suspect a thing.
And so it was. The Hegemony sent a massive fleet to conquer the Fringe, and they did manage to take one of their planets, devastating those who had little interest to the Hegemony.

The Empire held as best they could, but the fleets were weak and displaced by the war, they did not expect a foreign attack this soon, not by this enemy...
They had to give in to the situation and call for an emergency council with the rebels, offering them the chance to join forces in order to fend off the invaders.
The rebels reluctantly accepted but made some demands, one of them being the ceasing of all experiments being conducted in the population of the Fringe.

And so they formed the Fringe Defence Syndicate, having the single common goal of defending their land.
[close]



Faction characteristics

  • Above average amount of weapon mounts
  • Preference of medium or small weapon mounts, large are rare
  • Use of mostly energy and missile weapons
  • Large but scarce fighters
  • (WIP)



Ships (WIP)
Spoiler

Fighters
Spoiler

Penitence - Fighter

Oppression - Fighter

Distress - Interceptor

Guilt - Heavy Fighter

Disgrace - Bomber

Pain - Kinetic Bomber

Rage - Rocket Bomber

Remorse - Heavy Bomber

Anguish (Not available atm)
[close]

Frigates
Spoiler

Prudence

Sorrow

Agony

Agony Mk. II

Melancholy

Melancholy Mk. II

Regret

Grief

Grief Mk. II

Disturbance
[close]

Destroyers
Spoiler

Despair

Rancour

Shame

Pride

Desolation

Affliction
[close]

Cruisers
Spoiler

Atonement

Revenge

Wrath

Retaliation

Submission

Fear
[close]

Capital
Spoiler

Hatred

Suffering

Torture

Terror
[close]

Cargo/Utility
Spoiler

Diligence

Loyalty

Fidelity

Burden

Duty

Obedience
[close]

[close]


Weapons
Spoiler
(WIP)
[close]



Screenshots
Spoiler
[close]



CREDITS:
- MrDavidoff for lending me all his assets;
- MesoTroniK for being annoyingly helpful and a great supporter;
- HerrFlex for never losing faith in my mod and providing loads of feedback;
- Cums, Axle, Avanitia and all of the Balancing Crusaders for giving me MASSIVE balancing feedback since the very start;
- Alex, TheWikiFish, Vayra and Blothorn for all the help with coding the new "hyperspace jump", and Nicke535 for the suggestion on its new name;
- Dark.Revenant for lending me his SplitterWeaponPlugin;
- All the people in Discord and the Forums for guiding and helping me when needed. What a wonderful modding community :D
- SciFi3D and Free bitmaps (planet textures);
- The dev team of the "Star Wars: Interregnum" mod for Sins of a Solar Empire for their collection of sounds;
- Alex (again, I know) for his invaluable help with any question I had about the way the game works, he's always been really helpful!



CHANGELOGS:
(v0.11.0) - Latest
Spoiler
Quote
[2019/10/15]
   Additions:
      Ship Systems:
         Overclocked Sensor Array:

            - Available in the Terror-class Heavy Battleship;
            - When active will boost all allied ships with 10% reduced weapon recoil and 10% increased weapon range;
            - Will interact with ships equipped with the "Augmented Sensor Arrays" to boost combat view range for the duration of the system;
      Weapons:
         - PD Barrage: Added (yet) more missiles to the Fear-class Heavy Cruiser, but this time PD missiles and not saturation missiles;
      Hullmod:
         - Augmented Sensor Arrays: Built into certain ships, and works well in conjunction with the new ship system of the Terror;
      Ship:
         - Wroth: A new Dreadnaught, will be a joke ship for now, and exist only inside a special mission just for it. Speaking of which:
      Mission:
         - Johnny's Madness: A mission where you can fight the new FDS joke ship! Enjoy!

   Changes:
      Economy:

         - Maintenance Bots Factory: Previously "Astromech Droid Factory", renamed since it produces "Maintenance Bots" now;
         - Maintenance Bots: Previously two separate droids, now merged into one and renamed. Sprite still needing a change;
         - Fuel Converter: Now mutually exclusive with the "Fuel Production" industry;
         - Added the Repair Yards industry to the Vindicta market in the Euclid system;
         
      Weapons:
         - Added trails to the Decimator Cannon and the Dual Autoblaster Cannon;
         - Added custom projectile to the Ion Battery (was using vanilla ion shot);
         - Changed size and texture of most weapons (Council Spear included);
         - Reduced damage per shot of the built-in weapons on the Loyalty-class Combat Freighter from 200 to 50, flux per shot from 100 to 40, and increased its rate of fire to be on par with its competitors;

      Ships:
         Loyalty:

            - Fleet Points reduced from 10 to 5;
            - Cargo Space reduced from 250 to 90;
            - Fuel capacity reduced from 100 to 40;
            - PPT reduced from 300 to 200;
            - Supplies/month increased from 3 to 4;
         Fidelity:
            - Fleet Points reduced from 6 to 3;
            - Supplies/month increased from 2 to 3;
         Obedience:
            - Fleet Points reduced from 7 to 5;
            - Cargo Space reduced from 75 to 25;
            - Fuel capacity reduced from 1500 to 500;
            - Price reduced from 55.000 to 25.000;
            - Supplies/month increased from 3 to 4;
         Burden:
            - Fleet Points reduced from 7 to 4;
            - Cargo Space reduced from 750 to 250;
            - Fuel capacity reduced from 140 to 100;
            - Price increased from 26.000 to 32.000;
            - Supplies/month increased from 3 to 4;
         Diligence:
            - PPT reduced from 240 to 200;
            - Supplies/month increased from 3 to 5;
         Prudence:
            - Price increased from 5.000 to 8.000;
            - Supplies/month increased from 2 to 3;
         Sorrow:
            - PPT reduced from 240 to 180;
            - Supplies/month increased from 3 to 4;
         Regret:
            - PPT reduced from 240 to 180;
            - Supplies/month increased from 5 to 6;
         Agony:
            - PPT reduced from 240 to 180;
            - Supplies/month increased from 3 to 4;
         Agony Mk.II:
            - PPT reduced from 320 to 200;
            - Supplies/month increased from 4 to 5;
         Grief:
            - PPT reduced from 240 to 180;
            - Supplies/month increased from 5 to 6;
         Grief Mk.II:
            - PPT reduced from 180 to 160;
            - Supplies/month increased from 7 to 10;
         Disturbance:
            - PPT reduced from 180 to 160;
            - Supplies/month increased from 7 to 10;
         Melancholy:
            - PPT reduced from 200 to 180;
         Melancholy Mk.II:
            - Ship System changed from Maneuvering Jets to Phase Skimmer;
            - PPT reduced from 200 to 180;
         Affliction:
            - Ship System changed from Quantum Singularity Generator to Phase Skimmer;
            - Fleet Points increased from 9 to 12;
            - Price increased from 35.000 to 45.000;
            - PPT decreased from 360 to 350;
            - Supplies/month increased from 9 to 15;
         Despair:
            - Fleet Points increased from 6 to 8;
            - PPT decreased from 330 to 320;
         Rancour:
            - Fleet Points increased from 8 to 9;
            - PPT decreased from 330 to 320;
         Shame:
            - Fleet Points increased from 9 to 10;
            - Price increased from 18.000 to 32.000;
            - PPT decreased from 360 to 300;
            - Supplies/month increased from 9 to 10;
         Desolation:
            - Price increased from 32.000 to 40.000;
            - PPT increased from 380 to 400;
            - Supplies/month increased from 10 to 12;
         Pride:
            - Ship System changed from Quantum Singularity Generator to High Energy Focus;
            - Price increased from 40.000 to 42.000;
            - PPT decreased from 400 to 360;
            - Supplies/month increased from 12 to 15;
         Atonement:
            - Price increased from 64.000 to 250.000;
            - PPT decreased from 420 to 360;
            - Supplies/month increased from 25 to 35;
         Submission:
            - Fleet Points increased from 7 to 10;
            - Price increased from 40.000 to 80.000;
         Revenge:
            - Ship System changed from Fast Missile Racks to Missile Autoforge;
            - Fleet Points increased from 7 to 10;
            - Price increased from 50.000 to 100.000;
            - PPT decreased from 430 to 420;
         Wrath:
            - Ship System changed from Quantum Singularity Generator to Accelerated Ammo Feeder;
            - Price increased from 60.000 to 120.000;
            - PPT decreased from 480 to 420;
         Retaliation:
            - Ship System changed from Quantum Singularity Generator to Plasma Jets;
            - OP increased from 185 to 195;
            - Fighter Wings increased from 1 to 3;
            - Price increased from 80.000 to 130.000;
            - PPT decreased from 460 to 420;
            - Supplies/month increased from 20 to 25;
         Fear:
            - Ship System changed from Quantum Singularity Generator to Burn Drive;
            - Fleet Points increased from 15 to 16;
            - Hitpoints increased from 9.000 to 10.000;
            - Flux Capacity increased from 12.500 to 15.000;
            - Price increased from 90.000 to 140.000;
            - PPT increased from 500 to 520;
         Hatred:
            - Hitpoints increased from 15.000 to 17.000;
            - Armor decreased from 1600 to 1500;
            - Flux Dissipation increased from 800 to 1000;
            - Price increased from 240.000 to 320.000;
            - PPT decreased from 660 to 600;
            - Supplies/month increased from 35 to 40;
         Suffering:
            - Hitpoints increased from 18.000 to 20.000;
            - Armor decreased from 1700 to 1600;
            - Flux Dissipation increased from 900 to 1200;
            - Price increased from 260.000 to 350.000;
            - PPT decreased from 720 to 660;
            - Supplies/month increased from 40 to 50;
         Torture:
            - Hitpoints increased from 17.500 to 22.000;
            - Flux Dissipation increased from 1100 to 1400;
            - Price increased from 300.000 to 450.000;
            - PPT decreased from 720 to 660;
            - Supplies/month increased from 40 to 60;
         Terror:
            - Ship System changed from Quantum Singularity Generator to Overclocked Sensor Array;
            - Hitpoints increased from 24.000 to 25.000;
            - Price increased from 350.000 to 500.000;
            - PPT decreased from 720 to 660;
            - Supplies/month increased from 50 to 75;

      Misc:
         - Changed some descriptions to add some fluff;
         - Reduced the maximum fleet monthly supply cost reduction from the Maintenance Bots gameplay mechanic from 25% to 20%;
         
   Deletions:
      - Removed the Duty-class freighter;
      - Removed the Astromech Droid variants;
      
   Fixes:
      - Fixed condition_gen_data.csv to support the new planetary type IDs;
      - Fixed issue with Nexerelin in the prism_ships_blacklist.csv;
      - Fixed sound files issues with Linux;
      
   Misc:
      - General cleanup of the mod, the package should be considerably lighter now;
      - Several projectile files were merged to reduce clutter and generalise the projectiles even further;
[close]

Older Versions
Spoiler
(v0.10.0)
Spoiler
Quote
[2019/--/--]
     - Forgot to make this...
[close]

(v0.9.0)
Spoiler
Quote
[2019/--/--]
     - Forgot to make this...
[close]

(v0.8.1)
Spoiler
Quote
[2011/01/21]
   Changes:
     Ships:
       - Fear:

        - Cost reduced from 120.000 to 90.000;

    Fixes:
     - Fixed variants with OP over capacity;
[close]

(v0.8.0)
Spoiler
Quote
[2019/01/17]
     - Forgot to make this...
[close]

(v0.7.1)
Spoiler
Quote
[2018/06/26]
    Fixes:
     - Fixed GS Bounties (missing references and corrected dialog messages);
[close]

(v0.7.0)
Spoiler
Quote
[2018/06/25]
    Additions:
     Hullmod:

       - Point Defence Matrix: Available to the Atonement-class Cruiser only. Makes all Medium and Small weapon mounts except missiles to automatically target incoming missiles.
      - New Hullmod icon added for FDS Combat Systems;
     Fighter Wings:
       - Pain Kinetic Bomber - Bomber equipped with an Ion Missile. The missile deals a small amount of kinetic damage with an addition of a decent amount of EMP damage;
      - Rage Rocket Bomber - Bomber equipped with two rocket launchers. Fires more rockets than the normal Khopesh but each rocket does slightly less damage in comparison;
     GS Bounties:
       - Added 3 GS Bounties, make sure to use Snrasha's mod! (Or don't, FDS works without his mod as well)
     Misc:
       - New FDS related tips! More to come (possibly);
      - New greetings when encountering FDS fleets.
      - More ship and/or weapon descriptions;
    
   Changes:
     Ships:
       - Affliction:

        - Hitpoints increased from 3.750 to 4.000;
       - Despair:
        - Hitpoints increased from 3.250 to 3.500;
       - Rancour:
        - Hitpoints increased from 2.500 to 3.000;
      - Shame:
        - Hitpoints increased from 2.600 to 4.000;
      - Desolation:
        - Hitpoints increased from 4.500 to 5.000;

      - Atonement:
        - Armor decreased from 750 to 600;
      - Retaliation:
        - Armor decreased from 900 to 750;
        - Flux capacity decreased from 15.500 to 11.000;
      - Submission:
        - Flux capacity increased from 5.000 to 7.500;
      - Revenge:
        - Armor decreased from 900 to 800;
        - Flux capacity decreased from 11.000 to 8.000;
        - Flux dissipation decreased from 700 to 400;
      - Wrath:
        - Armor decreased from 1.000 to 900;
        - Flux capacity decreased from 17.500 to 10.000;

      - Fear:
        - Designation changed from Battlecruiser to Heavy Cruiser;
        - OP decreased from 170 to 165;
      - Torture:
        - Active ship system changed from Recall Device to Burn Drive;
        - Removed Combat Carrier tags;
      - Terror:
        - Removed Combat Carrier tags;
       
     Fighters:
       - Oppression:

        - Changed formation from V to Diamond;
       - Distress:
        - Changed formation from V to Diamond;
       - Guilt:
        - Changed role from Fighter to Support;
       - Remorse:
        - Changed role from Bomber to Assault;
        - Changed Role Description from Close Support to Heavy Bomber;

     Weapons:
       - Heavy Autoblaster Cannon:

        - Energy per shot increased from 80 to 100;
      - Light Tali (bomber missile):
        - Range decreased from 2500 to 1250;
      - Kane Blaster:
        - Cooldown between shots decreased from 1 second to 0.5 seconds;
[close]

(v0.6.0)
Spoiler
Quote
[2018/04/26]
    Misc:
     - Fixed FDS' combat buff so it will affect all FDS ships, regardless of who owns them.

    Additions:
     - Added status icon for FDS' combat buff;
     - Added some clutter to most systems (mostly in-system Nebulae, for now);

   Deletions:
     - Anguish Heavy Bomber removed;
     - Removed LR Laser;
     - Removed built-in missiles (custom sabot and harpoon) and replaced them with vanilla counterparts;
     - Removed all remaining unused and/or duplicate weapons;

    Changes:
     Ships:
      - Terror

        - Fleet Points increased from 35 to 40;
        - Hitpoints increased from 22.000 to 24.000;
        - Flux capacity increased from 17.000 to 26.000;
        - Flux dissipation increased from 1.280 to 1.500;
        - OP increased from 370 to 400;
      - Torture
        - Flux capacity increased from 17.000 to 18.000;
        - OP increased from 290 to 320;
      - Suffering
        - OP increased from 290 to 300;
      - Hatred
        - OP increased from 260 to 275;
      - Fear
        - Active System changed from Fast Missile Racks to Maneuvering Jets;
        - OP increased from 160 to 170;
      - Retaliation
        - OP increased from 175 to 185;
      - Shame
        - OP increased from 55 to 70;
      - Melancholy, Melancholy Mk. II and Agony Mk. II
        - Active System changed from Fast Missile racks to Maneuvering Jets;
      - Disgrace (Bomber)
        - Removed turret;

     Weapons:
      - Dual Autoblaster Cannon

        - Range increased from 700 to 800;
      - Quad Blaster Battery
        - Energy per shot decreased from 120 to 110;
      - Heavy Autoblaster Battery
        - Energy per shot decreased from 200 to 175;
      - Heavy Autoblaster Cannon
        - Range increased from 700 to 750;
        - Energy per shot decreased from 100 to 80;
      - Light Autoblaster Cannon
        - Energy per shot decreased from 90 to 70;
      - Light Blaster (Fighter mounted counterpart of the PD Blaster)
        - Chargedown increased from 0.125 to 0.25 seconds;
      - Ion Battery
        - Energy per shot decreased from 200 to 150;
      - Laser Autocannon (built into the Loyalty)
        - Energy per shot decreased from 260 to 100;
      - PD Laser Mk. II
        - Damage incresed from 80 to 100;
      - Tali MRM
        - Speed decreased from 500 to 400;
      - Tali MRM (Single) (Used by fighters)
        - Renamed to Light Tali (Single);
        - Damage decreased from 350 to 200;
      - Kane Blaster
        - Energy per shot decreased from 750 to 500
      - Missile Barrage
        - Cooldown decreased from 20 to 12 seconds;

     Ship Systems:
       - Gravity Well Generator

        - Hard flux used on activation increased from 20% to 75% base flux capacity;
      - Hyperspace jump
        - Energy per second decreased from 2.500 to 1.250;
        - Energy generated per second is now Soft Flux instead of Hard Flux;

     Hullmods:
       - FDS Combat Systems

        - Now increases energy weapon's range by 20%;
[close]

(0.5.0)
Spoiler
Quote
[2018/04/21]
   Additions:
     - Added a skin for the Prudence (old Prudence Mk. II);
     - Completely new faction flag, crest remains the same;
     - Added a new built-in hullmod, "FDS Combat Systems", inserted into all FDS combat vessels. (EXPERIMENTAL and probably NOT final!);
     - Added more descriptions, many more still missing;

   Deletions:
     - All Drones were removed, subject to being added in the future if needed;
     - Most fighter weapons removed and/or merged into one/two;
   
   Changes:
     - Deleted and rebuilt most variants (mostly the ones for the utility ships were the only ones left untouched);
     - Rebuilt/Renamed the fighters:
      - Avenger split into Guilt (Heavy Fighter) and Remorse (Close Support);
      - Viper split into Distress (Interceptor) and Penitence (Fighter);
      - Oppressor split into Anguish (Heavy Bomber) and Oppression (Fighter), all other "Oppressor" variants were removed;
      - Hyena renamed into Disgrace (Bomber);
      - All fighters not mentioned above were removed;
      - Decreased amount of weapons on some fighters (duplicate or overlapping mounts);
      - NOTE: ALL fighter stats have been reworked from scratch, sorry if there's nothing in the changelog relative to them;
     - Fixed medium mounts' orientation, in most cases the mounts seemed to be backwards for some reason;
     - Merged most fighter blasters into the "Light Blaster", having the same stats as the "PD Blaster";
     - Fighter and frigate built-in Tali Launchers now have the same damage as normal Tali Missiles, ammo reduced from 4 to 1 and renamed the weapon to include the "(Single)" at the end;
     - Changed the icon for the "Blockade Runner" hullmod;

     Ships:
      - Terror

        - System changed from Burn Drive to High Energy Focus;
      - Torture
        - System changed from Burn Drive to Recall Device;
        - Changed some weapon mounts. Less Ballistic and Universal mounts and more Energy/Synergy mounts;
      - Shame
        - System changed from Maneuvering Jets to Targeting Feed;
      - Loyalty
        - Designation changed from Light Freighter to Combat Freighter;
        - Hitpoints increased from 2.900 to 4.500;
        - Armor increased from 400 to 500;
        - Max Flux decreased from 5.000 to 3250;
        - Flux Dissipation decreased from 420 to 200;
        - Price increased from 16.000 to 18.000;
        - Both lateral small turrets changed to small missile hardpoints;
      - Fidelity
        - Designation changed from Light Freighter to Combat Freighter;
        - Fleet Points decreased from 7 to 6;
        - Hitpoints increased from 1.500 to 2.000;
        - Armor increased from 250 to 350;
        - Max Flux decreased from 3.600 to 1.750;
        - Flux dissipation decreased from 280 to 125;
        - Max Cargo space decreased from 150 to 80;
        - Max Fuel space decreased from 70 to 30;
        - Price increased from 10.000 to 12.500;
      - Obedience
        - Fleet Points increased from 5 to 7;
        - Max Cargo space decreased from 500 to 75;
        - Max Fuel space decreased from 2.000 to 1.500;
      - Burden
        - Fleet Points increased from 6 to 7;
        - Max Cargo space decreased from 1.000 to 750;
        - Max Fuel space decreased from 400 to 140;
      - Duty
        - Fleet Points decreased from 9 to 7;
        - Max Cargo space decreased from 1.200 to 1.000;
        - Max Fuel space decreased from 400 to 250;

     Weapons:
      - Dual Autoblaster Cannon

        - OP cost decreased from 25 to 20;
      - Heavy Autoblaster Battery
        - Price decreased from 4.500 to 2.750;
        - OP cost decreased from 14 to 12;
        - Damage Type changed from Energy to High Explosive;
      - Heavy Autoblaster Cannon
        - Tier decreased from 2 to 1;
        - Price decreased from 3.500 to 2.500;
        - OP cost decreased from 12 to 10;
        - Flux per shot decreased from 120 to 100;
      - Light Autoblaster Cannon
        - Tier decreased from 2 to 0;
        - Price decreased from 2.800 to 400;
        - OP cost decreased from 8 to 7;
        - Flux per shot decreased from 100 to 90;
      - PD Blaster
        - Price decreased from 320 to 200;
      - Ion Battery
        - Price decreased from 3.200 to 3.000;
      - Heavy Beam
        - Price increased from 2.200 to 2.600;
        - OP cost decreased from 16 to 12;
      - PD Laser Mk. II
        - Price decreased from 250 to 250;
        - Damage per second increased from 70 to 80;
      - PD Laser Mk. III
        - Damage increased from 100 to 140;
      - Remnant Dagger
        - Price decreased from 16.000 to 3.000;
      - Council Spear
        - Price increased from 20.000 to 24.000;
        - EMP damage increased from 1.000 to 2.000;
        - Burst Delay increased from 5 to 10 seconds;
      - Hydra Guided Torpedo
        - Price decreased from 850 to 400;
        - Flight time increased from 6.75 to 10 seconds;
        - Missile hitpoints increased from 200 to 250;
      - Hydra Guided Torpedo Rack
        - Price decreased from 1.450 to 600;
        - Flight time increased from 6.75 to 10 seconds;
        - Missile hitpoints increased from 200 to 250;
      - Hydra Guided Torpedo Pod
        - Price decreased from 4.850 to 1.200;
        - Flight time increased from 6.75 to 10 seconds;
        - Missile hitpoints increased from 200 to 250;
      - Kane Blaster
        - Price decreased from 12.000 to 2.500;
      - Rapid Laser Cannons
        - Damage decreased from 70 to 50;
        - Energy per shot decreased from 100 to 40;
      - Vindicator SRM
        - Damage decreased from 500 to 120;
        - EMP damage decreased from 750 to 0;
      - Havoc Chaingun
        - Range decreased from 600 to 500;
        - Impact increased from 1 to 5;
        - Flux per shot decreased from 40 to 30;
        - Spread per shot increased from 0.4 to 0.5;
        - Projectile speed decreased from 1.000 to 800;
[close]

(v0.4.1)
Spoiler
Quote
[2018/04/10]
    - Fixed use of a SSP weapon in one of the variants;
[close]

(v0.4.0)
Spoiler
Quote
[2018/04/08]
    Additions:
     - Added a new weapon: Kane Blaster;
     - Guess who's back? No, not Shady, it's the Prudence!
   Deletions:
     - Removed the following ships:
           - Agony Mk. III
      - Affliction  Mk. II
      - Regret Mk. II
      - Anguish
      - Rancour Mk. II
      - Remorse
      - Anger
      - Rage
      - Terror (Terror is still available in a custom mission);
      - NOTE: In most cases the removed ship was the Mk. II or Mk. III but in fact the removed ship was the Mk. I, renaming the other ships to fill the gap;
     - Removed the following weapons:
           - Heavy Blaster Battery
      - Heavy Blaster
      - Light Blaster
      - Light Blaster Cannon
      - Gladiator Beam
      - Remnant Scythe
   Changes:
     Ships:
       - Suffering

        - Armor decreased from 1800 to 1700;
       - Torture
        - Designation changed from Battlecarrier to Dreadnaught;
        - Switched the two Large Ballistic mounts to Large Hybrid;
        - Hitpoints decreased from 20.000 to 17.500;
        - Shield efficiency decreased from 0.7 to 0.9;
       - Terror
        - Designation changed from Battlecarrier to Dreadnaught;
        - Shield efficiency decreased from 0.6 to 0.8;
       
      - Many ship variants edited to accommodate the ship and weapon changes;

     Weapons:
      - Tali LRM -> Tali MRM
        - Renamed missile to MRM since that is what it is now;
        - Damage decreased from 400 to 350;
        - Impact decreased from 75 to 30;
        - Cooldown increased from 8 to 10 seconds;
      - Hydra Guided Torpedo
        - Damage decreased from 2000 to 1500;
        - Impact decreased from 500 to 50;
        - Cooldown increased from 1.5 to 2 seconds;
        - Hydra Guided Torpedo Pod:
          - Ammo decreased from 12 to 8;
          - Cooldown increased from 1.5 to 5 seconds;
          - Burst size increased from 1 to 2;
      - Dual Autoblaster Cannon
        - Damage per shot increased from 250 to 300;
        - Energy per shot increased from 300 to 325;
      - Ion Battery
        - Range decreased from 700 to 600;
        - Damage per shot decreased from 180 to 100;
      - Heavy Beam
        - Range decreased from 950 to 800;
        - Energy per second increased from 175 to 200;
        - Cooldown increased from 1.4 seconds to 2 seconds;
      - Remnant Dagger
        - Price decreased from 22.000 to 16.000;
        - Range decreased from 850 to 800;
        - Damage per second decreased from 2.000 to 500;
        - EMP damage increased from 20 to 50;
        - OP cost decreased from 18 to 12;
        - Energy per second decreased from 1000 to 750;
        - Burst size increased from 0.5 to 1;
        - Burst delay decreased from 15 to 2;
      - Council Spear
        - Price decreased from 35.000 to 20.000;
        - Damage per second decreased from 4.000 to 1.000;
        - EMP damage increased from 500 to 1000;
        - OP cost decreased from 30 to 25;
        - Burst size increased from 0.5 to 1;
        - Burst delay decreased from 15 to 5;

     Misc:
       - Venting color changed to something blue-ish;
[close]

(v0.3.1)
Spoiler
Quote
[2018/03/30]
    - Fixed weapons placed in incorrect weapon slot types thanks to the removal of most Universal mounts in update v0.2.0; Ships affected: Sorrow and Disturbance;
[close]

(v0.3.0)
Spoiler
Quote
[2018/03/23]
    Additions:
     - Added blinking lights to the following ships: Fidelity, Pride, Shame, Retaliation, Hatred, Torture and Terror;
     - Added new ship: Diligence (Utility ship). Think of an Ox and Construction Rig merged into one;
   Changes:
     Ships:
       - Sorrow
        - Max Speed increased from 120 to 140;
        - Acceleration increased from 90 to 110;
        - Deceleration increased from 70 to 100;
        - Turn Acceleration decreased from 120 to 100;
       - Regret
        - Max Speed increased from 110 to 120;
        - Acceleration increased from 90 to 100;
        - Deceleration increased from 70 to 95;
        - Turn Acceleration decreased from 120 to 100;
       - Regret Mk. II
        - Deceleration increased from 70 to 110;
        - Max Turn Rate increased from 60 to 80;
       - Agony
        - Max Speed increased from 110 to 140;
        - Acceleration increased from 85 to 110;
        - Deceleration increased from 65 to 100;
        - Max Turn Rate increased from 45 to 85;
       - Agony Mk. II
        - Max Speed increased from 110 to 140;
        - Acceleration increased from 85 to 120;
        - Deceleration increased from 60 to 120;
        - Max Turn Rate increased from 45 to 90;
        - Turn Acceleration increased from 90 to 95;
       - Agony Mk. III
        - Max Speed increased from 120 to 160;
        - Acceleration increased from 100 to 140;
        - Deceleration increased from 60 to 135;
        - Max Turn Rate increased from 45 to 95;
        - Turn Acceleration increased from 90 to 100;
       - Grief
        - Acceleration increased from 100 to 120;
        - Deceleration increased from 70 to 120;
        - Max Turn Rate increased from 45 to 80;
       - Grief Mk. II
        - Acceleration increased from 100 to 140;
        - Deceleration increased from 80 to 140;
        - Max Turn Rate increased from 45 to 90;
        - Turn Acceleration increased from 90 to 100;
       - Disturbance
        - Max Speed increased from 150 to 160;
        - Acceleration increased from 130 to 180;
        - Deceleration increased from 80 to 170;
        - Max Turn Rate increased from 50 to 90;
        - Turn Acceleration increased from 100 to 120;
       - Melancholy
        - Acceleration increased from 120 to 140;
        - Deceleration increased from 70 to 120;
        - Max Turn Rate increased from 75 to 100;
       - Melancholy Mk. II
        - Acceleration increased from 140 to 160;
        - Deceleration increased from 80 to 150;
        - Max Turn Rate increased from 90 to 120;
      
       - Affliction
        - Acceleration decreased from 70 to 60;
       - Affliction Mk. II
        - Acceleration decreased from 70 to 60;
       - Anguish
        - Max Speed decreased from 135 to 100;
        - Acceleration decreased from 90 to 70;
       - Despair
        - Max Speed decreased from 150 to 100;
        - Acceleration decreased from 100 to 70;
       - Rancour
        - Max Speed decreased from 140 to 100;
        - Acceleration decreased from 100 to 80;
       - Rancour Mk. II
        - Max Speed decreased from 130 to 90;
        - Acceleration decreased from 90 to 80;
       - Shame
        - Max Speed decreased from 110 to 65;
        - Acceleration decreased from 80 to 50;
        - Deceleration decreased from 55 to 40;

       - Retaliation
        - Acceleration increased from 18 to 25;
        - Deceleration increased from 18 to 25;
        - Max Turn Rate increased from 10 to 15;
       - Submission
        - Max Speed decreased from 80 to 65;
        - Acceleration decreased from 45 to 35;
       - Remorse
        - Max Speed decreased from 80 to 65;
        - Acceleration decreased from 45 to 35;

     Ship Systems:
      - Interdictor System
        - Flux/s decreased from 600 to 0. The system takes too long to reach full power and gives the carrying ship heavy penalties, there's no need to add another one;;
      - Hyperspace Jump
        - Flux/s increased from 1000 to 2500;
        - Added pseudo-kill-switch to prevent players from leaving the map while using this system;

     Weapons:
      - Tali LRM - It is a missile, and a fast one in fact;
        - Range decreased from 10.000 to 2500 su;
        - Speed increased from 200 to 500;
        - Flight time decreased from 50 to 5;
        - Turn acceleration increased from 50 to 500;
        - Turn rate increased from 35 to 200;
        - Acceleration increased from 150 to 1500;
        - Deceleration increased from 125 to 1000;
        - Added custom sound for the Tali's launch sound effect;
      - Hydra Guided Torpedo - It is a torpedo, so it should act as one;
        - Range decreased from 3000 to 2000 su;
        - Speed increased from 200 to 300;
        - Launch speed increased from 100 to 200;
        - Flight time decreased from 30 to 6.75;
        - Turn acceleration decreased from 300 to 75;
        - Turn rate decreased from 150 to 50;
        - Acceleration decreased from 1600 to 200;
        - Deceleration decreased from 500 to 175;
      - Swarmer MRM Launcher
        - Speed increased from 250 to 500;
        - Flight time decreased from 20 to 3
      - Turbo Laser
        - Renamed to Dual Autoblaster Cannon;
        - Damage per shot decreased from 300 to 250;
        - Impact reduced from 250 to 10. Why was it 250 anyways?;
        - Energy per shot decreased from 330 to 300;
        - Weapon cooldown increased from 0.333 seconds to 0.5 seconds;
      - Heavy Autoblaster
        - Renamed to Quad Blaster Battery;
        - Damage per shot decreased from 200 to 100;
        - Energy per shot decreased from 350 to 120;
        - Cooldown decreased from 1.5 seconds to 0.125 seconds. Why? Because it no longer fires in bursts;
        - Max spread decreased from 10 to 5 degrees;
        - Spread decay per second decreased from 10 to 5;
      - Imperial Blaster
        - Renamed to Heavy Autoblaster Battery;
        - Cooldown increased from 0.3 to 1 second;
        - Burst delay increased from 0.16 to 0.2 seconds;
        - Max Spread decreased from 12 to 10 degrees;
        - Spread per shot increased from 0.5 to 1 degrees;
        - Spread decay per second decreased from 10 to 5;
      - Imperial Autoblaster
        - Renamed to Heavy Blaster Battery;
        - Damage per shot decreased from 300 to 100;
        - Energy per shot decreased from 330 to 120;
        - Cooldown decreased from 1.2 seconds to 0.25 seconds. Yup, it no longer fires in bursts;
        - Max Spread decreased from 10 to 7 degrees;
        - Spread per shot decreased from 1 to 0.5;
        - Spread decay per second decreased from 10 to 5;
      - LR Autoblaster Cannon
        - Renamed to Heavy Autoblaster Cannon;
        - Energy per shot decreased from 130 to 120;
        - Cooldown decreased from 0.8 to 0.5 seconds;
        - Burst delay increased from 0 to 0.2, because it now fires in bursts;
      - LR Laser Cannon
        - Renamed to Heavy Blaster;
        - Energy per shot decreased from 80 to 75;
        - Cooldown decreased from 0.3 to 0.25;
        - Max spread decreased from 9 to 5 degrees;
        - Spread decay per second decreased from 10 to 5;
      - SR Laser Cannon
        - Renamed to Light Blaster;
        - Damage per shot increased from 30 to 40;
        - Cooldown decreased from 0.28 to 0.25 seconds;
        - Max spread decreased from 10 to 4 degrees;
        - Spread decay decreased from 10 to 5;
      - Light Imperial Blaster
        - Renamed to Light Autoblaster Cannon;
        - Damage per shot decreased from 200 to 75;
        - Energy per shot decreased from 250 to 100;
        - Cooldown decreased from 0.8 to 0.5;
      - Light Autoblaster
        - Renamed to Light Blaster Cannon;
        - Damage per shot decreased from 60 to 50;
        - Energy per shot decreased from 100 to 60;
        - Cooldown decreased from 0.8 to 0.4, and does not fire in bursts anymore;
      - Light Blaster
        - Renamed to PD Blaster;
        - Damage per shot decreased from 15 to 12;
        - Cooldown decreased from 0.2 to 0.125;

     Misc:
       - Reduced Kyber Crystals' drop rate;
       - Renamed some sound IDs, for organisational reasons;
       - Increased the engine sound for all ships;
[close]

(v0.2.3)
Spoiler
Quote
[2018/03/20]
    - Fixed remaining unchanged references;
[close]

(v0.2.2)
Spoiler
Quote
[2018/03/20]
    - Fixed unchanged ship reference in graphics files due to the ship rename (Torment -> Disturbance);
[close]

(v0.2.1)
Spoiler
Quote
[2018/03/20]
    - Fixed unchanged ship reference in JAR file due to the ship rename (Torment -> Disturbance);
[close]

(v0.2)
Spoiler
Quote
[2018/03/19]
   Additions:
     - Added Comm Relays to the following systems: Coruscant, Yavin and Mon Calamari;
   Deletions:
     - Removed both the Prudence Gunship and Prudence MK. II, to be decided whether they'll be added as a fighter/bomber or something else;
     - Removed Assault Gun, Chaingun Needler and Compact Hephaestus;
     - Removed ammo dependency on all non-missile weapons;
     - Removed old/unused code relative to ancient on-hit effects and unreleased sectors;
     - Removed all military sub-markets except the ones from the following sectors: Coruscant, Yavin and Mon Calamari;
     - Removed all storage sub-markets except the one in Coruscant;
   Changes:
     Ships: NOTE: All corresponding variants have been tweaked to match the weapon mount changes depicted below. Most replacements are dummy replacements and are subject to change in the near future;
       - Sorrow
        - Replaced Small Universal mounts with Small Energy;
        - Fleet Points decreased from 5 to 4;
        - Shield efficiency increased from 1 to 0.9;
        - Price increased from 5.000 to 14.000;
        - CR per day increased from 1.5 to 10%;
        - PPT increased from 140 secs to 240 secs;
        - Supplies/month increased from 2 to 3;
       - Regret
        - Replaced Small Universal mounts with Small Ballistic;
        - Shield efficiency increased from 1 to 0.6;
        - Price increased from 6.000 to 14.000;
        - CR per day increased from 1 to 5%;
        - PPT increased from 130 secs to 180 secs;
        - Supplies/month increased from 2 to 5;
       - Regret Mk. II
        - Replaced Medium Missile mounts with Small Universal;
        - Shield efficiency increased from 1 to 0.6;
        - Price increased from 6.000 to 15.000;
        - CR per day increased from 1 to 5%;
        - PPT increased from 130 secs to 240 secs;
        - Supplies/month increased from 2 to 5;
       - Agony
        - Replaced Medium Missile mounts with Small Composite ones;
        - Replaced Small Universal mounts with Small Ballistic ones;
        - Fleet Points decreased from 7 to 3;
        - Ordnance Points decreased from 75 to 60;
        - Shield efficiency increased from 1 to 0.8;
        - Price increased from 7.250 to 15.000;
        - CR per day increased from 1.5 to 8%;
        - PPT increased from 140 secs to 180 secs;
        - Supplies/month increased from 2 to 3;
       - Agony Mk. II
        - Replaced Medium Missile mounts with Small Composite ones;
        - Replaced Medium Ballistic mounts with Small Hybrid ones;
        - Fleet Points decreased from 9 to 4;
        - Ordnance Points decreased from 90 to 60;
        - Shield efficiency increased from 1 to 0.8;
        - Price increased from 8.500 to 18.000;
        - CR per day increased from 2 to 8%;
        - PPT increased from 160 secs to 240 secs;
        - Supplies/month increased from 2 to 3;
       - Agony Mk. III
        - Replaced Medium Missile mounts with Small Hybrid ones;
        - Replaced Small Universal mounts with Small Hybrid ones;
        - Fleet Points decreased from 8 to 5;
        - Ordnance Points decreased from 80 to 60;
        - Shield efficiency increased from 1 to 0.7;
        - Price increased from 8.500 to 20.000;
        - CR per day increased from 2 to 7%;
        - PPT increased from 145 secs to 320 secs;
        - Supplies/month increased from 2 to 4;
       - Grief
        - Replaced Medium Missile mounts with Small Composite;
        - Replaced Small Universal mounts with Small Energy;
        - Fleet Points decreased from 10 to 6;
        - Ordnance Points decreased from 85 to 65;
        - Shield efficiency increased from 1 to 0.6;
        - Price increased from 15.500 to 20.000;
        - CR per day increased from 2 to 8%;
        - PPT increased from 160 secs to 240 secs;
        - Supplies/month increased from 2.5 to 5;
       - Grief Mk. II
        - Replaced Medium Missile mounts with Small Composite;
        - Ordnance Points decreased from 70 to 50;
        - Price increased from 17.950 to 32.000;
        - CR per day increased from 3 to 6%;
        - PPT decreased from 200 secs to 180 secs;
        - Supplies/month increased from 3.3 to 7;
       - Torment -> Disturbance
        - Replaced Small Universal mounts with Small Energy;
        - Replaced Medium Missile mounts with Small Composite;
        - Name changed from Torment to Disturbance;
        - Active System changed from Phase Teleporter to Entropy Amplifier;
        - Fleet Points increased from 10 to 15;
        - Ordnance Points decreased from 65 to 45;
        - Price increased from 20.000 to 35.000;
        - CR per day increased from 2.5 to 6%;
        - Supplies/month increased from 2 to 7;
       - Melancholy
        - Replaced Small Universal mounts with Small Energy;
        - Fleet Points decreased from 5 to 4;
        - Shield efficiency increased from 1 to 0.8;
        - Min crew increased from 3 to 5;
        - Max crew decreased from 55 to 30;
        - Price increased from 5.400 to 15.000;
        - CR per day increased from 2 to 7%;
        - PPT increased from 145 secs to 200 secs;
        - Supplies/month increased from 2 to 3;
       - Melancholy Mk. II
        - Replaced Small Universal mounts with Small Synergy;
        - Fleet Points decreased from 5 to 4;
        - Ordnance Points increased from 30 to 35;
        - Shield efficiency increased from 1 to 0.8;
        - Min crew increased from 3 to 5;
        - Max crew decreased from 55 to 30;
        - Price increased from 5.400 to 17.000;
        - CR per day increased from 2 to 7%;
        - PPT increased from 145 secs to 200 secs;
        - Supplies/month increased from 2 to 3;
      
       - Affliction
        - Replaced Universal weapon mounts with Hybrid ones;
        - Fleet Points decreased from 12 to 9;
        - Ordnance Points decreased from 116 to 115;
        - Shield efficiency increased from 1 to 0.9;
        - Min crew increased from 25 to 55;
        - Max crew increased from 50 to 70;
        - Price increased from 17.800 to 30.000;
        - CR per day decreased from 6 to 5%;
        - CR to deploy increased from 10 to 12%;
        - PPT increased from 330 secs to 360 secs;
        - Supplies/month increased from 3 to 9;
       - Affliction Mk. II
        - Replaced Small Universal and Missile weapon mounts with Synergy;
        - Replaced Medium Universal mounts with Hybrid;
        - Fleet Points decreased from 12 to 9;
        - Ordnance Points decreased from 120 to 110;
        - Shield efficiency increased from 1 to 0.8;
        - Min crew increased from 25 to 55;
        - Max crew increased from 50 to 70;
        - Price increased from 17.800 to 35.000;
        - CR per day decreased from 6 to 5%;
        - CR to deploy increased from 10 to 15%;
        - PPT increased from 330 secs to 360 secs;
        - Supplies/month increased from 3 to 9;
       - Anguish
        - Replaced Medium waist Missile hardpoints with Small ones;
        - Active System changed from Burn Drive to Flare Launcher;
        - Fleet Points decreased from 8 to 6;
        - Ordnance Points decreased from 115 to 95;
        - Shield efficiency increased from 1 to 0.6;
        - Min crew increased from 20 to 40;
        - Max crew increased from 40 to 50;
        - CR per day decreased from 10 to 5%;
        - PPT decreased from 380 secs to 340 secs;
        - Supplies/month increased from 3 to 7;
       - Despair
        - Replaced Small Missile mounts with Small Synergy;
        - Replaced Medium Missile mounts with Small Missile;
        - Active System changed from Burn Drive to Maneuvering Jets;
        - Fleet Points decreased from 8 to 6;
        - Ordnance Points decreased from 115 to 95;
        - Shield efficiency increased from 1 to 0.6;
        - Min crew increased from 20 to 40;
        - Max crew increased from 40 to 50;
        - CR per day decreased from 10 to 5%;
        - PPT decreased from 380 secs to 330 secs;
        - Supplies/month increased from 3 to 8;
       - Rancour
        - Replaced Medium Missile mounts with Small Missile;
        - Replaced Medium Universal mount with Medium Synergy;
        - Active System changed from Burn Drive to Maneuvering Jets;
        - Ordnance Points decreased from 100 to 95;
        - Shield efficiency increased from 1 to 0.8;
        - Min crew increased from 20 to 40;
        - CR per day decreased from 10 to 5%;
        - CR to deploy increased from 10 to 15%;
        - PPT decreased from 380 secs to 330 secs;
        - Supplies/month increased from 3 to 10;
       - Rancour Mk. II
        - Replaced Small Energy mounts with Small Synergy;
        - Replaced Medium Missile mounts with Small Missile;
        - Replaced Medium Universal mount with Medium Energy;
        - Active System changed from Burn Drive to Flare Launcher;
        - Fleet Points decreased from 9 to 7;
        - Ordnance Points decreased from 115 to 95;
        - Shield efficiency increased from 1 to 0.8;
        - Min crew increased from 25 to 35;
        - Max crew increased from 35 to 40;
        - CR per day decreased from 10 to 5%;
        - CR to deploy increased from 10 to 12%;
        - PPT decreased from 380 secs to 320 secs;
        - Supplies/month increased from 3 to 11;
       - Rancour Mk. II
        - Active System changed from Burn Drive to Flare Launcher;
        - Fleet Points decreased from 9 to 7;
        - Ordnance Points decreased from 115 to 95;
        - Shield efficiency increased from 1 to 0.8;
        - Min crew increased from 25 to 35;
        - Max crew increased from 35 to 40;
        - CR per day decreased from 10 to 5%;
        - CR to deploy increased from 10 to 12%;
        - PPT decreased from 380 secs to 320 secs;
        - Supplies/month increased from 3 to 11;
       - Shame
        - Replaced Small Universal mounts with Small Synergy;
        - Ordnance Points decreased from 65 to 55;
        - Shield efficiency decreased from 1 to 1.2;
        - Min crew increased from 20 to 60;
        - Max crew increased from 35 to 80;
        - Price increased from 14.000 to 18.000;
        - CR to deploy increased from 8 to 20%;
        - PPT increased from 240 secs to 360 secs;
        - Supplies/month increased from 4 to 9;
       - Desolation
        - Replaced Small Universal mounts with Small Hybrid and Energy;
        - Fleet Points decreased from 12 to 9;
        - Ordnance Points decreased from 130 to 120;
        - Min crew increased from 40 to 50;
        - Price increased from 18.900 to 32.000;
        - CR to deploy increased from 9 to 12%;
        - PPT increased from 340 secs to 380 secs;
        - Supplies/month increased from 4 to 10;
       - Pride
        - Fleet Points decreased from 14 to 10;
        - Ordnance Points decreased from 135 to 115;
        - Shield efficiency increased from 1 to 0.8;
        - Min crew increased from 45 to 60;
        - Price increased from 22.000 to 40.000;
        - CR per day decreased from 6 to 5%;
        - CR to deploy increased from 8 to 15%;
        - PPT increased from 350 secs to 400 secs;
        - Supplies/month increased from 4 to 12;

       - Atonement
        - Replaced Medium Universal mounts with 2 Hybrid and 2 Synergy;
        - Fleet Points increased from 15 to 20;
        - Ordnance Points decreased from 105 to 100;
        - Shield efficiency decreased from 1 to 1.4;
        - Min crew increased from 25 to 125;
        - Max crew increased from 115 to 175;
        - CR per day decreased from 5 to 3%;
        - Supplies/month increased from 20 to 25;
       - Retaliation
        - Fleet Points increased from 12 to 15;
        - Shield efficiency increased from 1 to 0.8;
        - Min crew increased from 25 to 150;
        - Max crew increased from 115 to 250;
        - CR per day decreased from 7 to 4%;
        - Supplies/month increased from 16 to 20;
       - Submission
        - Fleet Points decreased from 10 to 7;
        - Ordnance Points decreased from 120 to 115;
        - Ship mass increased from 400 to 1000;
        - Shield efficiency decreased from 1 to 1.2;
        - Min crew increased from 70 to 100;
        - Max crew increased from 300 to 600;
        - CR per day decreased from 8 to 3%;
        - CR to deploy increased from 12 to 20%;
        - Supplies/month increased from 15 to 20;
       - Remorse
        - Fleet Points decreased from 10 to 9;
        - Ordnance Points increased from 140 to 150;
        - Ship mass increased from 400 to 1000;
        - Min crew increased from 90 to 150;
        - Max crew increased from 150 to 400;
        - CR per day decreased from 8 to 3%;
        - CR to deploy increased from 12 to 20%;
        - Supplies/month increased from 15 to 20;
       - Revenge
        - Fleet Points decreased from 15 to 12;
        - Ordnance Points decreased from 170 to 160;
        - Shield efficiency increased from 1 to 0.8;
        - Min crew increased from 90 to 170;
        - Max crew increased from 125 to 280;
        - CR per day decreased from 6 to 4%;
        - CR to deploy increased from 8 to 15%;
        - Supplies/month increased from 15 to 22;
       - Wrath
        - Fleet Points decreased from 19 to 14;
        - Ordnance Points decreased from 210 to 205;
        - Shield efficiency increased from 1 to 0.8;
        - CR per day decreased from 8 to 4%;
        - CR to deploy increased from 8 to 15%;
        - Supplies/month increased from 15 to 24;
       - Fear
        - Shield efficiency increased from 1 to 0.9;
        - CR per day decreased from 5 to 4%;
        - CR to deploy decreased from 15 to 12%;
        - Supplies/month increased decreased from 16 to 20;
       - Anger
        - Fleet Points increased from 15 to 16;
        - Shield efficiency increased from 1 to 0.8;
        - CR per day decreased from 6 to 4%;
        - CR to deploy decreased from 18 to 15%;
        - Supplies/month increased decreased from 18 to 25;

       - Hatred
        - Ordnance Points decreased from 290 to 260;
        - Shield efficiency increased from 1 to 0.9;
        - CR to deploy decreased from 20 to 15%;
        - Supplies/month increased from 32 to 35;
       - Suffering
        - Shield efficiency increased from 1 to 0.8;
        - CR per day decreased from 5 to 3%;
        - Supplies/month increased from 32 to 40;
       - Rage
        - Shield efficiency increased from 1 to 0.8;
        - CR per day decreased from 4 to 3%;
        - CR to deploy decreased from 20 to 15%;
        - Supplies/month increased from 32 to 35;
       - Torture
        - Replaced one Medium Energy mounts with a Small mount;
        - Fleet Points increased from 30 to 32;
        - Ordnance Points decreased from 320 to 290;
        - Fighter bays decreased from 5 to 2;
        - Shield efficiency increased from 1 to 0.7;
        - Price increased from 270.000 to 300.000;
        - CR per day decreased from 5 to 2%;
        - Supplies/month increased from 20 to 40;
       - Terror
        - Removed Expanded Deck Crew as built in hullmod;
        - Fleet Points increased from 32 to 35;
        - Ordnance Points decreased from 400 to 370;
        - Fighter bays decreased from 5 to 2;
        - Shield efficiency increased from 1 to 0.6;
        - Price increased from 300.000 to 350.000;
        - CR per day decreased from 5 to 2%;
        - CR to deploy increased from 20 to 22%;
        - Supplies/month increased from 20 to 50;

       - Loyalty
        - Ordnance Points decreased from 60 to 35;
        - Price decreased from 17.000 to 16.000;
        - Supplies/month increased from 2 to 3;
       - Fidelity
        - Ordnance Points decreased from 45 to 35;
        - Price increased from 8.500 to 10.000;
       - Obedience
        - Ordnance Points decreased from 65 to 45;
        - Price increased from 6.800 to 55.000;
        - Supplies/month increased from 2 to 7;
       - Burden
        - Replaced Small Universal mounts with Small Synergy;
        - Ordnance Points decreased from 65 to 45;
        - Price increased from 8.500 to 26.000;
        - Supplies/month increased from 2 to 7;
       - Duty
        - Ordnance Points decreased from 80 to 45;
        - Price increased from 11.000 to 30.000;
        - Supplies/month increased from 2 to 7;

     Ship Systems:
      - Interdictor System
        - Flux/s increased from 0 to 600;
      - Hyperspace Jump
        - Flux/s increased from 1000 to 2500;
        - Added pseudo-kill-switch to prevent players from leaving the map while using this system;

     Weapons:
      - Reaper-class LR Torpedo -> Light Reaper
        - Renamed Reaper-class LR Torpedo to Light Reaper;
        - Damage decreased from 3000 to 2000;
        - Range decreased from 2500 to 600;
        - Impact increased from 40 to 400;
        - Flight Time increased from 3.5 to 25;
      - Hydra Guided Torpedo
        - Damage decreased from 2000 to 750;
[close]

(v0.1.1)
Spoiler
Quote
[2018/03/16]
    - Fixed crash when entering the Naboo system;
[close]

(v0.1)
Spoiler
Quote
[2018/03/13]
    - First "Experimental" release;
[close]
[close]



Disclaimer:
Any similarity with anything "Star Wars" related is a mistake and will be erased as soon as possible. This mod has no intent to be related to this franchise anymore and from now on the only similarity that will prevail is the shape of the ships, which will too eventually change.
« Last Edit: July 01, 2020, 02:28:00 AM by Johnny Cocas »
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Hussar

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Re: [0.8a] Star Wars: Revived - WIP: Development topic
« Reply #1 on: May 04, 2017, 07:49:28 AM »

Cool, SW was a mod I'd always hoped to see for SS. Just one thing, I would focus on just one period. Either republic & clone wars or Galactic Empire vs Rebellion. I played many other SW mods for other games, nobody was mixing both periods for very good reasons.
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Johnny Cocas

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Re: [0.8a] Star Wars: Revived - WIP: Development topic
« Reply #2 on: May 04, 2017, 08:11:29 AM »

Cool, SW was a mod I'd always hoped to see for SS. Just one thing, I would focus on just one period. Either republic & clone wars or Galactic Empire vs Rebellion. I played many other SW mods for other games, nobody was mixing both periods for very good reasons.

Yeah, that is what I meant by setting the time location on the period that goes from the 4th to 6th episodes of the Star Wars saga (Galactic Empire vs Rebel Alliance).

However, I see no harm in including "some" ships from the clone wars like the Venator or Providence as salvaged ships from those past times, the Venator at the very least has been used after the clone wars for some time with the new Imperial colours instead of the red stripes from the Republic era.

People usually don't mix the periods when making Star Wars mods because it will cause confusion and it's weird to see the republic fighting the empire or the rebels fighting the separatists :P Plus, each period had it's technology and ships, so including them all would both be a pain due to the sheer number of ships to add and there would be no lore behind the mod, people usually kind of notice the lore even if they don't really care about it, if a player was piloting an Imperator class Star Destroyer while fighting early Republican Venators and knows the Star Wars story by just a bit he will know something is not right...
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Hussar

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Re: [0.8a] Star Wars: Revived - WIP: Development topic
« Reply #3 on: May 04, 2017, 08:16:39 AM »

Oh, you should had then say "I'm setting the mod in times of the galactic empire" instead of "I'm adding 2 new factions: GE i RA" u know ;)

And of course, venators were used by early GE, so were other ships like Munificient Star Frigate which had been used by the rebel alliance even. The question is how to tastefully include them into the mod to not break the immersion but rather enhance it (for the nerds like me) by having a chance meeting with a ship from the previous era. That would be my biggest concern here. :)
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Johnny Cocas

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Re: [0.8a] Star Wars: Revived - WIP: Development topic
« Reply #4 on: May 04, 2017, 08:30:29 AM »

I wanted to emphasize that this mod "adds" factions instead of replacing the existing ones like the original mod did :P

Yes, it's true. I am thinking about the Venator and other "outdated" ships as possible pirate boss ships or, if I want to make things more complicated, they could be "manufactured" in an old abandoned base if the player has enough crew, machinery and materials to build the ships at that location.

Another thing, and probably the only thing that bothers me as much as getting good sprites for the ships, is that all ships have a LOT of weapons. A Star Destroyer alone can have up to 100+ weapon mounts and by looking at what the previous mod creator did he actually put all those weapon mounts in the ships. I don't know if I should either do that or reduce the number to a more "logical" and balanced number. From a balance point of view having 100 turrets would require them to deal as much combined damage as a vanilla ship with only 10 weapon mounts, or they would be seriously overpowered ::)
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Johnny Cocas

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Re: [0.8a] Star Wars: Revived - WIP: Development topic
« Reply #5 on: May 04, 2017, 11:39:37 AM »

So, I updated part of this mod to 0.8a, I'm still missing the campaign and faction code/configs so it will only load the ships into the game at the moment.
The hull mods seem to be failing to load into the ships though... Will look into that >:(

Going slow but steady.

Spoiler

And like I suspected, this needs some serious balancing xD

[close]
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Jonlissla

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Re: [0.8a] Star Wars: Revived - WIP: Development topic
« Reply #6 on: May 04, 2017, 11:43:14 AM »

And like I suspected, this needs some serious balancing xD

Nah, a total of 353 weapon mounts sounds reasonably balanced.
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Johnny Cocas

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Re: [0.8a] Star Wars: Revived - WIP: Development topic
« Reply #7 on: May 04, 2017, 11:55:34 AM »

And like I suspected, this needs some serious balancing xD

Nah, a total of 353 weapon mounts sounds reasonably balanced.

ikr :D

To be honest when I checked the ships with the ship editor there didn't seem to be that many weapons, and even on the Star Wars wiki the ships did not have THAT many weapon mounts, I was really surprised when I saw over 300 weapon mounts in this one xD
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ChaseBears

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Re: [0.8a] Star Wars: Revived - WIP: Development topic
« Reply #8 on: May 04, 2017, 11:59:45 AM »

Personally, i would go for more movie-accuracy than wookiepedia-accuracy - the number of weapons was limited to what made a sufficient number of pew pew lasers on the screen xD
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If I were creating the world I wouldn’t mess about with butterflies and daffodils. I would have started with lasers, eight o’clock, Day One!

Hussar

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Re: [0.8a] Star Wars: Revived - WIP: Development topic
« Reply #9 on: May 04, 2017, 12:01:37 PM »

As for balancing, don't balance it versus vanilla. Just set up some milestones on GE and RA sides and balance accordingly to them.
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Tartiflette

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Re: [0.8a] Star Wars: Revived - WIP: Development topic
« Reply #10 on: May 04, 2017, 12:22:47 PM »

As for balancing, don't balance it versus vanilla. Just set up some milestones on GE and RA sides and balance accordingly to them.
I'm sorry but how is that a good idea in any way? Unless it is a total conversion, you want you mod to fit the rest of the game. Otherwise the only thing you have to fight in the mod is the mod itself and everything else is just clutter and backdrop.
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Hussar

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Re: [0.8a] Star Wars: Revived - WIP: Development topic
« Reply #11 on: May 04, 2017, 12:28:58 PM »

As for balancing, don't balance it versus vanilla. Just set up some milestones on GE and RA sides and balance accordingly to them.
I'm sorry but how is that a good idea in any way? Unless it is a total conversion, you want you mod to fit the rest of the game. Otherwise the only thing you have to fight in the mod is the mod itself and everything else is just clutter and backdrop.

To be honest I don't think that SW can be balanced in to fit with vanilla without hurting the sw ships. So yeah, I rather thought that ultimate goal would be to create a total conversion in the end. But there's no point in striving to that without having the faction's done & balanced first right?
« Last Edit: May 04, 2017, 12:32:07 PM by Hussar »
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Johnny Cocas

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Re: [0.8a] Star Wars: Revived - WIP: Development topic
« Reply #12 on: May 04, 2017, 12:40:20 PM »

Personally, i would go for more movie-accuracy than wookiepedia-accuracy - the number of weapons was limited to what made a sufficient number of pew pew lasers on the screen xD
Well, in all Star Wars movies the space battles look a lot more like the vanilla Starsector battles in terms of weapons available on the ships than they do on any wiki. In the original triology there are less weapons in a Star Destroyer than there are in a normal destroyer in vanilla Starsector :P

As for balancing, don't balance it versus vanilla. Just set up some milestones on GE and RA sides and balance accordingly to them.
What do you mean? I will balance GE vs RA first and then I'll deal with the vanilla factions? It's not just the vanilla factions I would fight against, any mod that adds a faction would be underpowered when compared to the average cruiser available in this mod. A Star Destroyer could wipe an entire faction from the map and would leave the campaign without a single hull point lost.

The only way the ships could have all the weapon mounts they should have according to the wiki's ship info would be to first: make all weapons built-in like they are right now and second: make this a total conversion mod and wipe all the vanilla factions, they would be wiped anyways if they remain in the map xD But that was not really the direction I wanted to take :-\

This is an issue that will either cripple this mod or cripple all other faction mods unless I make this a total conversion mod.
« Last Edit: May 04, 2017, 12:46:22 PM by joaonunes »
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Hussar

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Re: [0.8a] Star Wars: Revived - WIP: Development topic
« Reply #13 on: May 04, 2017, 01:03:47 PM »

Do as you wish (I'm fine with either more movie vs wookipedia or canon vs legends approach [tho u are already taking from legends with the Alliegance-class haha]) honestly. As for what I mean, do you plan to include it the mod as new factions to vanilla or ultimately as total conversion - a lot of things will be hard to balance if not possible. By balancing ships only within the mod (so aiming for total conversion) you'll make it easier on yourself in many categories. Size-wise first (no need to scale ships down for vanila, so you can decide on how big imperial star destroyer will be and scale everything around it), then power wise as you'll have more freedom with how many weapon mounts to include on ships (nobody's asking for a perfect representation with every turbolaser accounted for i think?) down to how powerful each weapon should be.

That's what I meant, I hope it clarifies it?

This is an issue that will either cripple this mod or cripple all other faction mods unless I make this a total conversion mod.

I'm glad you also see & think like this then (:
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Tartiflette

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Re: [0.8a] Star Wars: Revived - WIP: Development topic
« Reply #14 on: May 04, 2017, 01:10:24 PM »

Given the AI issues with large sprites, even a TC would require keeping the ships roughly in line with vanilla. Same with the weapon mounts for performance reasons.
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