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Author Topic: [0.9.1a] Free Stars Union - Arms Race V 1.2 rc2(mini patch)  (Read 66472 times)

Kissa_Mies

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REQUIRES GraphicsLib
REQUIRES LazyLib
REQUIRES MagicLib


V 1.2.0 rc2 (save compatible with 1.2 only)
DOWNLOAD

EXTRA FEATURES WHEN COMBINED WITH :
These are higly recommended,
-Vayra's Sector (adds 2 HVBs, Custom flagship bounties, and Revolution raider bases)
-Nexelerin (full Corvus mode support)
-Commissioned Crews (Bonuses for both factions)
-Industrial.Evolution (Full support)


-What does this mod add ?

-1 new faction and sub faction with two star systems
-2 Special ships you can find while exploring
-2 HVBs (with vayra's sector)
-22 New Ships, 22 new Skins, 7 new Fighters & Drones
-13 new modular Weapon types


-What are they like ?

-The Union Doctrine specializes in high aggression usually coming in the form of Brawling, Hit and Run and Heavy use of Missiles. Almost all the ships in their fleet fall into one of these categories usually mixing two of the three. They do have the occasional more specialized support vessel thrown in for good measure.
-The Revolution are a bunch of Pather like lunatics who think that shields are for cowards.


-Lore
Spoiler
Free Stars Union :
Rising from the ashes of Perihelion this new comer to the grand politics of the sector has seen swift success at revitalizing their destroyed home system of Old Man Star. Most factions don't like the new competition in the sector and heavily associate them with pirates, but not quite all factions share this idea though. The Union has connections in the League and have a deal with the local government at Naxos for the control of the Providence star system in the ongoing border conflict. Rumours circulate about heavy sponsorship by Tri-Tachyon who are supposedly using them to field test new questonably legal technologies. Their arrival is very troubling to the Hegemony and the Church due to them challenging their authority over the sector, they quickly reached a boiling point with Hegemony as skirmishes started growing into larger and larger battles. Deemed as nothing more than pirates, smugglers and other low-lifes by their enemies the Union has fought bitterly to survive in the Sector.

It is said that the Union were some band of pirates and misfits that decided to recolonize Perihelion, which does reflect their less lawful tendencies. Although nowadays they try their hardest to move away from being associated as Pirates. The actual planetary backbone of the Union are the countless largely independendent mininig and salvaging operations, light industries and small research labs dotting their planets surfaces, which are fed resources by the countless raiding operations launched by the Union bringing back scrap and salvage materials. Many come seeking a better fortune working for the Union far away from the more oppressive governments and states of the sector. Minimal oversight by the Union has allowed for high economic growth as long as taxes are paid and relative order is maintained they don't care much for what goes on. This same ragtag way of business extends to the Union military. a Similarly colorful collection of ex-pirates, privateers, bounty-hunters and volunteers but with the common goal of keeping the many enemies of the Union at bay who would want to see such pirates and revolutionaries destroyed for good.


Perihelion :
Perihelion is an ancient Domain factory planet that was used to build massive amounts of ships, weapons and much more. It was swiftly secured by the Hegemony as an industrial base during the aftermath of the collapse. Much later it was saturation bombarded by the Tri-Tachyon during the second AI War, after a long and unproductive siege where Tri-Tachyon ground forces failed to gain the upper hand in time, if they couldn't have Perihelion it no one would. Although no planet-killer device was used it was still shortly abandoned by the Hegemony after the event due to resources being stretched incredibly thin by the war and trying to repair damage of such a massive scale would only have been worwhile in the long term.

After a sometime from the ashes rose a new peculiar faction who called themselves the Free Stars Union, united in the missions to bring freedom to the oppressed people of the sector. The massive amounts of leftover material allow for huge tech-mining and Salvaging potential which is the likely cause for their incredible rise. Now today the battle-scarred jungles Perihelion is the main operations base and home of the Union.

Free Stars Revolution :
An Extremist sect that formed somewhat after the arrival of the Union. Revolutionares advocate for immidiate sector wide revolution and liberation instead of "Sitting around playing petty politics". The Revolution's extremist and hostile ideals have attracted the negative attention of almost all the factions in the sector.
[close]


-Here's a showcase of some of the ships from the mod, there's more in there i'm just too lazy to put them all here.













Bonus Images :
Spoiler








[close]


-You can report any feedback, bugs or typos directly to me on discord Kissa-Mies#8505, @kissa-mies on the Unofficial Starsector discord, or just reply to this thread.



Changelog :
Spoiler
V 1.2.0 rc2
Balance changes:
-Tremor damage reduced (again)

V 1.2.0
-Added the Falling Sun class battlecruiser
-Added the Muninn Prototype
-New HVB based on the Falling Sun
-Union ships now have built in hullmods that allow the installation of upgrade packages
-Hook MRM array now has a new on hit effect
-Ships now have new paintjobs and patterns based on tech levels
-Revolution now spawn a lot less fleets
-Added Yakalo & Tigon (R)
Balance changes:
-Widow & Rhea increased to 9 burn
-Chimera increased to 52dp/supplies month
-Superheavy Slug driver accuracy increased
-Heavy Nailgun Flux effiency, Rof and on hit dmg reduced
-Adjusted the logistical stats of most ships slightly
-Nova Cruise missile damage increased
-Full systems overclock reduced speed boost, increased PPT reduction and now incompatible with some modded hullmods
-Reality Splitter radius reduced slightly, but now also blows up missiles
-Minokawa shield efficiency decreased
-Scorch armor & top speed reduced slightly
-Mega/heavy neuton particle cannon now burst fire faster, rof is increased, but total per shot damage & DPS reduced
-Tremor MIRV rack/pod damage reduced
-Spike MRT array/launcher/pod now 20/9/4 OP, damage reduced, pod/launcher max ammo increased
-Malediction max flux ,disspation, hull & armor increased slightly
-Reduced Rapid Fire duration slightly
-Reduced Revolutionary Mods damage reduction
-Revolution Flux Ammofeeders now reduces projectile velocity
-Widow shipsystem changed to Flares
-Keres strom cannon base EMP reduced heavily. Flux effiency increased slightly to compensate
-Heavy Annihilator Barrage Rof reduced

V 1.1.0 rc3
-Fixed a CTD
-Fixed typos and grammar

V 1.1.0 rc2
-Fixed a CTD

V 1.1.0 rc1
-Added the Steelhead a reliable and affordable combat destroyer
-Added the Coydog, Yakalo & Tigon class combat freighters, specializing in good combat support and raiding
-Added The Minokawa a long lost enigma
-Added the Heavy/Mega Neutron Particle Cannon a shor range high damage Frag blaster
-Added the Warden Autocannon a specialized anti-fighter weapon
-Added the Superheavy Slug Driver a high-end efficient long range cannon
-Reworked Revolution Commissioned crews bonus
-Redid most paint jobs
-Improved a lot of visuals
-Lots of small campaign level changes and fixes
-FSU Weapons now have their own BP packcage
-Target Painter can no longer be used on fighters, so it should be alot more useful
-Slicer MK.II now has the correct spawnrate
-Added Ind.Evo industries to some planets
-Changed Revolution campaign colors to not look like HMI
-Added Yakalo (R) & Tigon (R) class combat freighters to spice up Revolution fleets
-Rebalanced Revolutionary modifications and split it into two hullmods for clarity
-Revolution ships now have Questionable Engineering instead of IAM to give them more punch
-Revolution now uses their own shieldless but heavily armed orbital stations
-Revolution Doesn't spawn fleets if Hek doesn't exist or isn't owned by Revolution
-Made Revolution fleets more rare and varied in size, but generally larger
Balance changes:
-Adjusted some ship base prices
-Apocylapse buffed to 30dp/supplies month, MIRV mines now have 3 charges, increased burn speed to 8
-Arbiter armor increased to 475
-Nighthawk armor increased to 525, Added ARU to Dragonfish
-Chimera shield efficiency reduced to 1.1
-Full Systems Overclock now clamps range past 700
-Widow Max flux and armor reduced slightly
-Keres storm cannon OP cost reduced to (12/24) and reduced on hit emp slightly
-Mini Nova Cruise Missile Launcher base ammo reduced to 10
-Barghest SSMS reduced range to 1400 and rate of fire somewhat
-Heavy Nailgun Reduced range to 700, effiency to 0.9 and reduced on-hit damage slightly
-Hail Rocket Array burst size reduced to 32 and max ammo to 224
-Spike MRT Array burst size reduced to 6 and max ammo to 30
-Spike MRT launcher max ammo increased to 4
-Pulsed Particle Surge Beam range increased to 800 & credit cost reduced
-Rook main gun Dps Increased, and gave it a swarmer SRM (fighter)

V 1.0.1 rc4
-Fixed issue with HVBs not spawning

V 1.0.1 rc3
-Added the Sheartail Heavy frigate, A slippery midline style frigate with good staying power.
-Now supports Version Checker
-Added support for an upcoming Industrial.Evolution feature
-Fixed typos
-Improved sprite contrast & saturation on most ships.
-Reworked Pulsed Graviton Surge Beam to Pulsed Particled Surge Beam. Is now a HIL/Paladin PD hybrid anti-fighter/anti-armor weapon.
-Improved MIRV minelayer counterplay, reduced range, slower recharge and missiles, but increased damage potential. (still can be a bit unfair, but thats Mines for you)
-Full Systems Overclock now incompatible with SO (oops)
-Fixed Revolution bases spawning without orbital stations
-Rebalanced Rhinochimaera bounty (it's way more reasonable now)
-Phaeton UN base price fixed
-Civilian (UN) ships now are their own BP packcage
-Added set Relations for Scalartech, First Persean Empire, PRV Starworks and Templars
-Revolution fleets now use combat freighters properly and fixed basic shepherds from spawning
-Changed missions around to accommodate balance changes
-Adjusted default variants
-Adjusted FP costs slightly
Balance changes:
-Buffed Tremor Pod Cooldown to 15s
-Buffed Spike Launcher cooldown too 5s
-Reduced Blackbird to 5dp/supplies month and increased max flux slightly
-Increased shield upkeeps across the board
-Reduced base dissipation across the board
-Reduced Max Flux slightly on Widow, Twinblade, Rupture & Apocylapse
-Reduced Nighthawk, Arbiter & Twinblade top speed slightly
-Reduced Chimera base dissipation to 700 and max flux to 24 000, Adjusted weapon arcs to be less generous, Reduced maneuverability, Nerfed Rapier AODs, Increased shield efficiency to 1.0 and reduced to 50dp/supplies month to compensate.
-Reduced Rupture hull & armor, Adjusted weapon arcs to be less generous, increased to 14dp/supplies month
-Reduced Arbiter base dissipation to 400 and changed to 20dp/supplies month
-Reduced Widow shield efficiency to 1.1 & is now 12dp/supplies month
-Increased Mercurial drive and overdrive cooldown
-Reduced Assault mode duration to 6s, reduced cooldown to 20s
-Reduced Barghest max ammo to 160
-Increased Hook MRM cooldown to 20s & reduce Max ammo to 64
-Reduced Pursuer HP & Armor
-Reduced Rook damage output & health slightly
-Reduced Thorn torpedo damage slightly
-Lots of unlisted smaller adjustments

V 1.0.0 rc2
-Released
[close]






Credits

-Additional Scripts - Cycerin , Nia Tahl, MShadowy, DarkRevenant and Tartiflette
-System Backgrounds - Tartiflette
-Writing help & Beta testing - Avanitia
-Everyone who contributed to all the neat free to use stuff in MagicLib
-Starsector Discord - for having lots of helpful resources and people
-Additional sound fx from gamesounds.xyz and 99sounds.org
-Everything else - Kissa Mies



License stuff:

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.

Any derivative work must also comply with Starsector's EULA.

Anything not created by me maintains its original license.


« Last Edit: October 22, 2020, 02:04:12 AM by Kissa_Mies »
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tomatopaste

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Re: [0.9.1a] Free Stars Union 1.0.0 - A New Faction Has Arrived
« Reply #1 on: July 14, 2020, 08:14:47 AM »

Ooh yes please! Your sprites look great from a first glance, but the paintjob stripes could be less abrupt, and match contour better... That aside, I'm going to chuck this into a save and see what you've cooked up. Cheers  :D
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Nextia

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Re: [0.9.1a] Free Stars Union 1.0.0 - A New Faction Has Arrived
« Reply #2 on: July 14, 2020, 09:37:07 AM »

Looks like some pretty sweet designs, adding this to my next play through for sure  ;D
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Manually applicable D-Mod-like-hullmods, for when blowing ships to hell isn't fast enough

SarenSoran

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Re: [0.9.1a] Free Stars Union 1.0.0 - A New Faction Has Arrived
« Reply #3 on: July 14, 2020, 11:22:30 AM »

not gonna lie, that mod looks good so far, imma do as tomato does and just slap it in and get the BP's to play my faction as your bois
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connortron7

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Re: [0.9.1a] Free Stars Union 1.0.0 - A New Faction Has Arrived
« Reply #4 on: July 14, 2020, 08:37:15 PM »

lookin nice! cant wait to add them next campaign! dont forget to add your stuff to the name document to avoid duplicate names with other mods!

123nick

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Re: [0.9.1a] Free Stars Union 1.0.0 - A New Faction Has Arrived
« Reply #5 on: July 17, 2020, 08:57:38 PM »

theres a bug where the revolution raider bases dont properly despawn once their station is destroyed by AI fleets. https://gist.github.com/be6362f700e4ba845af868bffd54144e heres my star sector . log if it helps but idk if there was any errors, so it might just be a red herring.
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Kissa_Mies

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Re: [0.9.1a] Free Stars Union 1.0.0 - A New Faction Has Arrived
« Reply #6 on: July 19, 2020, 08:57:38 AM »

Ooh yes please! Your sprites look great from a first glance, but the paintjob stripes could be less abrupt, and match contour better... That aside, I'm going to chuck this into a save and see what you've cooked up. Cheers  :D
Looks like some pretty sweet designs, adding this to my next play through for sure  ;D
not gonna lie, that mod looks good so far, imma do as tomato does and just slap it in and get the BP's to play my faction as your bois
lookin nice! cant wait to add them next campaign! dont forget to add your stuff to the name document to avoid duplicate names with other mods!

Thanks!



Here's a new patch hopefully fixing most bugs and reworking the balance of a lot of ships

Patch 1.0.1

*save compatible*

DOWNLOAD

Changelog :
Spoiler
V 1.0.1 rc3
-Added the Sheartail Heavy frigate, A slippery midline style frigate with good staying power.
-Now supports Version Checker
-Added support for an upcoming Industrial.Evolution feature
-Fixed typos
-Improved sprite contrast & saturation on most ships.
-Reworked Pulsed Graviton Surge Beam to Pulsed Particled Surge Beam. Is now a HIL/Paladin PD hybrid anti-fighter/anti-armor weapon.
-Improved MIRV minelayer counterplay, reduced range, slower recharge and missiles, but increased damage potential. (still can be a bit unfair, but thats Mines for you)
-Full Systems Overclock now incompatible with SO (oops)
-Fixed Revolution bases spawning without orbital stations
-Rebalanced Rhinochimaera bounty (it's way more reasonable now)
-Phaeton UN base price fixed
-Civilian (UN) ships now are their own BP packcage
-Added set Relations for Scalartech, First Persean Empire, PRV Starworks and Templars
-Revolution fleets now use combat freighters properly and fixed basic shepherds from spawning
-Changed missions around to accommodate balance changes
-Adjusted default variants
-Adjusted FP costs slightly
Balance changes:
-Buffed Tremor Pod Cooldown to 15s
-Buffed Spike Launcher cooldown too 5s
-Reduced Blackbird to 5dp/supplies month and increased max flux slightly
-Increased shield upkeeps across the board
-Reduced base dissipation across the board
-Reduced Max Flux slightly on Widow, Twinblade, Rupture & Apocylapse
-Reduced Nighthawk, Arbiter & Twinblade top speed slightly
-Reduced Chimera base dissipation to 700 and max flux to 24 000, Adjusted weapon arcs to be less generous, Reduced maneuverability, Nerfed Rapier AODs, Increased shield efficiency to 1.0 and reduced to 50dp/supplies month to compensate.
-Reduced Rupture hull & armor, Adjusted weapon arcs to be less generous, increased to 14dp/supplies month
-Reduced Arbiter base dissipation to 400 and changed to 20dp/supplies month
-Reduced Widow shield efficiency to 1.1 & is now 12dp/supplies month
-Increased Mercurial drive and overdrive cooldown
-Reduced Assault mode duration to 6s, reduced cooldown to 20s
-Reduced Barghest max ammo to 160
-Increased Hook MRM cooldown to 20s & reduce Max ammo to 64
-Reduced Pursuer HP & Armor
-Reduced Rook damage output & health slightly
-Reduced Thorn torpedo damage slightly
-Lots of unlisted smaller adjustments
[close]


« Last Edit: July 24, 2020, 07:34:17 AM by Kissa_Mies »
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Chikanuk

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So many missiles make my weewee hard. But sadly im in the middle of game, will test it in my next (hope my pc will not cook itself with more mods) playthrough.
Quote
An Extremist sect that formed somewhat after the arrival of the Union. Revolutionares advocate for immidiate sector wide revolution and liberation instead of "Sitting around playing petty politics". The Revolution's extremist and hostile ideals have attracted the negative attention of almost all the factions in the sector.
Please make "And The Battle Is Going Again" their cover music.

Btw they another Hegemony enemies, right? Maybe you will make them their friend instead? Cuz, even if hegemony is very strong, with most of good mods installed, it often struggle to survive in war with ~10 factions. They need at least one friend.
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Sinosauropteryx

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I like this mod, the ships are nice and chunky-feeling, and the shieldless faction reminds me of derelicts, in that it makes good target practice and blows up nice.

I have a criticism: the Slicer MkII is very undercosted for its power. Particularly in fleet points, being worth 3. (For comparison Buffalo MkII is worth 7.) It shows up way too often in early game pirate fights, and seems to spam fighters in all its builds. I would suggest bumping it up in fleet points to at least 7. (Its dp of 4 is pretty low too, but not horribly unreasonable)
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Kissa_Mies

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I have a criticism: the Slicer MkII is very undercosted for its power. Particularly in fleet points, being worth 3. (For comparison Buffalo MkII is worth 7.) It shows up way too often in early game pirate fights, and seems to spam fighters in all its builds. I would suggest bumping it up in fleet points to at least 7. (Its dp of 4 is pretty low too, but not horribly unreasonable)

Oh, I didn't notice usually FP costs are less than DP costs but i guess the Buffalo Mk II is an exception. I'm gonna fix this for the next version.


Btw they another Hegemony enemies, right? Maybe you will make them their friend instead? Cuz, even if hegemony is very strong, with most of good mods installed, it often struggle to survive in war with ~10 factions. They need at least one friend.

Yes, with how their lore ended up coming out they are hostile to the lawful vanilla factions (Hegemony and Luddic Church)
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Sinosauropteryx

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Re: [0.9.1a] Free Stars Union 1.0.1 - *Updated* A New Faction Has Arrived
« Reply #10 on: July 21, 2020, 09:47:22 AM »

Looking through your default_ship_roles.json you also have the Slicer MkII classified as a frigate (combatSmall) which I assume wasn't intentional.
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Kissa_Mies

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Re: [0.9.1a] Free Stars Union 1.0.1 - *HOTFIX* A New Faction Has Arrived
« Reply #11 on: July 24, 2020, 01:50:24 PM »

*save compatible*
DOWNLOAD

Hotfix time.

V 1.0.1 rc4
-Fixed issue with HVBs not spawning
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tantananan

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Re: [0.9.1a] Free Stars Union 1.0.1 - *HOTFIX* A New Faction Has Arrived
« Reply #12 on: August 18, 2020, 08:05:22 AM »

Yow! This is awesome! cheers!
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Enganacious

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Re: [0.9.1a] Free Stars Union 1.0.1 - *HOTFIX* A New Faction Has Arrived
« Reply #13 on: August 19, 2020, 03:07:19 PM »

I really appreciate this mod, there's some really fun designs, the factions are interesting.

But most of all, I love the Colossus and Phaeton variants.
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Nameless

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Re: [0.9.1a] Free Stars Union 1.0.1 - *HOTFIX* A New Faction Has Arrived
« Reply #14 on: August 20, 2020, 11:00:29 AM »

Free Stars Revolution still continues to have random fleets across the universe and sometimes within systems even though they have been decivilized cycles ago and wiped off the map. Is it suppose to work like that?
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