(https://i.imgur.com/URE1Mis.png)
Download now! (https://drive.google.com/uc?authuser=0&id=1SD7NdTkErv1EzzvEgrbzc4u0H385crC3&export=download)
Or click here (https://drive.google.com/uc?authuser=0&id=1PHFH2OKbzPj6n6s7BG7J-irqTyISZSHW&export=download) for the last 0.9.1a version.
REQUIRES LAZYLIB. GET IT HERE (http://fractalsoftworks.com/forum/index.php?topic=5444.0)
WARNING: This mod contains foul language, cuss words, anarcho-communist propaganda, dubious game design choices, amateur-at-best art, incoherent java scripts, and updating it WILL break your saves!
(http://i1239.photobucket.com/albums/ff516/Trylobot/made_with_sf_edit.png) (http://fractalsoftworks.com/forum/index.php?topic=375.0)
User Testimonials
(https://i.imgur.com/QKd4BZj.png)
So what's in the mod?
- New starting options when used with Vayra's Sector, including a starting option aligned with the independents/Persean League
- A number of new ships and weapons, mostly focused on Low Tech and "Mining Tech" as well as several for the Luddic factions
Show Me the Ships
Spoiler
Frigates
(https://i.imgur.com/Vgm1MGR.png)
Hail-class Light Pinnace - A high tech light combat craft with incredible speed but only very light armament. Sometimes also seen in pirate hands with the more advanced systems replaced by cheaper alternatives.
Rock Hound class Utility Frigate - A refit of the ubiquitous Hound for mining and salvage duty, with a salvage gantry, energy weapon-capable mounts, and improved flux handling at the cost of some speed and armor.
Greyhound-class Frigate - Another Hound refit, this time for combat duty. Trades cargo space for a little more punch in a fight, but no more survivability.
Razorback-class Heavy Gunship - A jury-rigged fire support ship, with big guns, weak engines, and no shield.
Bruiser-class Heavy Frigate - A Mastery-era predecessor to the Brawler-class gunship, slow and menacing for a frigate. Also seen in CGR - and terrifyingly, Luddic Path - livery.
Hatchetman-class Cutter - A fast attack frigate design long since fallen out of favor, but still threatening enough on the battlefield. Occasionally found, heavily modified, in the hands of Pather militants.
Destroyers
(https://i.imgur.com/JQAvAXN.png)
Badger-class Heavy Tender - A deep-space miner's best friend, the Badger has capacious holds, heavy armor, a respectable complement of special-purpose mining drones, and a built-in salvage gantry. Not intended for heavy combat use, but more than capable of giving the odd pirate or two a bloody nose - a reason why the odd Badger can also be found in the hands of pirates, often modified to act as a fire support vessel.
Intimidator-class Destroyer - Built during the Mastery epoch to provide interceptor cover for Enforcers, the Intimidator mounts a single full-scale fighter bay as well as a centrally located medium gun or missile pod. Also found in the fleets - and telltale green paint - of the Church of Galactic Redemption.
Persecutor-class Destroyer - A powerful - and quick - combat destroyer later replaced in Domain Armada formations by the Hammerhead, the Persecutor is still a credible threat to most other ships it might face. A rare few examples of the class have also found their way into Pather hands, a terrifying notion for freighter and patrol captains across the sector.
Dire Wolf class Destroyer - Marrying a relatively heavy weapons loadout with phase skimming agility and a distinctly underpowered flux core, the Dire Wolf is in every way a Wolf-class frigate writ large.
Tarsus Ultra class Destroyer - A hasty combat conversion of the venerable Tarsus-class freighter into a slow but well-armed destroyer with potent broadsides.
Henchman-class Troopship - Trading raw troop capacity for heavier armor and PD-capable radial weapon mounts, the Henchman offers a safer alternative to the standard Valkyrie for admirals seeking an infantry carrier that can also hold its own on the battlefield.
Cruisers
(https://i.imgur.com/3ZQ9zmM.png)
Subjugator-class Fast Cruiser - Designed in the late Mastery era with lessons learned from the Onslaught, the Subjugator packs moderate weapons capacity into a hull capable of short-term bursts of forward speed. Also found, thankfully infrequently, in the "crusade" fleets of the Luddic Path.
Oppressor-class Cruiser - A line and support cruiser originally meant to back up heavier Dominators and more agile Subjugators with fighter cover and defensively focused armament. Well-liked by the Luddic Church, who often field these craft in their trademark verdant green.
Typhon-class Heavy Cruiser - A lumbering High Tech behemoth designed by the same school that created the Paragon, the Typhon is capable of focusing a deadly quantity of directed energy weapons on a given target. Sensor drones give it additional reach to make up for its ponderous combat speed.
Capitals
(https://i.imgur.com/Bkz2ppT.png)
Tyrant-class Fast Battleship - A terrifyingly fast capital, which never reached quite the same popularity as the heavier Onslaught and Legion-class staples of the early Domain Armada thanks to its somewhat lighter armament and fighter complement. Nonetheless, there are not many ships that captains across the sector would less like to see rushing toward them on the back of an all-engines micro burn. Rumors that some of these vessels have fallen into the hands of the extremist Luddic Path are surely exaggerated - or so one would hope.
This mod is compatible with utilities, faction mods, ship/weapon packs, Nexerelin, and other non-Total Conversion content mods, and does not require Vayra's Sector (http://fractalsoftworks.com/forum/index.php?topic=16058.0), though it does integrate with Vayra's Sector to add additional content when enabled alongside it.
Comments and constructive criticism encouraged.
If you enjoy my content, please consider supporting me on Ko-Fi (https://ko-fi.com/vayraa) or Patreon (https://www.patreon.com/vayra)!
(https://i.imgur.com/nYXN58D.png) (https://ko-fi.com/vayraa)(https://i.imgur.com/fznejci.png?1) (https://www.patreon.com/vayra)
Changelog: (note: changelog is updated "live", thus the topmost entry will usually be WIP/unreleased. The latest release will always be the one linked to from the OP.)
Spoiler
1.3.0 - UNRELEASED
- Most sprites updated (thanks Gwen!)
- fixed Typhon glow persisting through death FOR REAL THIS TIME I TESTED IT
- updated starsector version number (twice!)
- buffed Hardwired Mining Laser weapons (flux efficiency)
- switched Battlement missile autoforge to the reduced-effectiveness version from the Bear
- added auto_rec tags to derelicts
- Badger (P) OP budget 60 -> 70
- added descriptions to fighter weapons
- added Arrow-class Light Multirole Bomber
- increased Tyrant HP and Armor to 16000/1400
- added Rugged Construction to Hound variants, Spade, Groundhog, Badger, and Domain droneships
- added Ballistic Rangefinders to Bruiser and Persecutor
1.2.3
- fixed crash from Ruin terminator core tooltip
1.2.2
- 0.95a compatibility
- i think i snuck a razorback nerf in there too, sorry
1.2.1
- ship nerfs (sorry) :'(
- lowered Groundhog and Rock Hound spawn weight
- lowered Pathfinder and Bear OP by 15 each, worsened shield upkeep by 0.1 each, removed 1 fighter bay from each, lowered flux capacity by 1000 each, lowered Pathfinder dissipation by 200
- swapped Pioneer built-in wing to Mining Platforms
- lowered Seer speed to 60
- increased Clairvoyant speed to 70
- resprited Huntress-class light destroyer
- added Castellum-class Explorarium drone bomber and Ditch-class Explorarium drone interceptor
1.2.0
- added Bear-class heavy platform (mining tech)
- added Pioneer-class salvage cruiser (mining tech)
- added Clairvoyant-class combat carrier (high tech)
- added Exemplar-class heavy destroyer (high tech)
- added Seer-class support carrier (high tech)
- lowered Short-Circuit Driver OP cost to 10 (was 11)
- fixed Typhon glow still appearing after death
- Replaced Pathfinder's built-in Guardian PD with LR Mining Lance Array - more flux-efficient and longer range, otherwise identical except for aesthetics
- set all .variant files to goalVariant: true, without looking at them
- added maximumFleetFP to all HVBs
- fixed .version file hosting (moved to github)
1.1.4
- added Pathfinder expedition battlecruiser
1.1.3
- added Spade Mk.II and Mk.II (LP)
- added two and a half new derelicts
- added Swordsman midline heavy frigate and Huntress midline light destroyer
- added Pinnacle high tech heavy frigate
- fixed bug where LR Mining Pods would not fire mining lances
1.1.2
- added spade-class light rig
- hammer pod cut from 10 -> 8 ammo (sorry)
- Subjugator DP 16 -> 17 (sorry)
- added two new derelicts (sorry)
- BLOOD DOG
- fortress DP up
(a) - fixed bug where mod would crash without Vayra's Sector
(b) - fixed bug where above fix broke saves
(c) - fixed bug where above fix undid fix (a)
1.1.1
- Hail DP 4 -> 3
- Subjugator DP and supply costs 18 -> 16, armor 1k -> 850, dissipation 350 -> 300, flux cap 7000 -> 7500
- Dire Wolf flux capacity 4500 -> 5500, speed 100 -> 115
- Oppressor dissipation 400 -> 425
- Razorback DP and supply costs 4 -> 5
- Ion Scatterer arc chance 75% -> 25%
1.1.0
- Colossus Mk.XIV OP 65 -> 75, variant adjusted to compensate
- Hatchetman DP/supplies to recover increased from 4 to 5
- Subjugator DP/supplies to recover increased from 15 to 18
- Typhon DP/supplies to recover decreased from 35 to 32, flux capacity increased from 13000 to 14000
- Badger and Badger Mk.II fuel capacity increased by 10
- Pirate Defense Pods given an additional weapon
- Hammer Carrier Kamikaze Wing reloads both drones at once now - no additional reload time added
- added Groundhog-class Heavy Frigate
- added Prairie Dog class Prospector
- added Survey Drone Auxiliary wing
- added Battleaxe Escort Gunship wing
- buffed Independent Miner start for Vayra's Sector
- new Henchman sprite (thanks, J0hn Shm0)
- new Azores sprite (thanks, J0hn Shm0)
- Solon Blaster reworked
- fixed recalcitrant memory leak bug (thanks Alex!)
- broadside TPC turret graphic sent home to Vayra's Sector
- Kingfisher added to default_ship_roles
- Warlord boosted to 50 DP (TOURNAMENT BALANCE PATCH 2K19)
1.0.5
- Mining Lance buffed
- Tarsus Ultra buffed/tweaked (base stats closer to Tarsus, supply and credit costs reduced, now has built-in Heavy Armor)
- fixed Short-Circuit Driver
1.0.4
- added Kingfisher-class Combat Shuttle
- added Warlord-class Battleship unique bounty (spawns c.210 or later for high level players with large fleets who are neutral at worst with the Sindrian Diktat)
- fixed bug with Looted TPC hullmod crashing entire game (for real this time)
- broke Short-Circuit Driver
1.0.3
- fixed bug with Looted TPC hullmod crashing market-related console commands (hopefully)
- added Short-Circuit Driver and Precision Mortar ballistic weapons
1.0.2
- fixed Very Converted Cargo Bays description params
- nerfed Bruiser (LP) into an early grave, where it belongs (it's still scary)
- removed the reference to "vayra_mining_house", which does not exist and has never existed, from cabal faction file, replacing it with "vayra_mining_hound" to prevent them from spawning Rock Hounds as intended
1.0.1
- split the damn mod into three separate mods god DAMN it
LR Mining Pods not firing their mining lances are caused by not having enough flux capacity; changing their max flux from 150 to 300 solved this problem.
On another note, Pirate Defense Pods kinda suffer from a similar problem of not having enough flux stats so they can't keep firing their mining lasers while also firing light mortars. However unlike the LR Mining Pods, this might be intended as these cost 0 OP to mount. This can be also fixed by raising flux capacity from 75 to 300.
Spoiler
Unrelated, but has anyone else experienced weirdness with the XIV Mudskipper? Every time I find these in fleets they don't have their TPC mounted. In fact, I've never seen one with any kind of weapon mounted, just filled with flux capacitors and hullmods. Looking at the unique hullmod script reveals that there's a chance of no TPC being generated and I've confirmed this by spawning 100 XIV Mudskippers through commands and putting them into storage(They seem to get autofitted when put into storage for some weird reason and their variant name also changes to "REAL DOMAIN" from the default "Custom") Most had their TPC while some didn't. However this also happens with ones salvaged from pirate fleets; even if it didn't have the TPC. One time I mounted an Autopulse laser on one and put it into storage only to find it being magically autofitted to the "REAL DOMAIN" variant replacing the Autopulse laser. And as i wrote earlier, I've never seen one with a TPC out in the wild, probably because NPCs also have trouble with the weird autofit behavior. I tested this by spawning a bunch of pirate fleets with mostly XIV Mudskippers by setting hullfrequency to 99999999 and out of 51 mudskippers that spawned in multiple fleets, none of them had the TPC or any weapon mounted. So Im pretty sure that Mudskippers with TPCs don't happen in NPC fleets. I have alot of mods installed so it could be that something else is causing this bug-like behavior but I just resorted to editing the skin file to make the TPC a built-in weapon.
So, I hate to be a bearer of bad news, but I think I may have found another bug related to the new hotfix. There's now a new faction added by your mod simply called "Hostile" that has no description or colonies associated with it. I have a sneaking suspicion this is not intentional.
Spoiler
(https://i.imgur.com/BA7rwkY.png)
Would it be possible to tone down the sound of the antediluvian reflector beam a bit? Can I do it myself? It's a great weapon and I use it all the time on many ships, but it's so loud I can barely hear anyhing else and it kinda drives me nuts after a while.
Open up the antediluvian_reflector.wpn file under Vayra's Ship Pack\data\weapons folder with any text editor and replace line 10"fireSoundOne": "antediluvian_beam_01",
with something else like:
"fireSoundTwo": "laser_loop",
for the sound of PD lasers which is very quiet but still noticeable
"fireSoundTwo":"phase_beam_loop",
to make it sound like a phase lance
"fireSoundTwo":"tachyon_lance_fire",
for the glorious sound of the glorious tachyon lance
Or simply remove that line to mute the thing.
I need to blame someone for this who isn't me.
Spoiler
(https://i.imgur.com/uZvoeBe.png)
This is disgusting trash, and I can't stop ruining stuff with it.
Designed in the late Mastery era with lessons learned from the Onslaught, the Subjugator packs moderate weapons capacity into a hull capable of short-term bursts of forward speed. Also found, thankfully infrequently, in the "crusade" fleets of the Luddic Path.
Tyrant-class Fast Battleship - A terrifyingly fast capital, which never reached quite the same popularity as the heavier Onslaught and Legion-class staples of the early Domain Armada thanks to its somewhat lighter armament and fighter complement. Nonetheless, there are not many ships that captains across the sector would less like to see rushing toward them on the back of an all-engines micro burn. Rumors that some of these vessels have fallen into the hands of the extremist Luddic Path are surely exaggerated - or so one would hope.[/spoiler]
Isnt a fast lightly armored battleship just a battlecruiser and a fast lightly armored cruiser a light cruiser? Or is this how You imagin that the domain named its classes. If so that would be a nice oppertunity for some worldbulding.
But that are just my thought on Your modpack.
Edit: after closer inspection of this mod maybe You named it like that on purpose. ;)
hey i made a cool spaceship do you want to see it
(https://i.imgur.com/URE1Mis.png)
Download vera` s boat bag 1.2.0 (https://drive.google.com/uc?authuser=0&id=1SD7NdTkErv1EzzvEgrbzc4u0H385crC3&export=download)
Changelog:
Spoiler
1.2.0
- added Bear-class heavy platform (mining tech)
- added Pioneer-class salvage cruiser (mining tech)
- added Clairvoyant-class combat carrier (high tech)
- added Exemplar-class heavy destroyer (high tech)
- added Seer-class support carrier (high tech)
- lowered Short-Circuit Driver OP cost to 10 (was 11)
- fixed Typhon glow still appearing after death
- Replaced Pathfinder's built-in Guardian PD with LR Mining Lance Array - more flux-efficient and longer range, otherwise identical except for aesthetics
- set all .variant files to goalVariant: true, without looking at them
- added maximumFleetFP to all HVBs
- fixed .version file hosting (moved to github)
(https://i.imgur.com/URE1Mis.png)
Updated for 0.95a! Download now! (https://drive.google.com/uc?authuser=0&id=1SD7NdTkErv1EzzvEgrbzc4u0H385crC3&export=download)
Or click here (https://drive.google.com/uc?authuser=0&id=1PHFH2OKbzPj6n6s7BG7J-irqTyISZSHW&export=download) for the last 0.9.1a version.
REQUIRES LAZYLIB. GET IT HERE (http://fractalsoftworks.com/forum/index.php?topic=5444.0)
WARNING: This mod contains foul language, cuss words, anarcho-communist propaganda, dubious game design choices, amateur-at-best art, incoherent java scripts, and updating it WILL break your saves!
(http://i1239.photobucket.com/albums/ff516/Trylobot/made_with_sf_edit.png) (http://fractalsoftworks.com/forum/index.php?topic=375.0)
Are there any third party fixes (or similar when using with 0.95.1? this mod causes a hard crash whenever you fight luddic ships now :(
Spoiler
258907 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.CombatEngineAPI.spawnEmpArc(Lcom/fs/starfarer/api/combat/ShipAPI;Lorg/lwjgl/util/vector/Vector2f;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lcom/fs/starfarer/api/combat/DamageType;FFFLjava/lang/String;FLjava/awt/Color;Ljava/awt/Color;)Lcom/fs/starfarer/api/combat/CombatEntityAPI;
java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.CombatEngineAPI.spawnEmpArc(Lcom/fs/starfarer/api/combat/ShipAPI;Lorg/lwjgl/util/vector/Vector2f;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lcom/fs/starfarer/api/combat/DamageType;FFFLjava/lang/String;FLjava/awt/Color;Ljava/awt/Color;)Lcom/fs/starfarer/api/combat/CombatEntityAPI;
at data.scripts.plugins.VayraProjHandlerPlugin.advance(VayraProjHandlerPlugin.java:290)
at com.fs.starfarer.title.Object.L$Oo.o00000(Unknown Source)
at com.fs.starfarer.combat.A.new.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)