Fractal Softworks Forum

Starsector => Mods => Topic started by: Peplat on February 13, 2020, 05:19:38 PM

Title: [0.97a] The Xhan Empire, version 2.51 Gramada
Post by: Peplat on February 13, 2020, 05:19:38 PM
(https://i.imgur.com/IfwL7xU.png)(https://i.imgur.com/BLeuHfE.png)

Download Mod (https://drive.google.com/u/0/uc?id=1J7Rmg8O_tpt75Uxwxoutbwuq5U3950KN&export=download)
Requires LazyLib (https://fractalsoftworks.com/forum/index.php?topic=5444.0)
Requires MagicLib (https://fractalsoftworks.com/forum/index.php?topic=25868.0)
Works With Graphicslib (https://fractalsoftworks.com/forum/index.php?topic=10982.0) And Nexerelin (https://fractalsoftworks.com/forum/index.php?topic=9175.0)
High Value Bounty Integration

Whats Included?

Two factions, one a fully fledged militaristic and zealous faction focused on heavy armor and formation warfare. Ships and weapons that range from utilitarian to exotic with their own internally consistent design philosophy and tech levels.

The other an economically powerful but small polity, with access to advanced and expensive high-tech ships. Plus plenty of lore and campaign layer content for you to discover. Non-Faction ships. HVB integration with unique bounty ships.

And an encounter unlike any seen thus far... Plus more content updates to come!


(https://i.imgur.com/z5YFhrx.gif)(https://i.imgur.com/602WfWF.gif)


The Xhan Empire

The Xhan Empire is a dogmatic autocracy; born from the remnants of a XhanTech blacksite work colony left behind after the collapse. Until recently the Xhan Empire has existed relatively under the radar of most major post collapse factions. Primarily due to their distance from the core worlds and self imposed isolation. Rumors abound that their entrance into the greater sector is due resource shortages in their home system. Whatever the reason may be, the Xhan Empire has made its mission statement very clear; the complete subjugation of all those who may oppose the total authority of their Divine Emperor.

United Pamed

United Pamed is one of the smallest polities to be recognized as a distinct political entity by the greater sector. Possessing impressive resource wealth and an effective defense force. For its size, Pamed is an economic powerhouse and can afford its citizens some of the best luxuries found throughout the sector. While outwardly agreeable and willing to deal with most factions on good terms, Pamedians are still deeply mistrustful of foreigners and look out primarily for themselves.



Xhan Empire Ships
Spoiler
(https://i.imgur.com/8nckEjQ.png)(https://i.imgur.com/myuHn01.png)(https://i.imgur.com/gaNMZDt.png)(https://i.imgur.com/MjRLGaB.png)(https://i.postimg.cc/rsRRcdcC/Xhan-Kassarek.png)(https://i.imgur.com/PYSWbBZ.png)(https://i.imgur.com/tHnEcWC.png)(https://i.imgur.com/VsJnHn4.png)(https://i.imgur.com/pCpipvp.png)(https://i.imgur.com/MEypY3k.png)(https://i.imgur.com/tStj64f.png)(https://i.imgur.com/8LJekEx.png)(https://i.imgur.com/awBKvPN.png)(https://i.imgur.com/LvDjJ5V.png)(https://i.imgur.com/62Kmtx0.png)(https://i.imgur.com/jYctoCO.png)(https://i.imgur.com/JW0bwnK.png)(https://i.imgur.com/iTw6HjQ.png)
[close]


United Pamed Ships
Spoiler
(https://i.imgur.com/cZkI3iF.png)(https://i.imgur.com/kropHvj.png)(https://i.imgur.com/p1B4gVs.png)(https://i.imgur.com/Jroc0Y5.png)(https://i.imgur.com/qmkRror.png)
[close]

Exploration Content and Non-Faction ships
Spoiler
(https://i.imgur.com/NmFNA1W.png)(https://i.imgur.com/Z3a6KEL.png)(https://i.imgur.com/Cs3Gaz9.png)(https://i.imgur.com/eqjU42P.png)(https://i.postimg.cc/d1xZzRMV/Xhan-Cronosos.png)(https://i.imgur.com/YMRps3p.png)
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Weapons and Fighters
Spoiler
(https://i.imgur.com/JhZ0jjH.png)
[close]


High Value Bounties
Spoiler
(https://i.imgur.com/sXy5wnI.png)
Object 881

(https://i.imgur.com/ViCYUzl.png)
Divine Gift
[close]



This is my first mod for starsector, so I appreciate all feedback! Let me know what you think of the mod and feel free to suggest things you would want to see included in future updates!



Credits/Special thanks

Xaiier From the starsector discord for their hard work and collaboration on advanced scripting and balancing

Tomatopaste for ship system, hullmod, and weapon scripting

Vayra for helping implement custom campaign layer content and nex features

Mesotronik for special custom weapon script

Nia Tahl for scripts from Talhan

Starsector discord for answering my modding questions and providing feeback




Changelog
Spoiler
Version 1.0
-First Xhan Empire Release!

Version 1.1
-Adjusted Occuklop op (was 330, now 300)
-Adjusted graphicslib lighting on Stolb projectile
-Adjusted flux cost of Stolb and Occuklop Decimator(made higher)

Version 1.2
-Changed Cheborog Carrier frontal small mount to medium
-Oiehou armor increased (500 to 550)
-Steizok Firerate slightly decreased (Was 0.6 now 0.8 )
-Chok PD damage decrease (75 to 60)
-Ubellop and Cheborog hardpoint angle adjustments

Version 1.3
-Occuklop Flux dissipation reduced
-Added new Ship Panrelka
-Added new olkzan variants Pirate and Export(to pirates and independents respectively)
-Added new weapons, Drob, Hezek, Shtir Twinlinked, and Syr

Version 1.4
-Sharik range reduced to 900, number of cluster projectiles reduced to 4(was 6)
-Palka refit time reduced to 10(was 15)
-palka barrel now has visual recoil
-Yazer range reduced to 400(was 450)
-AI should fire Stolb more often

Version 1.5
-Added new ship Ketsil and Ketsil(E)
-Added new ship Pharrek
-Xhan Empire faction relations adjusted to be more lore accurate
-Olkzan Flux Dissipation reduced to 400
-Cheborog Max Flux reduced to 11000
-Cheborog Flux Dissipation reduced to 500
-Cheborog(C) Flux Dissipation reduced to 200
-Cheborog(C) Health Reduced to 11000
-Cheborog(C) system changed to targeting feed
-Occuklop Flux Dissipation reduced to 750
-Occuklop turn speed reduced to 7
-Adjusted Panrelka Weapon Arcs to reduce overlap
-Hezek Shredder Battery Damage increased to 200, flux cost increased to 65
-Igol Saturation Point Defense damage increased to 18
-Yazer Damage/second increased to 1300
-Yazer Flux/second reduced to 900
-Xhantech Blast drive cooldown increased to 20 Seconds
-urchin Jets cooldown increased to 20 seconds
-XhanTech EMP Flares cooldown increased to 10 seconds

Version 1.6
-Stolb projectile health reduced to 1000
-Stolb damage increased to 800
-Stolb Flux cost increased to 700
-Hezek Damaged reduced to 170
-Agmad Pulse laser damage reduced to 130
-Divine Jaunt Flux Use increased to 0.05 of base cap
-Pharrek Shield efficiency reduced to 0.8

Version 1.7
-added commissioned crews support
-Oiehou price reduced to 10000 from 12000
-Boulo Price reduced to 12000 from 15000
-Pharrek can now no longer be found as a blueprint
-Pharrek price changed to 240000
-Pharrek peak CR reduced to 360 sec from 420
-Pharrek Health reduced from 2800 to 2500
-Pharrek Flux dissipation reduced to 500 from 600
-Pharrek Shield efficiency changed to 1 from 0.8
-Pharrek "divine jaunt" f/u changed from 0.05 to 0.1
-Pharrek "divine jaunt" 0.2 seconds added to cooldown time
-Pharrek "divine jaunt" regen increased to 0.15
-Pharrek High maintenance hullmod removed
-Meiche supplies per month reduced to 4 from 6
-Olkzan carrier Deployment cost reduced to 10 from 12
-Cheborog price reduced to 150000 from 155000
-Cheborog flix dissipation increased to 550 from 500
-Cheborog carrier deploy cost reduced to 20 from 22
-Occuklop price reduced to 440000 from 480000
-Panrelka cost reduced to 260000 from 380000
-Panrelka PPT reduced to 600 from 720

-Ertshan Missile pods clip reload increased from 15 to 30 seconds
-Yazer Range increased to 550 from 400
-Yazer damage/second increased to 1800 from 1300
-Yazer energy/second increased to 1350 from 900
-Yazer OP increased from 14 to 15
-Yazer firetime reduced from 3 to 2.2
-Shtir Twinlinked Autocannon flux per shot reduced to 42 from 45
-Shtir Autocannon flux per shot reduced to 48 from 50
-Weapon prices adjusted to be more in line with vanilla

-Shnerk wing priced reduced to 12000 from 20000

Version 1.8
-oiehou Peak Cr: 240 to 300
-Boulo Peak Cr: 180 to 200
-Ubellop peak CR: 180 to 200
-Olkzan Peak CR: 420 to 490
-Olkzan(C) peak CR: 420 to 470
-ketsil Peak CR: 360 to 400
-Cheborog Peak CR: 540 to 600
-Cheborog Armor: 1680 to 1700
-Cheborog Flux Dissipation: 550 to 600
-Occuklop Peak CR: 720 to 800
-panrelka Peak CR: 620 to 680

-Stolb proj hitpoints: 1000 to 1200
-Stolb Damage: 800 to 900
-Zakrep Damage: 215 to 240
-Syr reload: 8 To 6
-Sharik missile Health: 800 to 1100
-Sharik cluster shell number: 4 to 5
-Shnerk Gorel Plasma Projector(F) damage: 1800 to 2200
-Palka max turn rate: 150 to 180
-Divine Jaunt regen: 0.15 to 0.10

-Added new Bloz Missile series
-Added Zhuk Torpedo
-Added weapon Zarukel
-Added Luzna missile
-Added Tsebrek Kinetic Cannon

-Added ship Doskan
-Added ship Ennik
-Added Ship Ennik(E)
-Added ship Ouggom
-Added Ship Vukan

-Added two HVBs

Version 1.9
-Added HVB's to prism boss ship list, if ships do not drop after the battle they should show up in prism.

Version 1.9
-Added new Faction: United Pamed

-Added new ship:Anuran
-Added new ship:Odonata
-Added new ship:Urodellan
-Added new ship:Carillon
-Added new ship:???

-Added new system: Paltan

Version 1.9
-Added HVB's to prism boss ship list, if ships do not drop after the battle they should show up in prism.

Version 2.0
-Added 5 new ships that can be discovered through exploration
-Added new weapons

-Added trails and onhit visual FX to some Xhan Empire large weapons

-Doskan Dp Reduced: 9 to 8
-Panrelka armor increased: 850 to 950
-Ouggom armor increased: 1000 to 1100
-Ouggom magnetic impluse damage increased
-Ouggom magnetic impluse range increased: 700 to 800
-Goggergeck speed increased: 50 to 60
-Goggergeck armor increased: 2200 to 2300
-Fixed Zarukel PD tags

Version 2.1
-added new ship Brakad
-added special variant that can be found as exploration content

Version 2.2
-0.95 compatibility
-Ultra 233 flux dissipation 500 to 550
-Ultra 233 max flux 5000 to 8000
-Ultra 233 hitpoints 1800 to 2000
-Anuran flux dissipation 350 to 400
-Doskan hitpoints 2000 to 2200
-Uvello Dp cost 22 to 20
-Occuklop ordnance points 300 to 320
-Pharrek max flux 4000 to 6000

Version 2.2.1
-Removed "autonomous" hullmod from drone frigates found through exploration.

Version 2.3
-fixed zhakhan crash
-fixes to 0.95.1a-RC5 compatibility
-increased carillon system cooldown to 5 seconds
-increased Stolb projectile speed
-Improved zarukel splash
-increased uogek damage
-decreased goggergeck phase cost
-xhan ships now have built in hullmods
-added ship Cronosos
-added ship Kassarek

Version 2.4
-added a new encounter in the depths of space
-fixed electron rod spawning as a  modular weapon

Version 2.5
-added new ship Gramada
-reduced Pharrek dp cost from 35 to 25
-increased bogul frag damage from 300 to 350
-increased grokan energy damage from 450 to 500
-increased igol damage from 18 to 22
-increased igol(F) damage from 25 to 45

Version 2.51
-Syr reload reduced from 6 to 5
-Tsebrek HE damaged increased from 80 to 90
-Palik now deals an additional 5 HE damage
-Ugol now deals an additional 5 HE damage
-Hezek now deals an additional 20 HE damage
-Hezek flux cost 65 to 55
-Szar flux reduced from 80 to 40 per second
-Cheborog and Cheborog(c) shield EFF 1.1 to 1
-Olkzan and Olkzan(c) shield EFF 1 to 0.9
-Added weapon: Shtral
[close]

Title: Re: [0.9.1a] Xhan Empire, First Release 1.0
Post by: connortron7 on February 13, 2020, 05:39:44 PM
nice to see em out! will be plugging them in next campaign for sure!
Title: Re: [0.9.1a] Xhan Empire, First Release 1.0
Post by: Fire turtle on February 13, 2020, 07:12:11 PM
I like the art part of this mod, but the ship data and weapon data are too strong, and the Xhantach Blast Drive will not turn off when impacted, and it can push away the battleship. I think it is unreasonable.
Title: Re: [0.9.1a] Xhan Empire, Day 2 patch 1.2
Post by: Igncom1 on February 14, 2020, 01:06:03 PM
This looks cool as all hell!  8)
Title: Re: [0.9.1a] Xhan Empire, Day 2 patch 1.2
Post by: Nick XR on February 14, 2020, 02:40:23 PM
Great aesthetic!
Title: Re: [0.9.1a] Xhan Empire, Day 2 patch 1.2
Post by: Peplat on February 14, 2020, 05:05:41 PM
Thanks! Theres already been a few quick day 1 balance updates and fixes. I plan to keep working when I have time and adding more content!

Heres a little preview of things to come!

Spoiler
(https://i.imgur.com/030s2nJ.png)
[close]
Title: Re: [0.9.1a] Xhan Empire, Day 2 patch 1.2
Post by: NightfallGemini on February 14, 2020, 05:11:49 PM
This is some very clean sprite work. Nice stuff.
Title: Re: [0.9.1a] Xhan Empire, version 1.2
Post by: Clean on February 15, 2020, 12:50:57 PM
My favourite Kenshi modder does stuff for Starsector?!
can only be good :D
Title: Re: [0.9.1a] Xhan Empire, version 1.2
Post by: Peplat on February 16, 2020, 12:35:18 PM
Next update will have some new ships and a few new weapons as well hopefully fill out the lineup some more.

heres a bit of a teaser to tide you over.

Spoiler
(https://i.imgur.com/iPK7Pym.png)
[close]

All I can say is it will be fast
Title: Re: [0.9.1a] Xhan Empire, version 1.2
Post by: A.z.s on February 16, 2020, 11:21:39 PM
Thanks! Very beautiful mod. Any idea to create a simple mission to test all ships?
Title: Re: [0.9.1a] Xhan Empire, version 1.2
Post by: Peplat on February 17, 2020, 10:40:25 AM
Thanks! Very beautiful mod. Any idea to create a simple mission to test all ships?

Thank you, and yes that is definitely planned for an upcoming update.
Title: Re: [0.9.1a] The Xhan Empire, version 1.2
Post by: Satirical on February 18, 2020, 04:32:32 PM
wow it looks great! :O
Title: Re: [0.9.1a] The Xhan Empire, version 1.3
Post by: Hrothgar on February 21, 2020, 12:29:41 PM
I like your ships design- it's distinguable very easily, not like some mods. Good luck and hope for more in future.
Title: Re: [0.9.1a] The Xhan Empire, version 1.3
Post by: Yubbin on February 21, 2020, 04:22:39 PM
Is the 1.3 update save compatible to 1.2?
Title: Re: [0.9.1a] The Xhan Empire, version 1.3
Post by: Peplat on February 21, 2020, 05:11:30 PM
I like your ships design- it's distinguable very easily, not like some mods. Good luck and hope for more in future.

Thanks!

Is the 1.3 update save compatible to 1.2?

Yes, should be. Though you may need to wait for markets to refresh to see new ships and weapons.
Title: Re: [0.9.1a] The Xhan Empire, version 1.3
Post by: NephilimNexus on February 21, 2020, 05:35:18 PM
These ships have a very WW1 German vibe going on.  I like it.
Title: Re: [0.9.1a] The Xhan Empire, version 1.4
Post by: Satirical on February 27, 2020, 01:57:36 PM
cool! still loving the ships just wish there was more destoryers and cruisers! but it must be hard to make them because they are very beautiful
Title: Re: [0.9.1a] The Xhan Empire, version 1.4
Post by: Peplat on February 28, 2020, 09:58:44 AM
cool! still loving the ships just wish there was more destoryers and cruisers! but it must be hard to make them because they are very beautiful
Thank you! More destroyers and cruisers are planned for a future update!
Title: Re: [0.9.1a] The Xhan Empire, version 1.4
Post by: ZeroOne on February 28, 2020, 11:23:56 AM
Absolutely adore the thematic design of this mod so well done :D.

I would like to request a troop carrier though since the faction doesnt seem to have one. a Karoba-class freighter seems perfect for creating a variant into this role since it being such an unremarkable design works to its advantage in concealing a hidden invasion force.

I'm looking forward to what other ships you come up with in the future :)
Title: Re: [0.9.1a] The Xhan Empire, version 1.4
Post by: alexwtb234 on March 08, 2020, 07:32:31 PM
I am super hungry for  heavy damaging weapons, i want rare super op weapons to be able to collect ingame so much =3
Title: Re: [0.9.1a] The Xhan Empire, version 1.6 war(minipatch)!
Post by: Bhdeale on March 23, 2020, 10:36:29 AM
I added this for my second playthrough and I love the style. Can't wait to see what you make next!
Title: Re: [0.9.1a] The Xhan Empire, version 1.6 war(minipatch)!
Post by: tindrli on April 05, 2020, 08:44:44 AM
hi. can anyone confirm if 1.5 will break the save? the version checker seems to telling me that i have 1.4
btw do you plan to include this great mod to version checker?

thanx again for sharing
Title: Re: [0.9.1a] The Xhan Empire, version 1.6 war(minipatch)!
Post by: SS.Anorhano on April 09, 2020, 09:13:08 AM
Fatal: Ship hull spec [zahkhan_Wing] not found.
This happens when I invade and take The Cluster.
Title: Re: [0.9.1a] The Xhan Empire, version 1.6 war(minipatch)!
Post by: Peplat on April 09, 2020, 11:32:18 AM
Fatal: Ship hull spec [zahkhan_Wing] not found.
This happens when I invade and take The Cluster.

Just tested vanilla and with nexerelin, glib, lazylib, and magiclib. Couldn't reproduce the crash. I recommend re-downloading the mod, If the error continues please post error log. It may be a mod compatibility issue I am unaware of.
Title: Re: [0.9.1a] The Xhan Empire, version 1.6 war(minipatch)!
Post by: Sharkfighter on April 10, 2020, 06:11:53 PM
These guys keep going under my radar for the past couple of games but then I made a profit by supplying them during the invasions all the factions would launch against them.

Also, the ship designs are amazing! Keep up the good work.
Title: Re: [0.9.1a] The Xhan Empire, version 1.6 war(minipatch)!
Post by: Deageon on April 13, 2020, 10:14:30 AM
the pharrek is super cool, though I don't know if I should've had the BP for it drop lmao, the lore is interesting too for the Xhanboys.
Title: Re: [0.9.1a] The Xhan Empire, version 1.6 war(minipatch)!
Post by: Peplat on April 14, 2020, 10:07:01 PM
the pharrek is super cool, though I don't know if I should've had the BP for it drop lmao, the lore is interesting too for the Xhanboys.

ah yes. In the next update the blueprint wont be obtainable. Though this may not be soon, as the next update will feature a sizable amount of new content
Title: Re: [0.9.1a] The Xhan Empire, version 1.6 war(minipatch)!
Post by: Deageon on April 23, 2020, 02:25:26 PM
also i have to say that I absolutely adore the three design eras/generations, especially the idea of the third gen ships being AI designed.
Title: Re: [0.9.1a] The Xhan Empire, version 1.6 war(minipatch)!
Post by: Fire turtle on April 24, 2020, 12:16:12 AM
Hello, circumSolider,may I ask for your permission to translate your mod into Chinese and upload it to a Chinese Starsector forum?
Here's our fourm's address:https://www.fossic.org/
Would appreciate it if you agree ;D

By the way, I'm wondering what's the meaning of xhan's ship name, could you please make a short explanation?
Title: Re: [0.9.1a] The Xhan Empire, version 1.6 war(minipatch)!
Post by: Fire turtle on April 25, 2020, 01:20:00 AM
also i have to say that I absolutely adore the three design eras/generations, especially the idea of the third gen ships being AI designed.

thank you!

Hello, circumSolider,may I ask for your permission to translate your mod into Chinese and upload it to a Chinese Starsector forum?
Here's our fourm's address:https://www.fossic.org/
Would appreciate it if you agree ;D

By the way, I'm wondering what's the meaning of xhan's ship name, could you please make a short explanation?

Sure thing, its fine with me! As for the names do you mean Xhan or the ship names themselves?
Both, thank you very much
Title: Re: [0.9.1a] The Xhan Empire, version 1.6 war(minipatch)!
Post by: Fire turtle on April 27, 2020, 08:38:18 AM
also i have to say that I absolutely adore the three design eras/generations, especially the idea of the third gen ships being AI designed.

thank you!

Hello, circumSolider,may I ask for your permission to translate your mod into Chinese and upload it to a Chinese Starsector forum?
Here's our fourm's address:https://www.fossic.org/
Would appreciate it if you agree ;D

By the way, I'm wondering what's the meaning of xhan's ship name, could you please make a short explanation?

Sure thing, its fine with me! As for the names do you mean Xhan or the ship names themselves?
Both, thank you very much

Ah, the names are generally different words from different languages fused together while other names are just made up. Often the ship names are russian words combined to create new names. "Xhan" comes from an older project of mine but it also does not really mean anything in particular.
ok, thank you very much
Title: Re: [0.9.1a] The Xhan Empire, version 1.6 war(minipatch)!
Post by: TheSpruceMoose on April 27, 2020, 09:52:43 PM
Fatal: Ship hull spec [zahkhan_Wing] not found.
This happens when I invade and take The Cluster.

Just tested vanilla and with nexerelin, glib, lazylib, and magiclib. Couldn't reproduce the crash. I recommend re-downloading the mod, If the error continues please post error log. It may be a mod compatibility issue I am unaware of.

Just got this error as well trying to take the main base of a randomly generated system Xhantech HQ. It's probably due to another mod. I'm running quite a few. Don't know how to find the error log, or I'd post mine. It happens when loading the loot for the "picking through the spoils" option.
Title: Re: [0.9.1a] The Xhan Empire, version 1.7 (balance patch)
Post by: Phearlock on May 31, 2020, 11:01:22 PM
Finally got around to doing a more complete playthrough with the faction instead of mostly trying their ships by themselves in a vacuum.

Had a cozy start with a bunch (4) of Oiehou heavy survey frigates. Very AI friendly, even lategame they do a pretty solid job of surviving an encounter. Not something that kills quickly though, a lot of my early fights vs pirates was mostly outlasting them, my own fault for not picking up a couple of the lighter speedy frigates.

After a nice set of exploring, I could afford to snag a couple of heavy destroyers as a new fleet core. These have also been fairly reliable. Their impressive stat blocks and wide turret arcs are very impressive, though the lack of backup missile slots leaves them without a trump card if things get difficult, fair. Started out having them be fairly HE focused but moved them into a more kinetic suppression role as fights got larger. I picked up one of the destroyer size carriers too cause eh may as well.

Now at this point, we get into my only slight gripe with the ship selection. There is a lack of a clear early cruiser to pick up that's fast enough to keep up with the frigate/destroyer fights. The Cheborogs are very impressive, but just buying one isn't going to be that useful as you'd want them as part of a slower battle line formation. Some moderately fast and inexpensive cruiser in the 15-20 DP range with some of the same design traits as the Panrelka would be great for padding out the edges of battle line formations and working as a core for smaller fleets.

Now there were 2 choices (outside of shopping out-of-faction), either just keep buying destroyers, as their stats let them work relatively well for larger scale combat. Or save up for a Panrelka. I went with the latter choice as having 85 speed on a capital ship range weapons platform seemed like a great idea, and this worked out as well as I'd hoped. This thing is a beast for small and large scale fleet combat. Being nigh unflankable and having enough speed to relentlessly pursue most things outside of some destroyers and light cruisers. (Random note: AI should probably be a bit more spammy with the flare system, they're very handy offensively). Firepower is perfectly acceptable too, probably one of my favorite overall ships in the mod.

As of right now, I've since picked up a couple of Cheborogs now that my fleet is large enough (aaand another carrier), a second Panrelka, cause everything good is worth having 2 of, and a Pharrek for personal use. Big fan of the Pharrek, I like that it actually has some PPT to work with compared to most superfrigs. Still haven't gotten around to trying the Occuklop but I'll make sure to snag one sometime later.

Guns feel pretty well balanced though I haven't tried all of them yet, only minor outliers I found so far were the small Shtir (1000 range on a smol ballistic kinetic at 1.07 efficiency and 100 dps is very strong), and the large Zakrep (the proximity fusing utility isn't quite worth the low dps, suggest increasing it to 300-330ish). The HE projectiles from the Zakrep and Steizok in general could do with being slightly more visually apparent (being HE damage). They can be hard to spot in the middle of kinetic bullet barrages when really zoomed out.

Great mod. Gonna keep playing with it.
Title: Re: [0.9.1a] The Xhan Empire, version 1.7 (balance patch)
Post by: Peplat on June 01, 2020, 09:50:12 PM
Finally got around to doing a more complete playthrough with the faction instead of mostly trying their ships by themselves in a vacuum.

Had a cozy start with a bunch (4) of Oiehou heavy survey frigates. Very AI friendly, even lategame they do a pretty solid job of surviving an encounter. Not something that kills quickly though, a lot of my early fights vs pirates was mostly outlasting them, my own fault for not picking up a couple of the lighter speedy frigates.

After a nice set of exploring, I could afford to snag a couple of heavy destroyers as a new fleet core. These have also been fairly reliable. Their impressive stat blocks and wide turret arcs are very impressive, though the lack of backup missile slots leaves them without a trump card if things get difficult, fair. Started out having them be fairly HE focused but moved them into a more kinetic suppression role as fights got larger. I picked up one of the destroyer size carriers too cause eh may as well.

Now at this point, we get into my only slight gripe with the ship selection. There is a lack of a clear early cruiser to pick up that's fast enough to keep up with the frigate/destroyer fights. The Cheborogs are very impressive, but just buying one isn't going to be that useful as you'd want them as part of a slower battle line formation. Some moderately fast and inexpensive cruiser in the 15-20 DP range with some of the same design traits as the Panrelka would be great for padding out the edges of battle line formations and working as a core for smaller fleets.

Now there were 2 choices (outside of shopping out-of-faction), either just keep buying destroyers, as their stats let them work relatively well for larger scale combat. Or save up for a Panrelka. I went with the latter choice as having 85 speed on a capital ship range weapons platform seemed like a great idea, and this worked out as well as I'd hoped. This thing is a beast for small and large scale fleet combat. Being nigh unflankable and having enough speed to relentlessly pursue most things outside of some destroyers and light cruisers. (Random note: AI should probably be a bit more spammy with the flare system, they're very handy offensively). Firepower is perfectly acceptable too, probably one of my favorite overall ships in the mod.

As of right now, I've since picked up a couple of Cheborogs now that my fleet is large enough (aaand another carrier), a second Panrelka, cause everything good is worth having 2 of, and a Pharrek for personal use. Big fan of the Pharrek, I like that it actually has some PPT to work with compared to most superfrigs. Still haven't gotten around to trying the Occuklop but I'll make sure to snag one sometime later.

Guns feel pretty well balanced though I haven't tried all of them yet, only minor outliers I found so far were the small Shtir (1000 range on a smol ballistic kinetic at 1.07 efficiency and 100 dps is very strong), and the large Zakrep (the proximity fusing utility isn't quite worth the low dps, suggest increasing it to 300-330ish). The HE projectiles from the Zakrep and Steizok in general could do with being slightly more visually apparent (being HE damage). They can be hard to spot in the middle of kinetic bullet barrages when really zoomed out.

Great mod. Gonna keep playing with it.

Always appreciative of long form reviews like this! A lighter cruiser and additional combat destroyer are planned for the next update, in addition to some new weapons. I'll play around with the Zakrep visuals and stats and see I can make any balance changes. I'll look at the shtir as well but I already feel like Xhan with their current weapon lineup can be a little toothless against good shields. Feel free to keep me posted if you wish, detailed balance feedback is always invaluable!
Title: Re: [0.9.1a] The Xhan Empire, version 1.7 (balance patch)
Post by: iceball3 on June 13, 2020, 02:45:35 AM
Is it me, or is the stolb a little hard to use, harder for the AI to use? I've been killed by my own teammates twice already, and it's definitely had to hit what you might actually be targetting, especially since the bombs bounce backwards off of fighters, missiles, etc :P
Title: Re: [0.9.1a] The Xhan Empire, version 1.7 (balance patch)
Post by: Kreuzberger on June 14, 2020, 06:56:12 PM
Praise to the mod designer!

But there is one thing, that makes me hesitate to use your mod. It´s just an aesthetical problem...you made up such an unique style with your ships, all this round, organic and green, even some details looking like veins....until you see the thrusters of all the ships. Why do they look like silver tubes? They could look like the main of the ship, organic, like growing out of the hull, even overlapping the energy burst flaming out of it...

Just my oppinion.
Title: Re: [0.9.1a] The Xhan Empire, version 1.7 (balance patch)
Post by: Hrothgar on June 30, 2020, 11:33:35 AM
They look like a today rocket engines.

I hope in future for more ships.
Title: Re: [0.9.1a] The Xhan Empire, version 1.7 (balance patch)
Post by: XpanD on July 20, 2020, 02:19:30 AM
Just got the zahkhan_wing crash as well, taking a random Nex base. Restarting the game and trying again worked.

Trace:
Spoiler
4921048 [Thread-5] INFO  exerelin.campaign.InvasionRound  - Executing invasion round of Borlu Exchange
4921048 [Thread-5] INFO  exerelin.campaign.InvasionRound  -    Initial attacker strength: 3212.0
4921048 [Thread-5] INFO  exerelin.campaign.InvasionRound  -    Initial defender strength: 325.0
4921048 [Thread-5] INFO  exerelin.campaign.InvasionRound  -    Attacker damage: 1006.32495
4921048 [Thread-5] INFO  exerelin.campaign.InvasionRound  -    Defender damage: 86.581604
4921048 [Thread-5] INFO  exerelin.campaign.InvasionRound  -    Final attacker strength: 3125.4185
4921048 [Thread-5] INFO  exerelin.campaign.InvasionRound  -    Final defender strength: -681.32495
4921048 [Thread-5] INFO  exerelin.campaign.InvasionRound  -    Spaceport disrupted for 30.311787 days
4921050 [Thread-5] INFO  exerelin.campaign.InvasionRound  - Invasion of [Borlu Exchange] by Echo Combine player fleet successful
4921051 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.salvage.Nex_MarketCMD  - Adding ever-raided blueprint: Gorel_Plas_Proj
4921051 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.salvage.Nex_MarketCMD  - Adding ever-raided blueprint: zahkhan_Wing
4926815 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [zahkhan_Wing] not found!
java.lang.RuntimeException: Ship hull spec [zahkhan_Wing] not found!
   at com.fs.starfarer.loading.M.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.C.renderShipWithCorners(Unknown Source)
   at com.fs.starfarer.api.campaign.impl.items.FighterBlueprintItemPlugin.render(FighterBlueprintItemPlugin.java:95)
   at com.fs.starfarer.campaign.ui.trade.C.render(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.CargoStackView.renderAtCenter(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.CargoStackView.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.CargoDataGridView.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.render(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.e.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.G.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.E.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.String.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.if.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.float.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.Objectsuper.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
   at com.fs.starfarer.BaseGameState.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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Enjoying the mod though, they're a lot of fun to fight!
Title: Re: [0.9.1a] The Xhan Empire, version 1.7 (balance patch)
Post by: xelo on August 26, 2020, 09:37:44 AM
Missing hull spec: zakhan wing
I got the exact same error as well while "picking through the spoils" after raiding.

Spoiler
Code
59076321 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [zahkhan_Wing] not found!
java.lang.RuntimeException: Ship hull spec [zahkhan_Wing] not found!
at com.fs.starfarer.loading.M.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.C.renderShipWithCorners(Unknown Source)
at com.fs.starfarer.api.campaign.impl.items.FighterBlueprintItemPlugin.render(FighterBlueprintItemPlugin.java:95)
at com.fs.starfarer.campaign.ui.trade.C.render(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoStackView.renderAtCenter(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoStackView.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoDataGridView.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.ui.e$Oo.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.ui.e.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.G.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.o0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.String.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.ui.N.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.O0oO.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.ui.N.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.o0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.Objectsuper.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
at com.fs.starfarer.BaseGameState.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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
[close]

... and I really enjoy this mod, too.
Thank you
Title: Re: [0.9.1a] The Xhan Empire, version 1.8.1 (Arsenal Expanded)
Post by: Igncom1 on October 07, 2020, 08:55:51 AM
I love how the fleet is divided up into different eras of development! Very cool concept!
Title: Re: [0.9.1a] The Xhan Empire, version 1.8.1 (Arsenal Expanded)
Post by: Peplat on October 10, 2020, 04:38:22 AM
I love how the fleet is divided up into different eras of development! Very cool concept!

Thanks! and stay tuned, there is more content to come very soon. This time not pertaining to the Xhan Empire itself!
Title: Re: [0.9.1a] The Xhan Empire, version 1.9 New faction update! United Pamed Arrives
Post by: Peplat on October 23, 2020, 03:35:53 PM
UPDATE 1.9 New faction update! United Pamed Arrives
Download (https://drive.google.com/u/0/uc?id=171j1oAQqfbne6wreV1UiEIG7OiBHnP25&export=download)
(https://i.imgur.com/BLeuHfE.png)

New save recommended to see new systems and content!
(https://i.imgur.com/cZkI3iF.png)(https://i.imgur.com/kropHvj.png)(https://i.imgur.com/p1B4gVs.png)(https://i.imgur.com/Jroc0Y5.png)(https://i.imgur.com/qmkRror.png)

-Added new Faction: United Pamed

-Added new ship:Anuran
-Added new ship:Odonata
-Added new ship:Urodellan
-Added new ship:Carillon
-Added new ship:??

-Added new system: Paltan
Title: Re: [0.9.1a] The Xhan Empire, version 1.9 New faction update! United Pamed Arrives
Post by: Chikanuk on October 24, 2020, 06:35:59 PM
Great update!
But "United Pamed" sounds (at least for me) like it missing word. Something like "United Pamed States\Republics\etc".
Title: Re: [0.9.1a] The Xhan Empire, version 1.9 New faction update! United Pamed Arrives
Post by: Unnamed_Shadow on October 24, 2020, 08:23:08 PM
yeah i agree the United Pamed need something

Like Confederacy, Union, Republic.

I like the new faction, looks promising. Hope you add more ships on the roster in the future!
Title: Re: [0.9.1a] The Xhan Empire, version 2.0 Rumors of the Ivo Technocrats
Post by: Peplat on December 06, 2020, 12:05:11 PM
UPDATE 2.0 Rumors of the Ivo Technocrats
Download (https://drive.google.com/u/0/uc?id=171j1oAQqfbne6wreV1UiEIG7OiBHnP25&export=download)
(https://i.imgur.com/IfwL7xU.png)

You will need a new save to find exploration content
(https://i.imgur.com/Z3a6KEL.png)(https://i.imgur.com/Cs3Gaz9.png)(https://i.imgur.com/eqjU42P.png)

-Added 5 new ships that can be discovered through exploration
-Added new weapons

-Added trails and onhit visual FX to some Xhan Empire large weapons

-Doskan Dp Reduced: 9 to 8
-Panrelka armor increased: 850 to 950
-Ouggom armor increased: 1000 to 1100
-Ouggom magnetic impluse damage increased
-Ouggom magnetic impluse range increased: 700 to 800
-Goggergeck speed increased: 50 to 60
-Goggergeck armor increased: 2200 to 2300
-Fixed Zarukel PD tags
Title: Re: [0.9.1a] The Xhan Empire, version 2.0 Rumors of the Ivo Technocrats
Post by: hefewy on December 07, 2020, 06:44:51 AM
This mod just keeps getting more interesting and fun as time goes on. I'm really looking forward to seeing more ships by you.
Title: Re: [0.9.1a] (Hiatus) The Xhan Empire, version 2.0 Rumors of the Ivo Technocrats
Post by: Twilight Sentinel on January 29, 2021, 07:06:16 PM
I noticed a bug with the custom production and doctrines lables for Xhan ships.  The phase ships are classified as warships, rather than phase ships.  So sorting them out is more difficult and you can't make the game prioritize them for the phase ship component of colony defense fleets.  Spotted this on the Ubellop and Ouggom for sure, but it's likely true for others.
Title: Re: [0.9.1a] The Xhan Empire, version 2.1 Whatever is out there
Post by: Peplat on February 14, 2021, 11:55:52 PM
UPDATE 2.1 Whatever is out there
Download (https://drive.google.com/u/0/uc?id=171j1oAQqfbne6wreV1UiEIG7OiBHnP25&export=download)
(https://i.imgur.com/IfwL7xU.png)

You will need a new save to find exploration content
(https://i.imgur.com/NmFNA1W.png)

-Added new ship Brakad
-Added special variant that can be found as exploration content


Title: Re: [0.9.1a] The Xhan Empire, version 2.1 Whatever is out there
Post by: Hrothgar on February 15, 2021, 07:25:58 AM
Very nice to see you still work on mod.
Title: Re: [0.9.1a] The Xhan Empire, version 2.1 Whatever is out there
Post by: Hiroyan495 on February 15, 2021, 09:28:03 AM
I love the new designs a lot.  ;D
Title: Re: [0.9.1a] The Xhan Empire, version 2.1 Whatever is out there
Post by: Helldiver on February 15, 2021, 03:47:38 PM
God I love the Xhan ships. They look like a mix of more subtle Metal Slug and early Cold War crazy prototypes with the shapes combined with mechanical bits.
Title: Re: [0.9.1a] The Xhan Empire, version 2.1 Whatever is out there
Post by: Dredger on March 25, 2021, 05:42:02 AM
Great mod and very aesthetically pleasing ship design!
Got a random crush though mid-battle.
Spoiler
java.lang.NullPointerException
   at data.scripts.weapons.XHAN_TsebrekOnHit.onHit(XHAN_TsebrekOnHit.java:21)
   at com.fs.starfarer.combat.entities.BallisticProjectile.setDidDamage(Unknown Source)
   at com.fs.starfarer.combat.entities.BallisticProjectile.applyDamage(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.applyDamage(Unknown Source)
   at data.scripts.shipsystems.VIC_QuantumLunge.unapply(VIC_QuantumLunge.java:200)
   at com.fs.starfarer.combat.systems.F.advance(Unknown Source)
[close]
Got to be some rare interaction between Xhan and VIC, not sure from which side.
Title: Re: [0.9.1a] The Xhan Empire, version 2.1 Whatever is out there
Post by: Peplat on March 26, 2021, 11:03:34 PM
Great mod and very aesthetically pleasing ship design!
Got a random crush though mid-battle.
Spoiler
java.lang.NullPointerException
   at data.scripts.weapons.XHAN_TsebrekOnHit.onHit(XHAN_TsebrekOnHit.java:21)
   at com.fs.starfarer.combat.entities.BallisticProjectile.setDidDamage(Unknown Source)
   at com.fs.starfarer.combat.entities.BallisticProjectile.applyDamage(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.applyDamage(Unknown Source)
   at data.scripts.shipsystems.VIC_QuantumLunge.unapply(VIC_QuantumLunge.java:200)
   at com.fs.starfarer.combat.systems.F.advance(Unknown Source)
[close]
Got to be some rare interaction between Xhan and VIC, not sure from which side.

Discussed with the mod authors of VIC, seems to be an interaction between the quantum lunge and certain weapons with onhit weapon effects. (Edit: VIC mod author has said this issue has been  fixed in their latest dev version)

Besides that currently waiting for magiclib to update so that I can also update the mod to 0.95.  In the meantime I have been working on sprites for some ships that are set to appear in one of Vayras mods. Some of you you may recognize them!

Spoiler
(https://i.imgur.com/OQVsmrB.png)
[close]
Title: Re: [0.95a] The Xhan Empire, version 2.2 Plans Set in motion
Post by: Peplat on March 27, 2021, 04:13:35 PM
UPDATE 2.2 Plans set in motion
Download (https://drive.google.com/u/0/uc?id=171j1oAQqfbne6wreV1UiEIG7OiBHnP25&export=download)
(https://i.imgur.com/IfwL7xU.png)

New starsector update, new save, obviously!

-0.95 compatibility
-Ultra 233 flux dissipation 500 to 550
-Ultra 233 max flux 5000 to 8000
-Ultra 233 hitpoints 1800 to 2000
-Anuran flux dissipation 350 to 400
-Doskan hitpoints 2000 to 2200
-Uvello Dp cost 22 to 20
-Occuklop ordnance points 300 to 320
-Pharrek max flux 4000 to 6000


Title: Re: [0.95a] The Xhan Empire, version 2.2.1 Plans Set in motion
Post by: Peplat on March 29, 2021, 02:29:48 AM
Quick fix, removed the "autonomous" hullmod from certain ships found through exploration content. Save compatible
Title: Re: [0.95a] The Xhan Empire, version 2.2 Plans Set in motion
Post by: Lessigen on March 31, 2021, 11:54:19 AM
UPDATE 2.2 Plans set in motion
Download (https://drive.google.com/u/0/uc?id=171j1oAQqfbne6wreV1UiEIG7OiBHnP25&export=download)
(https://i.imgur.com/IfwL7xU.png)

New starsector update, new save, obviously!

-0.95 compatibility
-Ultra 233 flux dissipation 500 to 550
-Ultra 233 max flux 5000 to 8000
-Ultra 233 hitpoints 1800 to 2000
-Anuran flux dissipation 350 to 400
-Doskan hitpoints 2000 to 2200
-Uvello Dp cost 22 to 20
-Occuklop ordnance points 300 to 320
-Pharrek max flux 4000 to 6000



Could be that this is already fixed in game, but the forum post states that the Divine Gift HVB requires captain level 30 - since the cap was moved to 15, has this already been changed in the mod?
Title: Re: [0.95a] The Xhan Empire, version 2.2 Plans Set in motion
Post by: Peplat on March 31, 2021, 02:34:04 PM
Quote
Could be that this is already fixed in game, but the forum post states that the Divine Gift HVB requires captain level 30 - since the cap was moved to 15, has this already been changed in the mod?

The divine gift is an HVB and requires Vayras sector to appear. Once Vayras sector is updated for 0.95 I will change the HVB level requirements.
Title: Re: [0.95a] The Xhan Empire, version 2.2.1 Plans Set in motion
Post by: RemnantAI on April 02, 2021, 06:11:56 PM
I have the mod installed but I can't get the faction or ships to populate.
Title: Re: [0.95a] The Xhan Empire, version 2.2.1 Plans Set in motion
Post by: legion499 on April 02, 2021, 09:47:00 PM
A recommendation: flip your Change Log around so the new stuff is at the top not the bottom.
It makes it a bit easier to pop in and see what, if anything, is new. Rather than needing to scroll down past stuff seen many times before to check.
Title: Re: [0.95a] The Xhan Empire, version 2.2.1 Plans Set in motion
Post by: That_hollow on April 04, 2021, 03:29:28 PM
Love the mod, fantastic ships. absolute HATE where it's located, a 40 lightyear sized cloud of ***, especially with the massive amount of CR damage the newly updated hyperspace storms do. Why this?
Title: Re: [0.95a] The Xhan Empire, version 2.2.1 Plans Set in motion
Post by: Helldiver on April 04, 2021, 04:15:52 PM
absolute HATE where it's located, a 40 lightyear sized cloud of ***, especially with the massive amount of CR damage the newly updated hyperspace storms do. Why this?

Not every faction has to be in the core worlds - being far away can be both a lore and gameplay choice.
Using move slowly/go dark allows you to avoid 100% of hyperspace storm strikes.
Title: Re: [0.95a] The Xhan Empire, version 2.2.1 Plans Set in motion
Post by: Jet Black on April 04, 2021, 04:22:52 PM
You should love where its located. Its basically a money machine. Every time I go there I make over a million credits.
Title: Re: [0.95a] The Xhan Empire, version 2.2.1 Plans Set in motion
Post by: That_hollow on April 04, 2021, 06:26:41 PM
That's another reason it's giant vape cloud buffer is a minor issue, the Xhan system will literally always be at the top of the F1 commerce menu because not many NPC's go/make it that far. Always cheapest Heavy Armaments, always cheapest crew, always cheapest supplies, always cheapest transplutonic and normal ore. I just dislike that you made a giant cloud around it, because i have to fly through that cloud A LOT at the start of a run. Like i said previously, i enjoy the ships a ton and they look good, easy trade is fine i guess, i just don't like the giant scripted vape cloud.
Oh and the "Just hold S", look that's fine if you need to get through a cloud, like 5-10 seconds not a big ask, you haven't seen the size of the cloud around Xhan if this is your serious advice, you'd be sitting there for literal minutes just holding "s" trying to get there.
Title: Re: [0.95a] The Xhan Empire, version 2.2.1 Plans Set in motion
Post by: Helldiver on April 04, 2021, 06:57:18 PM
Oh and the "Just hold S", look that's fine if you need to get through a cloud, like 5-10 seconds not a big ask, you haven't seen the size of the cloud around Xhan if this is your serious advice, you'd be sitting there for literal minutes just holding "s" trying to get there.

I made a topic in the suggestions section about being able to toggle move slowly by double tapping the key earlier as I already find having to hold down S bad even for normal things like asteroid belts. I don't think that the issue is with Xhan, rather, that move slowly is so important now but can't be toggled like other things making it a chore.
Title: Re: [0.95a] The Xhan Empire, version 2.2.1 Plans Set in motion
Post by: Darloth on April 05, 2021, 07:09:51 PM
If you don't -need- the transponder on, you can toggle Go Dark and that keeps you at moving slowly speed.

Obviously this won't work if you're travelling through an area of space where someone expects transponders.
Title: Re: [0.95a] The Xhan Empire, version 2.2.1 Plans Set in motion
Post by: RemnantAI on April 06, 2021, 04:43:41 PM
I have this mod activated for the latest 0.95a but I can't get any content to populate in new games. Any suggestions?
Title: Re: [0.95a] The Xhan Empire, version 2.2.1 Plans Set in motion
Post by: Michihiri on April 07, 2021, 04:18:13 PM
Oooh boy... I just got a memory leak after defending the Xhan empire from pirate armadas and WHEW

After every battle the game slowly but surely dropped fps and increase ram usage.

I know it's Xhan because I've been playing as a merc hunting pirate bounties in systems, I took down like 4 fleets in a SCY system that has more planets but didn't lag whatsoever...

I just ran away from the system when my fps hit 10 (After about 3 armadas attacking the station)
Title: Re: [0.95a] The Xhan Empire, version 2.2.1 Plans Set in motion
Post by: Peplat on April 08, 2021, 05:48:54 AM
That's another reason it's giant vape cloud buffer is a minor issue, the Xhan system will literally always be at the top of the F1 commerce menu because not many NPC's go/make it that far. Always cheapest Heavy Armaments, always cheapest crew, always cheapest supplies, always cheapest transplutonic and normal ore. I just dislike that you made a giant cloud around it, because i have to fly through that cloud A LOT at the start of a run. Like i said previously, i enjoy the ships a ton and they look good, easy trade is fine i guess, i just don't like the giant scripted vape cloud.
Oh and the "Just hold S", look that's fine if you need to get through a cloud, like 5-10 seconds not a big ask, you haven't seen the size of the cloud around Xhan if this is your serious advice, you'd be sitting there for literal minutes just holding "s" trying to get there.

Hyperspace clouds around and leading up to the system are generated by the vanilla game, and are semi random in nature as I understand it. So sometimes you can unfortunately get really thick clouds leading up to the system.

Oooh boy... I just got a memory leak after defending the Xhan empire from pirate armadas and WHEW

After every battle the game slowly but surely dropped fps and increase ram usage.

I know it's Xhan because I've been playing as a merc hunting pirate bounties in systems, I took down like 4 fleets in a SCY system that has more planets but didn't lag whatsoever...

I just ran away from the system when my fps hit 10 (After about 3 armadas attacking the station)

huh, I have no idea what would be causing that. ill test it out to see if it I can reproduce it, but I have run games where I defended the Xhan system before and didn't notice any slowdown after defeating consecutive invading fleets. I know sometimes entering really huge battles can cause slowdown after the fact, so it may have been bad luck in regards to that.  Though if you do encounter the same problem again, let me know.

I have this mod activated for the latest 0.95a but I can't get any content to populate in new games. Any suggestions?

Do you mean the faction systems do not show up in game? if so make sure its enabled, and if so then delete the current version and redownload it to make sure it isnt an issue with the download
Title: Re: [0.95a] The Xhan Empire, version 2.2.1 Plans Set in motion
Post by: Silveressa on April 09, 2021, 10:39:20 PM
Does this require a new campaign? Or can be it be added to existing saves?
Title: Re: [0.95a] The Xhan Empire, version 2.2.1 Plans Set in motion
Post by: Michihiri on April 10, 2021, 12:22:21 PM
Does this require a new campaign? Or can be it be added to existing saves?

Well you can probably put it on existing saves like other faction mods, but it won't spawn the actual faction planets and systems, but you might be able to find the ships in black markets (if it's actually listed in there) dunno about the weapons (maybe blueprints?)
Title: Re: [0.95a] The Xhan Empire, version 2.2.2 Plans Set in motion
Post by: Peplat on April 12, 2021, 12:17:41 AM
small micropatch, fixed random crash that could happen when generating the sector
Title: Re: [0.95a] The Xhan Empire, version 2.2.2 Plans Set in motion
Post by: Flacman3000 on April 13, 2021, 02:06:17 AM
Are you the same modder that made the Shrieking bandit's expansion mod for Kenshi? if so that's crazy and I salute you!
Title: Re: [0.95a] The Xhan Empire, version 2.2.2 Plans Set in motion
Post by: 123nick on May 03, 2021, 10:55:45 PM
Will Industrial Evolution Reverse-engineering support be added for United Pamed ships? or any ships from this mod in general? i could see most xhan ships being reverse engineerable since their fairly conventional, but United Pamed might be too high tech, for stuff like a Carrilon. Then again, i think ingame you can reverse engineer dooms and the tri tach ship that has the time acceleration field, so i dont think a Carrilon would be such a leap from those, and you caan get lots of them fairly easily by just going too paltan every now and then, so reverse engineering of them probably makes sense.
Title: Re: [0.95a] The Xhan Empire, version 2.2.2 Plans Set in motion
Post by: Flacman3000 on May 04, 2021, 02:20:23 AM
Will Industrial Evolution Reverse-engineering support be added for United Pamed ships? or any ships from this mod in general? i could see most xhan ships being reverse engineerable since their fairly conventional, but United Pamed might be too high tech, for stuff like a Carrilon. Then again, i think ingame you can reverse engineer dooms and the tri tach ship that has the time acceleration field, so i dont think a Carrilon would be such a leap from those, and you caan get lots of them fairly easily by just going too paltan every now and then, so reverse engineering of them probably makes sense.

you can do this yourself via whitelisting in the csv on the industrial mod itself.
Title: Re: [0.95a] The Xhan Empire, version 2.2.2 Plans Set in motion
Post by: FFNAM on May 16, 2021, 04:52:55 PM
Good evening! I just discovered Starsector from a youtuber I sometimes check out and I'm embarrassed to admit how many hours I've already put in. I love the Xhan mod as well as a bunch of others I've tried out. Modders are the best, I tell you! I'd like to ask other Xhan mod users have you encountered Xhan getting steam rolled by multiple major factions relatively early in the game. Xhan starts out an enemy to every one and it seems it is the Persean and Hegemony's mission in the universe to commit every possible resource to eradicate Xhan as soon as possible. I've tried three different starts with Xhan and before I can have a fleet of a few frigs and DDs a parade of strike forces rush to eradicate Xhan. Its odd, I've tried multiple other factions out and Xhan seems to survive and thrive when I'm not playing the faction. Its the fourth time I've tried and had to get on the forums since it just happened again as I'm playing. Persean forces where defeated now the entire Hegemony fleet is on its way to pile in.

Thanks for any insights on this and thanks for the mod!

Update: I just checked the war report and PRV and SCY are also attacking Xhan. lol.

Update: Sure enough the factions kept coming and now the Cluster is no more. This is the 4th time...I was enjoying myself too :(
Title: Re: [0.95a] The Xhan Empire, version 2.2.2 Plans Set in motion
Post by: Helldiver on May 16, 2021, 08:11:39 PM
Good evening! I just discovered Starsector from a youtuber I sometimes check out and I'm embarrassed to admit how many hours I've already put in. I love the Xhan mod as well as a bunch of others I've tried out. Modders are the best, I tell you! I'd like to ask other Xhan mod users have you encountered Xhan getting steam rolled by multiple major factions relatively early in the game. Xhan starts out an enemy to every one and it seems it is the Persean and Hegemony's mission in the universe to commit every possible resource to eradicate Xhan as soon as possible. I've tried three different starts with Xhan and before I can have a fleet of a few frigs and DDs a parade of strike forces rush to eradicate Xhan. Its odd, I've tried multiple other factions out and Xhan seems to survive and thrive when I'm not playing the faction. Its the fourth time I've tried and had to get on the forums since it just happened again as I'm playing. Persean forces where defeated now the entire Hegemony fleet is on its way to pile in.

Thanks for any insights on this and thanks for the mod!

Update: I just checked the war report and PRV and SCY are also attacking Xhan. lol.

Update: Sure enough the factions kept coming and now the Cluster is no more. This is the 4th time...I was enjoying myself too :(

What faction mods you use will affect the power balance of your Sector. Certain mod factions have a tendency to keep certain other factions in check and so on, and if the balance is poor it can cause certain factions to be focused down easily.

In my case, I have Xhan, Scy, Roiders, HMI, ORA and SF on Nexerelin and while Xhan is often in conflict they also usually remain a strong force, especially with how quickly they can decide to sat bomb people they don't like lol.

PS: If you're using Nexerelin's hard mode/Starfarer mode, it makes your current faction more easily disliked as an additional challenge. You can change that in files if you want other aspects of the hard mode but not that.
Title: Re: [0.95a] The Xhan Empire, version 2.2.2 Plans Set in motion
Post by: Szasz on May 17, 2021, 07:35:05 AM
Insanely good mod. Pics understate content. As an added extra there is a whole new group of ships from a faction called United Pamed that are high tech supertoys resembling the technology and looks of Ziggurat.
Aesthetics are really good, the sight of the Xhan system is cool and believable, their arcology planet is dark yet pretty, descriptions create great immersion and smells like high quality. Small package, too, so it is easy on PC resources.
Xhan ships are mostly fodder and I like them for it. Outstanding in that line-up is the UFO shaped cruiser at 35 FP that is the ultimate addition to your (vanilla) fleet. If I recall correctly the name is Panrelka. 8 burn, good speed, 1 large and 5 medium hybrid mounts all capable of firing forward, high flux stats, both capacity and dissipation, strong armor, good PD capabilities, it is literally capable of any role including escort, poke, interception, fire support, assault, please please please don't nerf it. It somehow pops in record time as enemy but I cannot understand why. Its only drawback is 180°front shield. Still it reminds me of old school sci-fi and also a bit of the world expo observatory towers as spacecraft as seen in Men in Black so it always give me the chuckles.
Title: Re: [0.95a] The Xhan Empire, version 2.2.2 Plans Set in motion
Post by: Peplat on May 18, 2021, 10:43:50 AM
Insanely good mod. Pics understate content. As an added extra there is a whole new group of ships from a faction called United Pamed that are high tech supertoys resembling the technology and looks of Ziggurat.
Aesthetics are really good, the sight of the Xhan system is cool and believable, their arcology planet is dark yet pretty, descriptions create great immersion and smells like high quality. Small package, too, so it is easy on PC resources.
Xhan ships are mostly fodder and I like them for it. Outstanding in that line-up is the UFO shaped cruiser at 35 FP that is the ultimate addition to your (vanilla) fleet. If I recall correctly the name is Panrelka. 8 burn, good speed, 1 large and 5 medium hybrid mounts all capable of firing forward, high flux stats, both capacity and dissipation, strong armor, good PD capabilities, it is literally capable of any role including escort, poke, interception, fire support, assault, please please please don't nerf it. It somehow pops in record time as enemy but I cannot understand why. Its only drawback is 180°front shield. Still it reminds me of old school sci-fi and also a bit of the world expo observatory towers as spacecraft as seen in Men in Black so it always give me the chuckles.

Thanks! im really glad you enjoyed the mod enough to take the time to write about what you enjoy about it. Apologies to everyone else for not really putting out any major updates in a while, been working mainly on the sprites for the antediluvians for vayra. Once I finish with those I have plans for new content though!
Title: Re: [0.95a] The Xhan Empire, version 2.2.2 Plans Set in motion
Post by: Brightness on May 18, 2021, 04:12:27 PM
Pamed boats are still a touch too OP, I think, though it's tricky because they are *supposed* to be tough little bastards, instead of relying on one-two big ships and a smattering of small ones to guard the flanks.

Otherwise, this is very cool. I haven't taken over the xhan mechanical world yet, so i dunno if it does anything special but i'm excited to find out!
Title: Re: [0.95a] The Xhan Empire, version 2.2.2 Plans Set in motion
Post by: Madskills on May 18, 2021, 10:06:24 PM
Battled a huge bounty fleet from this mod recently. Feel like Xhan ships are sort of underpowered compared to even vanilla ones. Maybe it's because my build has lots of HE damage and they rely mostly on armor, but they basically did not stand a chance. I fought that battle around 10 times (reload) to learn how this faction performs in combat and I definitely think that their ships can use some more oomph to become a bigger threat.

Their fleet also had that very strange redacted ship. That was definitely the most interesting part of that encounter. I really wish this mod had more stuff from where that thing came from. There's so much story potential to be written about its origin and so much potential content to create in a similar direction. For me the small things that make a faction more complex than what it seems at first is what makes a faction great.
Title: Re: [0.95a] The Xhan Empire, version 2.2.2 Plans Set in motion
Post by: th3boodlebot on May 19, 2021, 01:49:21 PM
JUST WANT TO SAY GREAT JOB CLEAN MOD LOTS OF CONTENT
Title: Re: [0.95a] The Xhan Empire, version 2.2.2 Plans Set in motion
Post by: Master Troano on May 20, 2021, 09:18:36 AM
I wanted to create an account simply to echo the praise that this mod has been getting. I love it as well! In my opinion, the Xhan ships are indeed on the weaker side (so you might want to raise their capabilities a little), but the Pamed are very strong indeed.

I am also eager to find out about the Hiveships and the Brakad. Is there any way I can find their blueprints, or are they simply unique/found as wrecks, and gone if destroyed? I feel that the Brakad is really useful in any fleet, and the Hiveships feel awesome to use (and abuse), but I'd like to afford being less careful with them.

Would also love the lore behind them!

Keep up the great work.
Title: Re: [0.95a] The Xhan Empire, version 2.2.2 Plans Set in motion
Post by: th3boodlebot on May 20, 2021, 05:28:21 PM
I wanted to create an account simply to echo the praise that this mod has been getting. I love it as well! In my opinion, the Xhan ships are indeed on the weaker side (so you might want to raise their capabilities a little), but the Pamed are very strong indeed.

I am also eager to find out about the Hiveships and the Brakad. Is there any way I can find their blueprints, or are they simply unique/found as wrecks, and gone if destroyed? I feel that the Brakad is really useful in any fleet, and the Hiveships feel awesome to use (and abuse), but I'd like to afford being less careful with them.

Would also love the lore behind them!

Keep up the great work.



if you dont have the command console mod, it is worth getting if for no other reason to playtest

if you enter "list ships" without quotations it will give the hull id for every ship in the game (including stations)

addship hullid  (replace hullid with the hull id of the ship-not the regular name, but the hullid!) will add one of that ship

if you enter addship hullid 5 it will add five bare hulls of that ship to your fleet

enjoy!
Title: Re: [0.95a] The Xhan Empire, version 2.2.2 Plans Set in motion
Post by: Master Troano on May 21, 2021, 04:51:16 AM
I wanted to create an account simply to echo the praise that this mod has been getting. I love it as well! In my opinion, the Xhan ships are indeed on the weaker side (so you might want to raise their capabilities a little), but the Pamed are very strong indeed.

I am also eager to find out about the Hiveships and the Brakad. Is there any way I can find their blueprints, or are they simply unique/found as wrecks, and gone if destroyed? I feel that the Brakad is really useful in any fleet, and the Hiveships feel awesome to use (and abuse), but I'd like to afford being less careful with them.

Would also love the lore behind them!

Keep up the great work.



if you dont have the command console mod, it is worth getting if for no other reason to playtest

if you enter "list ships" without quotations it will give the hull id for every ship in the game (including stations)

addship hullid  (replace hullid with the hull id of the ship-not the regular name, but the hullid!) will add one of that ship

if you enter addship hullid 5 it will add five bare hulls of that ship to your fleet

enjoy!

Thank you! I usually refrain from using commands, but I think I should, in this case. The ships are mighty fun, but they are pretty hard to come by. IMHO we should have a different way of acquiring them, maybe through a template or a mission, since they are strong, but not THAT strong. Really, really cool concepts anyway.
Title: Re: [0.95a] The Xhan Empire, version 2.2.2 Plans Set in motion
Post by: Elukka on June 13, 2021, 04:22:03 AM
Battled a huge bounty fleet from this mod recently. Feel like Xhan ships are sort of underpowered compared to even vanilla ones. Maybe it's because my build has lots of HE damage and they rely mostly on armor, but they basically did not stand a chance. I fought that battle around 10 times (reload) to learn how this faction performs in combat and I definitely think that their ships can use some more oomph to become a bigger threat.
I had the same experience - it definitely felt way easier than other bounty fleets of similar size. One on one, my ships just outmatched the Xhan ships in a way they generally don't with other factions. Not exactly a scientific test, of course, especially since my own ships are a mixture of various mods.
Title: Re: [0.95a] The Xhan Empire, version 2.2.2 Plans Set in motion
Post by: BreenBB on June 13, 2021, 04:58:18 AM
I really like United Pamed ships, at least mod which adds ships which isn't weaker that vanilla ships, and hope they stay that way, cruiser which have same DP as battleship should be powerful )

I hope to see more of United Pamed ships, especially something capital sized.
Title: Re: [0.95a] The Xhan Empire, version 2.2.2 Plans Set in motion
Post by: Twilight Sentinel on June 14, 2021, 02:09:57 PM
One way to do quick balancing on the Xhan ships is to reduce their DP costs.
Title: Re: [0.95a] The Xhan Empire, version 2.2.2 Plans Set in motion
Post by: Helldiver on June 18, 2021, 10:07:38 AM
One way to do quick balancing on the Xhan ships is to reduce their DP costs.

Since they're supposed to be tanks I'd rather see a general buff to armor than making them more spammable. I feel that many of the ships don't fully live up to the "heavy armor and formations" theme of the OP (although they're still super fun to play with).
Title: Re: [0.95a] The Xhan Empire, version 2.2.2 Plans Set in motion
Post by: Peplat on June 19, 2021, 02:33:56 AM
ill see about buffing up some ships in future, just finished with the Antediluvian sprites for Vayra and am currently working on a lot of content for a big update. I cant give any date estimates unfortunately. But it will add a dangerous new threat!
Title: Re: [0.95a] The Xhan Empire, version 2.2.2 Plans Set in motion
Post by: Big Bee on June 19, 2021, 01:57:42 PM
Hey, I love this mod, it's probably my favourite one so far. I love both factions, the sprites are very well done and have very unique designs while still fitting in with the rest of the vanilla ships. The Occuklop and 'Divine Gift' are my favourites, they look very unusual and unique, I hope to see more weird lumpy ships like them get added in the future.

I managed to get 2 Carillon cruisers quite easily, finding one in the market and one as salvage after a fight with a Hegemony fleet and they're quite broken! I get that they're meant to be very strong, but the AI could solo a Paragon with it without taking any hull damage so that might be a little too much even if Pamed ships are supposed to be as strong as the ship type above them. Right now using them kinda feels like cheating, and I'm not one to complain everytime something feels a little unbalanced or overpowered.
Title: Re: [0.95a] The Xhan Empire, version 2.2.2 Plans Set in motion
Post by: SpaceDrake on June 19, 2021, 09:23:39 PM
The main problem is that the cooldown on the Carri's very powerful shifting feels too quick; they're actually perfectly beatable on the player end (they're paper and they do somewhat poorly against EM pressure or concentrated hard flux in general), but they're so slippery that, among other things, they're just obnoxious to fight. I like the idea and I like the design, but I think the Carri's special needs a bit of a cooldown nerf just to make fighting against them less of a chore and to give the NPCs a chance to hit them.

Generally this mod is well done, though! The secret ships are fun and goofy. :)
Title: Re: [0.95a] The Xhan Empire, version 2.2.2 Plans Set in motion
Post by: KDR_11k on June 30, 2021, 06:36:58 AM
The Svil and Hassak spawn with 4 unused OP for me, am I missing some hull mod unlock for my character? The autofit just slots Flux Distributors into those points.
Title: Re: [0.95a] The Xhan Empire, version 2.2.2 Plans Set in motion
Post by: RDMLTRS on July 06, 2021, 05:35:35 PM
Kahn ships and faction seem very well made/balanced but I had to uninstall this mod due to how broken/busted some of the United Pamed ships are.
Title: Re: [0.95a] The Xhan Empire, version 2.2.2 Plans Set in motion
Post by: KDR_11k on July 25, 2021, 03:39:10 AM
The Pamed being friends with the Pirates leads to some weirdness, they generated a system bounty in my game because of the high Pirate presence in their system that kept eating up all the trade convoys but the bounty didn't actually pay for killing pirates and the system's defense fleets of course didn't stop their raiding either.
Title: Re: [0.95a] The Xhan Empire, version 2.2.2 Plans Set in motion
Post by: GigaWizard on October 23, 2021, 09:59:30 AM
Hey, I'm really enjoying the mod (alongside others) and I've recently encountered a devastating [Zahkhan_Wing bug].  It was addressed in replies months ago but I don't know if it was ever resolved.  It happened while raiding a Nexerelin planet captured by Xhan (Pyktis).  Any help would be appreciated.


Code
553055 [Thread-9] INFO  sound.oo0O  - Creating streaming player for music with id [XHANMarketMusic.ogg]
553058 [Thread-9] INFO  sound.OooO  - Playing music with id [XHANMarketMusic.ogg]
558236 [Thread-3] INFO  exerelin.campaign.RevengeanceManager  - Adding vengeance points for market attack: Pyktis, 4.5 (mult 0.75)
558237 [Thread-3] INFO  exerelin.campaign.RevengeanceManager  - Required revengeance setting: 1
558237 [Thread-3] INFO  exerelin.campaign.RevengeanceManager  - Adding revengeance points: 2.25
558237 [Thread-3] INFO  exerelin.campaign.RevengeanceManager  - Required revengeance setting: 1
558237 [Thread-3] INFO  exerelin.campaign.RevengeanceManager  - Adding faction revengeance points for xhanempire: 3.6000001
558237 [Thread-3] INFO  exerelin.campaign.StatsTracker  - Making 0 orphans from raid for valuables
559198 [Thread-3] INFO  sound.oo0O  - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
559205 [Thread-7] INFO  sound.oo0O  - Cleaning up music with id [XHANMarketMusic.ogg]
559428 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [Zahkhan_Wing] not found!
java.lang.RuntimeException: Ship hull spec [Zahkhan_Wing] not found!
at com.fs.starfarer.loading.M.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.C.renderShipWithCorners(Unknown Source)
at com.fs.starfarer.api.campaign.impl.items.FighterBlueprintItemPlugin.render(FighterBlueprintItemPlugin.java:95)
at com.fs.starfarer.campaign.ui.trade.C.render(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoStackView.renderAtCenter(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoStackView.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoDataGridView.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.render(Unknown Source)
at com.fs.starfarer.ui.e$Oo.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.ui.e.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.oOoO.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.E.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.class.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Oo0O.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.K.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Oo0O.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.for.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.Stringsuper.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
at com.fs.starfarer.BaseGameState.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)
559565 [Thread-9] INFO  sound.oo0O  - Creating streaming player for music with id [XHANMarketMusic.ogg]
559568 [Thread-9] INFO  sound.OooO  - Playing music with id [XHANMarketMusic.ogg]
Title: Re: [0.95a] The Xhan Empire, version 2.2.2 Plans Set in motion
Post by: Axisoflint on November 28, 2021, 08:56:32 PM
Random question - should the Vukan have a ground support package of some kind?
Title: Re: [0.95a] The Xhan Empire, version 2.2.2 Plans Set in motion
Post by: Helldiver on November 28, 2021, 10:33:26 PM
Random question - should the Vukan have a ground support package of some kind?

It doesn't in the base mod. Are you refering to its description about being able to do atmospheric flight and bombardment? I've personally given it a hullmod that reduces the fuel cost of bombing ground targets as it seemed fitting.
Title: Re: [0.95a] The Xhan Empire, version 2.2.2 Plans Set in motion
Post by: Axisoflint on December 02, 2021, 04:42:17 AM
Random question - should the Vukan have a ground support package of some kind?

It doesn't in the base mod. Are you refering to its description about being able to do atmospheric flight and bombardment? I've personally given it a hullmod that reduces the fuel cost of bombing ground targets as it seemed fitting.

Yes, that's what I was referring to. I just wondered if it was an oversight.
Title: Re: [0.95a] The Xhan Empire, version 2.2.2 Plans Set in motion
Post by: Sollaire on December 09, 2021, 11:43:31 AM
This mod is great. the only reason i can't add it to my playthrough is because the united pammed ships are too OP lol.
can't help myself from using them to shrekt everything.  :)
Title: Re: [0.95.1a-RC5] The Xhan Empire, version 2.3 Stirring
Post by: Peplat on December 14, 2021, 09:01:23 AM
UPDATE 2.3 Stirring
Download (https://drive.google.com/u/0/uc?id=171j1oAQqfbne6wreV1UiEIG7OiBHnP25&export=download)
(https://i.imgur.com/IfwL7xU.png)

Fixes for 0.95.1a-RC5 and some new content
(https://i.postimg.cc/d1xZzRMV/Xhan-Cronosos.png)(https://i.postimg.cc/rsRRcdcC/Xhan-Kassarek.png)

not save compatible

-fixed zhakhan crash
-fixes to 0.95.1a-RC5 compatibility
-increased carillon system cooldown to 5 seconds
-increased Stolb projectile speed
-Improved zarukel splash
-increased uogek damage
-decreased goggergeck phase cost
-xhan ships now have built in hullmods
-added ship Cronosos to be found as exploration content
-added ship Kassarek


Title: Re: [0.95a] The Xhan Empire, version 2.2.2 Plans Set in motion
Post by: Szasz on December 15, 2021, 12:51:12 PM
Became my always enabled faction mod (kicking out DA of its place), absolute must-have!
I've never seen Divine Gift during my playthroughs. Considering its prerequisite, does it trigger at all (since max player level is 15 or sth)?
Title: Re: [0.95a] The Xhan Empire, version 2.2.2 Plans Set in motion
Post by: BreenBB on December 15, 2021, 01:29:27 PM
Became my always enabled faction mod (kicking out DA of its place), absolute must-have!
I've never seen Divine Gift during my playthroughs. Considering its prerequisite, does it trigger at all (since max player level is 15 or sth)?

You need either Vayra Sector or Bounties Expanded to make it appear, if you have, but still never seen it, try increasing quantity of max HVB's in Vayra or Bounties mod, since originally only 3 HVB's can exist at same time, new HVBs will only spawn if you kill existing HVB fleet, alot of mods adds many HVB's and you can can be just unlucky with bounty probability because of that, so you can increase odds of finding it if you have more bounties at same time. Also I see this ship regularly in Prism Freeport too.

Peplat Really cool update! Interesting, will United Pamed have more love in future updates? They have not much stuff yet, but their ships are great! Especially Carillon Cruiser and Urodelan Destroyer, I really like to see United Pamed Capital Ship, since they don't have one, and I really like how they are powerful too, please don't nerf them, Cruiser which have same DP as Onslaught should wreak faces.
Title: Re: [0.95a] The Xhan Empire, version 2.2.2 Plans Set in motion
Post by: Peplat on December 15, 2021, 01:51:46 PM
Became my always enabled faction mod (kicking out DA of its place), absolute must-have!
I've never seen Divine Gift during my playthroughs. Considering its prerequisite, does it trigger at all (since max player level is 15 or sth)?

Thanks! Im pretty sure that vayras or bounties expanded compensates level requirements after the skill update so it should appear at lower levels

 
Became my always enabled faction mod (kicking out DA of its place), absolute must-have!
I've never seen Divine Gift during my playthroughs. Considering its prerequisite, does it trigger at all (since max player level is 15 or sth)?

You need either Vayra Sector or Bounties Expanded to make it appear, if you have, but still never seen it, try increasing quantity of max HVB's in Vayra or Bounties mod, since originally only 3 HVB's can exist at same time, new HVBs will only spawn if you kill existing HVB fleet, alot of mods adds many HVB's and you can can be just unlucky with bounty probability because of that, so you can increase odds of finding it if you have more bounties at same time. Also I see this ship regularly in Prism Freeport too.

Peplat Really cool update! Interesting, will United Pamed have more love in future updates? They have not much stuff yet, but their ships are great! Especially Carillon Cruiser and Urodelan Destroyer, I really like to see United Pamed Capital Ship, since they don't have one, and I really like how they are powerful too, please don't nerf them, Cruiser which have same DP as Onslaught should wreak faces.

im glad you like them. lorewise united pamed is a small polity and the ships they used belonged to the security fleet that was deployed to defend pamed pre-collapse, they are unlikely to get a capital but they may recive some smaller ships in future
Title: Re: [0.95.1a-RC5] The Xhan Empire, version 2.3 Stirring
Post by: Peplat on December 17, 2021, 03:42:58 PM
UPDATE 2.3.1 Stirring
Download (https://drive.google.com/u/0/uc?id=171j1oAQqfbne6wreV1UiEIG7OiBHnP25&export=download)


Just some small changes for things that were bothering me

-bloz large ammo increased to 90
-Hezek Shredder range increased to 180


Title: Re: [0.95.1a-RC5] The Xhan Empire, version 2.3 Stirring
Post by: Szasz on December 19, 2021, 08:18:31 PM
UPDATE 2.3.1 Stirring
Is that 0 OP PD a leak? Electron Rods don't have any sprite and are too powerful to be inentional.
Title: Re: [0.95.1a-RC5] The Xhan Empire, version 2.3 Stirring
Post by: Szasz on December 22, 2021, 03:17:14 PM
Extended Shields have no effect on the ULTRA233 just takes up OP, is this intended?
Title: Re: [0.95.1a-RC5] The Xhan Empire, version 2.3 Stirring
Post by: Zalpha on December 22, 2021, 09:08:52 PM
Great mod, I love playing with this guys and going Pew Pew Pew. My only criticism that these guys turning speed is way to slow. It is painful when anything fast and zoomie targets them, it almost feels like your doomed when that happens.
Title: Re: [0.95.1a-RC5] The Xhan Empire, version 2.3 Stirring
Post by: Zalpha on December 24, 2021, 07:48:43 AM
I don't know what mod gives the option of having a 'Contact' in which you can make relationships with members of a faction and gain missions and do other things like make purchases of good, old ships and construct new ships from their shipyards.

It might be from vanilla base game or from a mod like Nexerelin but regardless I have no idea where this new option of 'Contacts' came from.

I have never encounter any issues with that mod but when comes to Xhan, it is broken and I suspect this is because its capital has 3 structures around it and you can only interact with one of them, and that member you can contact is in one of the other structures you do not have access too but I might as well be wrong about my assumptions. Maybe the contact is there but the mod is broken and there is no to actually offer you missions and stuff.

Regardless you cannot have a contact in Xhan Empire, and that sucks. I wanted to find the mod it is from and let the author know of it know of the issue but then I thought it might actually be from vanillas updates and so should inform you. If this from another mod and you can do anything about, then sorry for bothering you. At least you are aware of a mod conflict.
Title: Re: [0.95.1a-RC5] The Xhan Empire, version 2.3 Stirring
Post by: Szasz on December 24, 2021, 09:50:56 AM
Regardless you cannot have a contact in Xhan Empire, and that sucks. I wanted to find the mod it is from and let the author know of it know of the issue but then I thought it might actually be from vanillas updates and so should inform you. If this from another mod and you can do anything about, then sorry for bothering you. At least you are aware of a mod conflict.
Do you mean like this or contacts specifically dubbed as "Xhan" regarding their nationality or do you mean The Cluster specifically?

(Contacts is a vanilla system btw)

[attachment deleted by admin]
Title: Re: [0.95.1a-RC5] The Xhan Empire, version 2.3 Stirring
Post by: Zalpha on December 24, 2021, 10:07:37 AM
Regardless you cannot have a contact in Xhan Empire, and that sucks. I wanted to find the mod it is from and let the author know of it know of the issue but then I thought it might actually be from vanillas updates and so should inform you. If this from another mod and you can do anything about, then sorry for bothering you. At least you are aware of a mod conflict.
Do you mean like this or contacts specifically dubbed as "Xhan" regarding their nationality or do you mean The Cluster specifically?

(Contacts is a vanilla system btw)

I mean in each faction there is a member that you can make a contact (I suspect they can be found in capital stations only but I could be wrong about that), that will give you the stuff I mentioned (mission and the like). At the start of the game there a 4 out 5 contacts for you to make. Number 1 contact is always the contact you have for that faction, they can be found inside the capital station. This at the start gives you 1/5 contacts. Then you are offered contacts for Hegem, Tri-Tac, Indepent, factions.for you to build your relations up with that faction. It is a way to ensure you can get missions form a faction and raise your relationships with them, instead of hoping for a mission from that faction to pop-up.

You can establish contacts when interacting with members of a faction and delete contacts. For some reason this feature does not work with Xhan, I mean at the start, your given contact. It says they are at the capital start (in a Nex start) and sometimes you can see them in there (different start overs give different results as sometime it says they are there but you do not see them in the station - hence my suspecting of them being in the other station building). I can talk to them in the station if they are there but the only options is to cut-coms (or sometime I can help with your unrest option gray light because they have no unrest).

I did in this current game meet and make a new contact (rare that it happens) that let me build a relationship with them and I am hoping to use them to establish a new contact with the Xhan faction.

It isn't necessary to have this mod working (not like it will ruin my game experience and it only the starting that I do not have a working Xhan contact) as I am already good with the faction but it nice to get all the offers (like build and buy ships).
Title: Re: [0.95.1a-RC5] The Xhan Empire, version 2.3 Stirring
Post by: Szasz on December 24, 2021, 10:30:54 AM
I mean in each faction there is a member that you can make a contact (I suspect they can be found in capital stations only but I could be wrong about that), that will give you the stuff I mentioned (mission and the like). At the start of the game there a 4 out 5 contacts for you to make. Number 1 contact is always the contact you have for that faction, they can be found inside the capital station. This at the start gives you 1/5 contacts. Then you are offered contacts for Hegem, Tri-Tac, Indepent, factions.for you to build your relations up with that faction. It is a way to ensure you can get missions form a faction and raise your relationships with them, instead of hoping for a mission from that faction to pop-up.

You can establish contacts when interacting with members of a faction and delete contacts. For some reason this feature does not work with Xhan, I mean at the start, your given contact. It says they are at the capital start (in a Nex start) and sometimes you can see them in there (different start overs give different results as sometime it says they are there but you do not see them in the station - hence my suspecting of them being in the other station building). I can talk to them in the station if they are there but the only options is to cut-coms (or sometime I can help with your unrest option gray light because they have no unrest).

I did in this current game meet and make a new contact (rare that it happens) that let me build a relationship with them and I am hoping to use them to establish a new contact with the Xhan faction.

It isn't necessary to have this mod working (not like it will ruin my game experience and it only the starting that I do not have a working Xhan contact) as I am already good with the faction but it nice to get all the offers (like build and buy ships).
I see. Sounds like Nexerelin is stirring up the contacts system and I cannot help you, since I no longer use that.
The default behaviour -as far as I can tell- you randomly meet offers in a bar, an accepted offer (regardless of completion) turns into a potential contact, which -if developed- will keep providing offers. There are 2 contacts which are given by the story line during any playthrough. If I'm not mistaken this is it. Any other course is custom added by mods.
I only advise deletion for utterly crap contacts you are sure about never utilising again. The game doesn't tell you this, but you can have any amount of potential contacts waiting, but deletion seems to narrow your options (character remains at market but won't be accessible as contact ever again).
Title: Re: [0.95.1a-RC5] The Xhan Empire, version 2.3 Stirring
Post by: Zalpha on December 26, 2021, 09:23:03 AM
I mean in each faction there is a member that you can make a contact (I suspect they can be found in capital stations only but I could be wrong about that), that will give you the stuff I mentioned (mission and the like). At the start of the game there a 4 out 5 contacts for you to make. Number 1 contact is always the contact you have for that faction, they can be found inside the capital station. This at the start gives you 1/5 contacts. Then you are offered contacts for Hegem, Tri-Tac, Indepent, factions.for you to build your relations up with that faction. It is a way to ensure you can get missions form a faction and raise your relationships with them, instead of hoping for a mission from that faction to pop-up.

You can establish contacts when interacting with members of a faction and delete contacts. For some reason this feature does not work with Xhan, I mean at the start, your given contact. It says they are at the capital start (in a Nex start) and sometimes you can see them in there (different start overs give different results as sometime it says they are there but you do not see them in the station - hence my suspecting of them being in the other station building). I can talk to them in the station if they are there but the only options is to cut-coms (or sometime I can help with your unrest option gray light because they have no unrest).

I did in this current game meet and make a new contact (rare that it happens) that let me build a relationship with them and I am hoping to use them to establish a new contact with the Xhan faction.

It isn't necessary to have this mod working (not like it will ruin my game experience and it only the starting that I do not have a working Xhan contact) as I am already good with the faction but it nice to get all the offers (like build and buy ships).
I see. Sounds like Nexerelin is stirring up the contacts system and I cannot help you, since I no longer use that.
The default behaviour -as far as I can tell- you randomly meet offers in a bar, an accepted offer (regardless of completion) turns into a potential contact, which -if developed- will keep providing offers. There are 2 contacts which are given by the story line during any playthrough. If I'm not mistaken this is it. Any other course is custom added by mods.
I only advise deletion for utterly crap contacts you are sure about never utilising again. The game doesn't tell you this, but you can have any amount of potential contacts waiting, but deletion seems to narrow your options (character remains at market but won't be accessible as contact ever again).

(I missed the picture you posted, so yes that is the contacts I am talking about.)

That is interesting, I hardly ever visit the bar in stations. I use the contacts in the station when talking to members of the station (e.g. Administrator , Quartermaster and so on), I actually didn't know that they could be found in the bar. In my current game the contact in the station is working as it should. I think the other games were the contact was missing for me - they could have actually been in the bar and because I do not visit the bar I didn't find them. Thanks for the reply and feedback.   
Title: Re: [0.95.1a-RC5] The Xhan Empire, version 2.3 Stirring
Post by: Szasz on December 26, 2021, 12:47:49 PM
... I hardly ever visit the bar in stations. I use the contacts in the station when talking to members of the station (e.g. Administrator , Quartermaster and so on) ...
Yes, contact persons often can be seen in the comm screen (unless they are not part of the station crew) but they won't start giving you missions until you "met them" in the bar. This is perhaps something that Nex is trying to fix
Title: Re: [0.95.1a-RC5] The Xhan Empire, version 2.3 Stirring
Post by: MapleDaddy__ TTV on December 28, 2021, 11:24:22 AM
https://i.imgur.com/s4FJsSQ.png

Found this in a research station, think this isn't supposed to drop as it has no icon, and n/a OP cost, must be a built in weapon.
Title: Re: [0.95.1a-RC5] The Xhan Empire, version 2.3 Stirring
Post by: Zalpha on December 28, 2021, 11:45:12 AM
https://i.imgur.com/s4FJsSQ.png

Found this in a research station, think this isn't supposed to drop as it has no icon, and n/a OP cost, must be a built in weapon.

I had this exact same bug. I took a screenshot of it too but I forgot to post it. No need for me to do so now, I second this bug report.
Title: Re: [0.95.1a-RC5] The Xhan Empire, version 2.3 Stirring
Post by: Szasz on December 28, 2021, 12:20:39 PM
UPDATE 2.3.1 Stirring
Is that 0 OP PD a leak? Electron Rods don't have any sprite and are too powerful to be intentional.
Technically you third this bug. :D
Finally it gets some noise. That is the built-in weapon of the new phase frigate and being acquirable screws up balance big time.

[attachment deleted by admin]
Title: Re: [0.95.1a-RC5] The Xhan Empire, version 2.3 Stirring
Post by: Szasz on January 08, 2022, 04:43:42 PM
Is that 0 OP PD a leak? Electron Rods don't have any sprite and are too powerful to be intentional.
Grunt grunt here's a fix. Also corrects some minor mistakes like missing descriptions.

[attachment deleted by admin]
Title: Re: [0.95.1a-RC5] The Xhan Empire, version 2.3 Stirring
Post by: Noobishnoob on January 11, 2022, 07:01:02 AM
So yea I got hit with that Zahkan wing bug, and now the saves basically dead, is there a way to edit it out from the player inventory or something? cuz, thats alot of time down the drain
Title: Re: [0.95.1a-RC5] The Xhan Empire, version 2.3 Stirring
Post by: Noobishnoob on January 11, 2022, 07:16:26 AM
Holy crap, I removed any and everything related to the zahkan Wing in the Known weps and anything that was a CIS line with any mentions of fighter wing chip and so far so good but not sure of the longterm effects of just removing all those lines
Title: Re: [0.95.1a-RC6] The Xhan Empire, version 2.4 Thousand Eyes
Post by: Peplat on January 23, 2022, 09:51:04 PM
UPDATE 2.4 Thousand Eyes
Download (https://drive.google.com/u/0/uc?id=171j1oAQqfbne6wreV1UiEIG7OiBHnP25&export=download)
(https://i.imgur.com/ZxF157D.png)

Unspoiled by human eyes, something stirring in the depthless void of space. Scour the stars to the northwest if so your thirst for power cannot be quenched

You Will need a new game to encounter new content. Thanks to Xaiier from the starsector discord for working with me and all their hard work making this update possible!

-added a new encounter
-fixed electron rod spawning as modular weapon


Title: Re: [0.95.1a-RC6] The Xhan Empire, version 2.4 Thousand Eyes
Post by: Ruddygreat on January 24, 2022, 02:16:35 AM
ah sweet, man-made horrors beyond my comprehension!
Title: Re: [0.95.1a-RC6] The Xhan Empire, version 2.4 Thousand Eyes
Post by: envenger on January 28, 2022, 09:41:06 AM
Are the horrors compatible with adjusted sector?
If not will you try making them compatible.
Title: Re: [0.95.1a-RC6] The Xhan Empire, version 2.4 Thousand Eyes
Post by: Peplat on January 29, 2022, 09:23:09 AM
Are the horrors compatible with adjusted sector?
If not will you try making them compatible.

they are compatible with nexerelin random sector, I dont know if adjusted sector affects procgen systems but i think it should be fine?
Title: Re: [0.95.1a-RC6] The Xhan Empire, version 2.4 Thousand Eyes
Post by: Sabaton on January 31, 2022, 11:15:35 AM
This boss is what the doritos should have been. Very well done. 8)
Title: Re: [0.95.1a-RC6] The Xhan Empire, version 2.4 Thousand Eyes
Post by: rhubarb on January 31, 2022, 12:50:15 PM
LOVE this mod!

Question about some of the exploration content:
Spoiler
I found the Cronosos frigate, which is very cool! But it doesn't seem to lose speed while phased as hard flux goes up, unlike other phase ships in 0.95.1. Is that intended?

I'm not complaining, but the ship is already incredibly powerful with phase + its system, so I do kinda feel like I'm cheating.
[close]
Title: Re: [0.95.1a-RC6] The Xhan Empire, version 2.4 Thousand Eyes
Post by: mora on February 03, 2022, 05:16:49 AM
The boss ship should not take control of ships with Neural Interface as transferring to them will cause a null crash.
Title: Re: [0.95.1a-RC6] The Xhan Empire, version 2.4 Thousand Eyes
Post by: Superharem on February 03, 2022, 06:53:17 AM
What a cool boss! Brilliant job!
Title: Re: [0.95.1a-RC6] The Xhan Empire, version 2.4 Thousand Eyes
Post by: Algoul on February 04, 2022, 11:14:56 AM
Oh. My. God.

This beautiful horor kill my fleet in 2 minutes after assuming control on my god damn Lanestate Oversslaught dreadnought with highest DPS setup possible. I LOVE IT.

Also this massacre mass missile cast is SOMETHING. My respect man, my deep respect. Powerfull and balanced in same time, this prize now flagship of me.
Title: Re: [0.95.1a-RC6] The Xhan Empire, version 2.4 Thousand Eyes
Post by: Foufoumoro on February 14, 2022, 07:27:40 AM
When it says "prerequisites: captain lvl 30" in the bounty tab, does that mean the game has to be modded for the main character to be above lvl 15 or is it from an older version of the game ?
Thanks for the mod !
Title: Re: [0.95.1a-RC6] The Xhan Empire, version 2.4 Thousand Eyes
Post by: okj on March 31, 2022, 10:02:07 AM
I have a question, is there any other way to obtain the pharrek and kassarek outside of the divine gift bounty?
Title: Re: [0.95.1a-RC6] The Xhan Empire, version 2.4 Thousand Eyes
Post by: Ruddygreat on March 31, 2022, 02:53:32 PM
I have a question, is there any other way to obtain the pharrek and kassarek outside of the divine gift bounty?

yeah, they spawn in xhan fleets normally (wierdly commonly imo lol)
a few pharreks also get spawned as derelicts iirc
Title: Re: [0.95.1a-RC6] The Xhan Empire, version 2.4 Thousand Eyes
Post by: SpaceDrake on March 31, 2022, 06:03:25 PM
Specifically, the Pharrek and Kassarek can spawn as random derelicts within 10 light years or so of the Xhan home system. It's never guaranteed, however.
Title: Re: [0.95.1a-RC6] The Xhan Empire, version 2.4 Thousand Eyes
Post by: SpirituMagno on April 15, 2022, 03:20:43 PM
Hi im having this bug while loading a save:

Code
164976 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Fighter wing with id [Zahkhan_Wing] not found for faction [player]
java.lang.RuntimeException: Fighter wing with id [Zahkhan_Wing] not found for faction [player]
at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.verifyFactionData(CoreLifecyclePluginImpl.java:462)
at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.verifyFactionData(CoreLifecyclePluginImpl.java:440)
at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.onGameLoad(CoreLifecyclePluginImpl.java:425)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.LoadGameDialog.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.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)
Title: Re: [0.95.1a-RC6] The Xhan Empire, version 2.4 Thousand Eyes
Post by: Network Pesci on April 24, 2022, 12:45:26 PM
Just got back into StarSector after a long hiatus when somebody told me Blackrock had been resurrected.  On impulse, I grabbed some random faction mod I'd never seen before because that same somebody told me this mod had a boss fight in it that would "make the vanilla bosses look like Barney the Dinosaur's Happy Story Fun Time" if I recall correctly.  Now that I've actually beaten that fight (and it took four tries in-game years apart before I managed it) I'd say I get more of a Spongebob teamed up with the Muppets vibe than a Barney thing, but different strokes I guess.

This isn't an issue with your mod, specifically.  "VANILLA BALANCE" is something that has changed significantly since StarFarer took place in Corvus only.  What even is "vanilla balanced" these days?  Vanilla used to have three distinct tech levels, now besides Low, Mid, and High, it has Tech Level Zero and Tech Level 4+.  Vanilla isn't vanilla balanced no more, now that you can get a handful of Redactoid tech at level 3 from the secret location that's not secret after your first campaign playthrough.  It's just a question of which exact imbalanced modtech weapons am I going to outfit my starter Wolf with before I even find a ship without D-Mods I can afford.  So my point is, I don't sweat vanilla balance as much as I used to.  Blackrock used to be barely vanilla balanced if you considered it the fourth tech level, the Zero Hour to vanilla's Generals.  The "Dart SRM" used to be controversial, an 8 OP small missile with regenerating ammo that could do (slight) actual damage, but in an era where you can get those regenerating antimatter warheads for the same price, why would it matter?

For that matter, why is this weirdo blathering on about Blackrock in the Xhan topic?  I'll get to that.  I mean something nice by it, honest.  My idea of vanilla balance was forged in an era when it was decided vanilla ballistics wouldn't be overpowered with unlimited ammo.  So when I see something like the Velhoun or the Pharrek (both of which I got free as salvage from watching random battles between Xhan and another faction) it raises my eyebrows a little.  Here, have something that's kind of like a Hyperion and kind of like an Imaginos but better than either, for free.  Okay, if I must.  Here, have this momma ship that has babies every month for 300 Organics and the babies are phase frigates that come with a frickin' Kobraz blaster for free.  All right, if you insist.

The special bounties were neat, but I have a couple of notes.  Insofar as I have ANYTHING negative to say about this mod, it's right here.  The one with the big battleship (which turned out to later be instrumental in beating the final final boss) was a great fight, but I think the bounty could make it clear that completing this bounty will turn you hostile to the entire Xhan faction.  It warned me once I was about to fight the guy, but that was after I had trekked 30 light years across the galaxy with a fleet of capitals.

Also, this isn't a huge issue either, but the other bounty, with the missile destroyer, the Vukan(S) I think it was, the actual boss ship itself had basically no influence on the battle.  I don't know if it matters at what level I take the bounty, but when I did the fight, that bounty had a couple of capitals along, so that bounty fight was a capital fight.  I think it would be way more fun as a 80 grand bounty I could reasonably expect to encounter at level 5 thinking I'm hot stuff because I just got a Medusa with a Kobraz in one mount and a Disintegrator in the other and I finally upgraded out of the tutorial Hammerhead(D).

Other than those two minor quirks with the bounties, I like everything about this mod.  Xhan is fun to battle against, I like the sense of history their fleet has (three tech levels, but slightly different than vanilla's tech levels), and their look is distinctive but fits well into the existing universe.  Pamed are so... friendly compared to most of the vanilla factions, I'm uncomfortable with there being nicer guys in the sector than me because they make my faction look bad.  Lookit these guys, all caring about the value of human life and stuff.  I just want to give them a hug, except they're so rewarding to have as enemies.  My favorite of the Pamed ships, whether to fight against or alongside, is that fat cruiser.  Learning how to actually hurt that thing was a crucial step in the process of figuring how to fight the final final boss.

And finally, that final final final boss.  Man, that thing is awesome.  There are some crucial moments of critical ownage that resonate forever through the life of any gamer.  You remember your great victories, but great defeats are part of an epic story too.  Back in the pre-internet era when Mortal Kombat 4 just came out at the local pool hall, and it looked for a few minutes like Network Pesci might be the first guy in the county to get all the way to Shinnok and win the game but NOPE QUAN CHI JUST RIPPED HIS LEG OFF AND BEAT HIM WITH IT HOLY **** DID YOU SEE THAT GUYS!?!  Dude I still had three quarters in my pocket but after that the one and only course of action, it's like calling Keanu Reeves Bill, the only thing to do is walk away with your head hung in shame.  Or that last time ever I tried playin Subnautica in hardcore mode back in early access and the damn Reaper glitched through my base and ate me while I was cooking dinner, or when you open the puzzle box in Door In The Woods and the guy that comes out of it not only isn't playing a turn based game but also doesn't care if you start a new game he's not done playing.  Well, now there's the first and second times I fought Thousand Eyes, not only is this thing the ringmaster of the Itano Circus he's Deebo out of Friday all like, THAT'S MY QUAD TACHLANCE PARAGON PUNK!  And I'm like, uh, yessir, I didn't mean nothin by it, it was like it was both of ours but we was just keepin it in my hangar, but also on the other hand I AM DOCTOR STRANGE PUNK AND DORMAMMU I HAVE COME TO BARGAIN!  Whatever crazy unbalanced BS you can pull off, I can save and load my game.  And yes, unbelievably, when you salvage it it comes with its crazy unfair mod powers intact.  This thing is the best overpowered post-game chain-soloing Ordos machine ever.  I'm going to name it Star-Spawn of SHODAN and make the Luddic Path write another entire holy book about how I'm the Devil himself perched on Cthulhu's shoulders to make Mecha-Shiva and plus I'm suspected of selling lobsters on the black market.

So anyway the reason I keep bringing up Blackrock is that like Blackrock, every campaign I ever play with mods from now on is going to include Xhan.
Title: Re: [0.95.1a-RC6] The Xhan Empire, version 2.4 Thousand Eyes
Post by: envenger on June 14, 2022, 05:20:05 AM
What is the lore behind the prime divination items? Thry said it has been made by AI, is there some lore behind it or quest you plan to add?
Title: Re: [0.95.1a-RC6] The Xhan Empire, version 2.4 Thousand Eyes
Post by: Maelstrom on July 20, 2022, 04:07:07 PM
are these going to be added to the mod? (https://d.furaffinity.net/art/dtstat/1645416503/1645416503.dtstat_astrst.png)
Title: Re: [0.95.1a-RC6] The Xhan Empire, version 2.4 Thousand Eyes
Post by: Big Bee on July 22, 2022, 04:32:45 AM
are these going to be added to the mod? (https://d.furaffinity.net/art/dtstat/1645416503/1645416503.dtstat_astrst.png)

what?
Title: Re: [0.95.1a-RC6] The Xhan Empire, version 2.4 Thousand Eyes
Post by: Warnoise on September 20, 2022, 11:29:59 PM
I've never played with xhan tech ship but I saw them fighting a remnant fleet and they absolutely got decimated by a fleet that is almost half their dp.

One Radiant almost soloed a whole fleet worth of xhan tech ships :/

Are they as weak as they seemed?
Title: Re: [0.95.1a-RC6] The Xhan Empire, version 2.4 Thousand Eyes
Post by: Scythe on September 21, 2022, 10:11:20 AM
Yeah I love their aesthetic and lore. The missiles, medium and large weapons are great but they seem to lack something but I cant place my finger on it

Title: Re: [0.95.1a-RC6] The Xhan Empire, version 2.4 Thousand Eyes
Post by: vok3 on October 12, 2022, 08:55:40 AM
When I start a game as Pamed (usually I pick the combat - large start, with the destroyer) about half the time my starting contact lists fine in my contact list but is not present in the comms screen on the planet where it claims he is.

So far my workaround for this issue has been to just restart until I get a contact who is actually there.

edit: having just poked at this a lot more, it looks like if I take the destroyer start, this ALWAYS happens [edit2: not always, see below], and if I take the freighter start, it NEVER happens.  I also notice that at Oka, the comms panel has 6 Pamed staff including a Quartermaster and Administrator, whereas at Pamed itself there are only 4 people including the generalissimo himself, and no quartermaster or administrator - and the military contacts I've been given tend to be those two positions.  So maybe something is being done to the list of people at Pamed that somehow is hiding the NPCs that are being chosen for the player's contact.

edit2: After trying the destroyer start enough time I got a contact who was the station commander.  That worked.  Talking to the station commander got me the "do you have any work" prompt.  But definitely, quartermaster / administrator contacts are not working.
Title: Re: [0.95.1a-RC6] The Xhan Empire, version 2.4 Thousand Eyes
Post by: seig_ooga on October 27, 2022, 10:09:37 PM
Love this mod, its my favourite out of all the faction mods ive played with. Especially love the mind control ship, ive never seen anything like it. Good work mr modder <3
Title: Re: [0.95.1a-RC6] The Xhan Empire, version 2.4 Thousand Eyes
Post by: ebolamorph on October 29, 2022, 10:16:03 AM
How do i summon all the weapons for the thousand eyes through the console
Title: Re: [0.95.1a-RC6] The Xhan Empire, version 2.4 Thousand Eyes
Post by: ebolamorph on October 29, 2022, 04:48:53 PM
I will try to replicate this when i get home from work. I wanna try this
Title: Re: [0.95.1a-RC6] The Xhan Empire, version 2.4 Thousand Eyes
Post by: Big Bee on October 30, 2022, 04:00:16 AM
How do i summon all the weapons for the thousand eyes through the console

You should be able to use the "list ships" command, and that should give you options to add in the base hull, or a variant with the weapons. Alternatively, if you remember the weapon name you could use "list weapons" to find the ID in case the ID name isn't the same as the display name
Title: Re: [0.95.1a-RC6] The Xhan Empire, version 2.4 Thousand Eyes
Post by: Jonass on November 12, 2022, 07:31:22 AM
Hi, i love these ships. The design is kind of unique and they add a special distinct cultural feeling about it all.

I really appreciate your effort with this.

Title: Re: [0.95.1a-RC6] The Xhan Empire, version 2.4 Thousand Eyes
Post by: CHIKEN on January 11, 2023, 02:51:53 PM
Just thought I would throw out a thank you, this mod is great.  I've ran it once before a year or so ago and the aesthetic is entirely unique alonside the guns as well.  One can tell a lot of effort went into this, it shows. 
Thank you.

And it's nicely balanced in the sector!
Title: Re: [0.95.1a-RC6] The Xhan Empire, version 2.4 Thousand Eyes
Post by: Fonfon on January 14, 2023, 01:24:23 AM
Question: if I'm not starting as one of Xhan empire who would me Contact to start building rerations with them?
Title: Re: [0.95.1a-RC6] The Xhan Empire, version 2.4 Thousand Eyes
Post by: Ruddygreat on January 14, 2023, 02:56:17 AM
Question: if I'm not starting as one of Xhan empire who would me Contact to start building rerations with them?

they don't have any special contacts to give you an easy in, you'll have to do bar missions until the game descides to give you one
Title: Re: [0.95.1a-RC6] The Xhan Empire, version 2.4 Thousand Eyes
Post by: SpaceDrake on March 15, 2023, 02:47:57 AM
I hope you're doing okay, Peplat. I managed to find you once on Twitter, but haven't done so since (as I was dumb and didn't follow you). Take all the time you need to do things, both with the mod and in real life, but this is a favorite mod of mine and some of the things you were demoing on Twitter looked super neat.

Above all, I just hope you're doing okay.
Title: Re: [0.95.1a-RC6] The Xhan Empire, version 2.4 Thousand Eyes
Post by: Junker99 on March 16, 2023, 01:51:05 PM
An interesting mod so far but what the hell is up with the mind control ships they are literally untouchable I got jumped by one at the far end of the sector and it mind controlled my fleet. It could not be harmed. How do you /kill/ it?
Title: Re: [0.95.1a-RC6] The Xhan Empire, version 2.4 Thousand Eyes
Post by: Deageon on March 17, 2023, 10:20:32 AM
An interesting mod so far but what the hell is up with the mind control ships they are literally untouchable I got jumped by one at the far end of the sector and it mind controlled my fleet. It could not be harmed. How do you /kill/ it?

Haven't done it personally, but I feel like a chaff force of "disposable" frigates for it to focus it's mind control on would likely help your other ships last longer. Plus, it can't directly take control of a ship you pilot yourself, it just overloads you for a bit. Hit it with a superfrigate or something.
Title: Re: [0.95.1a-RC6] The Xhan Empire, version 2.4 Thousand Eyes
Post by: Ruddygreat on March 17, 2023, 10:50:06 AM
I did it myself and it was fairly easy, I'd had like 4 kassareks dumped on me by RNG so I sent them in first, then deployed the rest of my fleet with an eliminate order on the ship itself.
Most of my ships did end up dying, but I managed to finish the ship off in an occuklop by just holding forwards & firing the builtin when possible.
Title: Re: [0.95.1a-RC6] The Xhan Empire, version 2.5 Gramada
Post by: Peplat on March 19, 2023, 05:58:43 AM
UPDATE 2.5 Gramada
Download (https://drive.google.com/u/0/uc?id=1J7Rmg8O_tpt75Uxwxoutbwuq5U3950KN&export=download)
(https://i.imgur.com/iTw6HjQ.png)

Apologies for the long wait for a new update, just a bit of content but hopefully something you will enjoy! Hope to get new updates out a bit more frequently! Thank you everyone for the kind words you had for me in the interim between updates, I cant respond to them all but I read and appreciate all of it so please feel free to leave your thoughts!


-Added new ship Gramada
-Adjusted minor weapon damage values
-Reduced Pharrek DP
Title: Re: [0.95.1a-RC6] The Xhan Empire, version 2.5 Gramada
Post by: SpaceDrake on March 19, 2023, 06:10:53 AM
Allow me to simply say:

POG POG POG POG POG POG POG!

Glad to hear you're doing okay, Peplat. And oh my god the final Gramada is just gorgeous, in that Xhan-y way.
Title: Re: [0.95.1a-RC6] The Xhan Empire, version 2.5 Gramada
Post by: Dadada on March 19, 2023, 06:12:20 AM
>-reduced Pharrek dp cost from 35 to 25
 ;D
Juicy. Thank you for the update!
Title: Re: [0.95.1a-RC6] The Xhan Empire, version 2.5 Gramada
Post by: Ruddygreat on March 19, 2023, 08:47:12 AM
ALL HAIL THE MIGHTY T U B E!
Title: Re: [0.95.1a-RC6] The Xhan Empire, version 2.5 Gramada
Post by: Deageon on March 19, 2023, 10:16:07 AM
THE TUBE AND Pharrek DP cost downturn? Holy ***, it's Christmas! Glad you're still kicking, this is still one of the mods I can never do without.
Title: Quoth the Hornet, "Git Gud!"
Post by: Network Pesci on March 19, 2023, 12:18:22 PM
I hope this update is save-compatible, I just started a new campaign yesterday and I don't really want to restart, but the lure of new Xhan...

Peplat, you said you probably won't respond, but you'll read it.  I want you to know that Thousand Eyes is in my top ten unfair optional final extra-final bossfights in all of videogames.  Just the right amount of FEELING unfair and impossible while actually being doable once you approach it with the right mindset.  Doesn't take three hours IRL like Ruby Weapon or The Reaper, keeps being a challenge once I can reach the controls without a stepstool unlike Zaxxon or Sinistar.  An obscure free mod for a videogame and it stands proudly with Sword Saint Isshin or The Radiance in the list of all-time memorable bossfights.
Title: Re: Quoth the Hornet, "Git Gud!"
Post by: Peplat on March 19, 2023, 03:30:18 PM
I hope this update is save-compatible, I just started a new campaign yesterday and I don't really want to restart, but the lure of new Xhan...

Peplas, you said you probably won't respond, but you'll read it.  I want you to know that Thousand Eyes is in my top ten unfair optional final extra-final bossfights in all of videogames.  Just the right amount of FEELING unfair and impossible while actually being doable once you approach it with the right mindset.  Doesn't take three hours IRL like Ruby Weapon or The Reaper, keeps being a challenge once I can reach the controls without a stepstool unlike Zaxxon or Sinistar.  An obscure free mod for a videogame and it stands proudly with Sword Saint Isshin or The Radiance in the list of all-time memorable bossfights.

Thank you, I really appreciate it! I am glad you enjoyed the boss fight so much, it was a lot of work with Xaiier getting the mind control system to work and all the special effects to make the ship special!

I haven't tested save compatibility extensively so you might just have to try it out and see what happens
Title: Re: [0.95.1a-RC6] The Xhan Empire, version 2.5 Gramada
Post by: Buggie on March 19, 2023, 04:38:46 PM
oh my god best mod got updated thank you so much peplat
Title: Re: [0.95.1a-RC6] The Xhan Empire, version 2.5 Gramada
Post by: Dadada on March 20, 2023, 03:05:29 AM
I tested the new long boyes from Xhan and Mayasura for a bit, they did well. :o 8)
https://www.google.com/search?q=not+bad+meme

E: https://fractalsoftworks.com/forum/index.php?topic=25460.0
https://fractalsoftworks.com/forum/index.php?topic=21538.0
youtube.
com/watch?v=UTbVzx3PYcg&t=147s

:D
Title: Re: [0.95.1a-RC6] The Xhan Empire, version 2.5 Gramada
Post by: Network Pesci on March 25, 2023, 09:55:08 AM
I'm having a weird bug with Pamed.  I just started a new campaign with ONLY Xhan to make sure it's not a strange mod interaction, and the problem persists.  Pamed is friends with everyone and enemies to no one.  They're so nice, they're not even hostile to pirates when the pirates are attacking them.  This means that Pamed will offer bounties due to pirate activity, but the player can never collect on the bounties.  Destroying pirates in Pamed's system with a bounty active doesn't earn the player any money, because Pamed doesn't consider the pirates an enemy.
Title: Re: [0.95.1a-RC6] The Xhan Empire, version 2.5 Gramada
Post by: organicmeme on March 25, 2023, 07:48:17 PM
Love the mod's aesthetic and lore. For some reason it reminds me of og Doom. I can see myself walking through the big, industrial, nostromo-like corridors of these ships killing demons. Only problem with the mod is that most ships seem REALLY weak, especially in the flux department (both capacity and vents).

The guns are very interesting and satisfying (unlike some other mods which just recycle vanilla guns like Hivers) but they're flux hungry and not very long ranged. Apart from the new Gramada, none of the other mainline ships can reliably kill a ship of the same size category, no matter how they're equipped (if they're all weapons from this mod).
Title: Re: [0.95.1a-RC6] The Xhan Empire, version 2.5 Gramada
Post by: Dadada on March 28, 2023, 12:50:29 AM
I played around with the long boy and I like it. I think
Spoiler
emergency repair
[close]
evens out the playing field concerning low tech vs high tech @sustain, by that I mean the ability to take punishment over a long time and still keep fighting since LT folds once the armour is done. I really f*ing like it, infact I think some more LT ships should have that ability!
Also: Praise the long boy, 10/10 addition. :D Thank you for the mod and the patch, I wish ya a pot of gold, stay healthy.
Title: Re: [0.95.1a-RC6] The Xhan Empire, version 2.5 Gramada
Post by: Big Bee on April 08, 2023, 12:16:54 PM
oh my god! it is here!!
Title: Re: [0.95.1a-RC6] The Xhan Empire, version 2.5 Gramada
Post by: DHuangy on April 09, 2023, 11:18:35 AM
I think you would be revered as a god if you manage to put out a hullmod with emergency repair on it.
Title: Re: [0.95.1a-RC6] The Xhan Empire, version 2.5 Gramada
Post by: Martinsuki on April 17, 2023, 04:50:50 PM
How are you guys using the Gramda? im finding it kind of weak compared to other way less DP cost ships, already tried a bunch of fittings and in different fleet comps but i can't make it work
Title: Re: [0.95.1a-RC6] The Xhan Empire, version 2.5 Gramada
Post by: SpaceDrake on April 17, 2023, 08:31:03 PM
It's a long-range bombardment broadside ship. Try fitting it a bit like a conquest: the really heavy stuff down the spine (probably leaning kinetic to help the XL explosive turrets), some additional shtirs or other long-range smalls (with a few "forward" PD guns) on one side, and a huge rack of point defense on the other side. Keep stuff at range as best you can and just mow stuff down in your wall of fire.
Title: Re: [0.95.1a-RC6] The Xhan Empire, version 2.5 Gramada
Post by: Guardsmen83 on April 27, 2023, 09:48:26 PM
this mod is so cool im not playing the faction but im trying to scoop all tech i can as fast as i can

edit can we have the big guns on the dreadnaught as large mount those animations are too good to just be on that one ship
Title: Re: [0.96-RC6] The Xhan Empire, version 2.51 Gramada
Post by: Peplat on May 08, 2023, 12:39:34 AM
UPDATE 0.96 2.51 Gramada
Download (https://drive.google.com/u/0/uc?id=1J7Rmg8O_tpt75Uxwxoutbwuq5U3950KN&export=download)

compatibility update for the new patch, some minor balance changes and a new weapon! how fun!!!!!

-Syr reload reduced from 6 to 5
-Tsebrek HE damaged increased from 80 to 90
-Palik now deals an additional 5 HE damage
-Ugol now deals an additional 5 HE damage
-Hezek now deals an additional 20 HE damage
-Hezek flux cost 65 to 55
-Szar flux reduced from 80 to 40 per second
-Cheborog and Cheborog(c) shield EFF 1.1 to 1
-Olkzan and Olkzan(c) shield EFF 1 to 0.9
-Added weapon: Shtral
Title: Re: [0.96-RC6] The Xhan Empire, version 2.51 Gramada
Post by: Network Pesci on May 08, 2023, 12:58:31 AM
Good Ludd, that was quick.  Heads up, the MagicLib link in your first post goes to an outdated version.  The current version of MagicLib is in a new topic:

https://fractalsoftworks.com/forum/index.php?topic=25868.0
Title: Re: [0.96-RC6] The Xhan Empire, version 2.51 Gramada
Post by: Peplat on May 08, 2023, 01:02:27 AM
thanks for the heads up, updated the link
Title: Re: [0.96-RC6] The Xhan Empire, version 2.51 Gramada
Post by: sziklamester on May 08, 2023, 02:57:51 AM
I am glad this mod works again!
Title: Re: [0.96a] The Xhan Empire, version 2.51 Gramada
Post by: SpaceDrake on May 09, 2023, 12:16:23 PM
Just want to add a "hell yeah" to the pile. Great to see Xhan updated so quickly!
Title: Re: [0.96a] The Xhan Empire, version 2.51 Gramada
Post by: Guardsmen83 on May 09, 2023, 01:28:17 PM
Just want to add a "hell yeah" to the pile. Great to see Xhan updated so quickly!

hey space what to you use on your xhan battleships?
Title: Re: [0.96a] The Xhan Empire, version 2.51 Gramada
Post by: SpaceDrake on May 09, 2023, 02:10:27 PM
For the Gramada, I tend to fit it like a Conquest: one side devoted to broadsiding (so mostly Shtirs or other long-range kinetics, along with a bit of PD, to back up the XL HE turrets) and the other devoted mostly to PD with a little bit of ranged firepower in case it needs to take over main-facing duty in player control. The Panrelka is usually a mix of kinetic/HE guns to let it go beat stuff up as it runs around.

The Occuklop? Fit all the damn plasma weaponry you can. 8) Green makes Xhan hit harder.
Title: Re: [0.96a] The Xhan Empire, version 2.51 Gramada
Post by: Guardsmen83 on May 11, 2023, 09:39:19 AM
For the Gramada, I tend to fit it like a Conquest: one side devoted to broadsiding (so mostly Shtirs or other long-range kinetics, along with a bit of PD, to back up the XL HE turrets) and the other devoted mostly to PD with a little bit of ranged firepower in case it needs to take over main-facing duty in player control. The Panrelka is usually a mix of kinetic/HE guns to let it go beat stuff up as it runs around.

The Occuklop? Fit all the damn plasma weaponry you can. 8) Green makes Xhan hit harder.

thanks space i wanna try a run with this faction looks alittle hard  no capital tankers or freighters   which plasma do you use? xhan ones?
Title: Re: [0.96a] The Xhan Empire, version 2.51 Gramada
Post by: Tigasboss on June 01, 2023, 05:13:14 AM
is it possible to install only the xhan part? without the other ships and factions?
Title: Re: [0.96a] The Xhan Empire, version 2.51 Gramada
Post by: CountV on June 28, 2023, 10:51:27 AM
Kind of a minor thing, but the Pamed Drover is still the 0.95.1 version's with reserve deployment(except with 0.96's stronger reserve deployment system) and lacking the B-deck hullmod, so it performs quite differently than just being "Base Drover plus Recovery Shuttles" that it's described as.
Title: Re: [0.96a] The Xhan Empire, version 2.51 Gramada
Post by: HELMUT on August 20, 2023, 11:25:49 AM
With the Starsector update, i feel it was a good occasion to dip my toes once more into the sector. After some fooling around with vanilla, i craved some mods and Xhan has caught my attention for a while. I played the faction for a fairly long campaign and i feel it's time for some write up.

I began this campaign with a fairly limited knowledge of Xhan, mainly from occasional encounters during previous playthroughs. I expected to fly some big, brawny brutes with more armor plates than good sense. Lining them up in neat, quasi static, battle lines. Space Napoleonic wars you could say. And while I did get that to some extent, there was more to it than just that.

Xhan is a weird faction with more than meet the eye, it took me a while to properly get it. You get the very pedestrian first generation vessels that lives by the doctrine "front toward enemy, and hope the armor holds". However, as you progress to the second and third generations, the combat philosophy starts to muddle and you're left with puzzle pieces that don't quite fit together.

So today i'll write about how i tried to solve that puzzle.

I began my campaign as the captain of a small Xhan patrol force. A pair of frigates and a destroyer. I tried to only make use of the faction's ships and weapons, with a few exceptions. Also i didn't felt like using SO for this game.


Among these frigates was the Boulo support class. I only had a few of these for this whole campaign and i never could find them a proper role in my fleet. It's the cheapest way to field something with a medium missile mount. Unfortunately, i can't say i fell in love with Xhan's missile weaponry. Things like the Bloz and Syr lacked impact from my experience. Sharik torpedoes did have impact but lacked sufficient ammo. The Luzna heatseeker is the only missile from the faction that i really used in this campaign. It's an expensive but reliable Salamander, an easy way to pin down an agile opponent. My Boulos ended up as Luzna launching platforms to support my heavier ships. Granted, the Boulo can be outfitted with ballistic weaponry as well if you don't like missiles. In hindsight, it could made for a neat shtir platform. But then, it's suddenly competing with another Xhan frigate, one i ended up liked quite a bit more.


The Oiehou-M1 heavy frigate. Or what if the Centurion was actually good. A cheap, sturdy little ship with a damper field, top of the line peak performance duration, a 360° hybrid medium turret. The ideal choice for a scout, fast enough for capturing combat objectives and tough enough to contest said objectives against another frigate. Makes for a pretty solid escort ship to boot.

The Oiehou is however quite starved for OPs, especially if you want premium weaponry. My first few of these were armed with Ugol plasma spitters, which were... Alright i suppose. Later on, all my Oiehou were outfitted with Ion Beams instead, providing valuable support at a safe range for my bigger ships. Even during late game when facing the really mean things lying in the outer rim, the Oiehou still had a firm place in my fleet.


The destroyer i started with was an Olkzan(C) carrier. I did not enjoyed Xhan carriers all that much. Not that the carriers are bad – they're alright, I guess. The Olkzan(C) for exemple is cheap to deploy, reasonably well armored and isn't as OP starved as the Condor.

No, my issue with Xhan's carrier doctrine comes from the limited fighter crafts available to them. They don't have interceptors, which is something i really wish i had when I faced the Persean League. Their fighters tends to be quite pricy and underwhelming. I did occasionally use the Palka attacker for its good speed and long range when i needed reinforcement that could immediately participate to the battle. The Zahkhan is... I don't know, I have no idea what i'm supposed to do with that thing. The Schnerk bomber was a good surprise though, and helped me get through early game. Unlike other bombers that often necessitate escorts to deliver their payload, the Schnerk is very capable of doing the job by itself. Thanks to its heavy armor, only mass point defense fire can bring it down, and once its Gorel plasma projector fires, the projectile cannot be intercepted. All of this makes the Shnerck a very reliable way to deliver heavy ordnance against tougher opponents. Don't expect it to catch a frigate though.

Now that i look back on it though, i noticed the Palka do have some really damn high HE DPS. Maybe i was missing on something not using them more.

All in all, i did not ended up using carriers all that much. I still had a few Olkzan(C) in reserve for emergency deployment just in case, but they rarely saw action.


Speaking of carrier, i managed to salvage a Velloun very early in my campaign. While technically not Xhan tech, it still comes with the mod, so I used it for some time. I don't have much to say on it, i used this carrier as a drone factory to spit out Hassak phase frigates, which in turn i used as distraction/frigate hunters. Nonetheless i ended up mothballing the plastic ships in favor of more Xhan stuff. I only faced those as derelicts to be recovered, but i think it would be neat if there were enemy fleet of those the player could encounter during exploration.

Speaking of the Hassak, there's a typo in the description "Able 'to' bring significant energy firepower".


My first purchase was the classic Olkzan heavy destroyer from which the Olkzan(C) is derived. As its designation implies, the Olkzan is an armored brute geared for frontline duty. I have a conflicted opinion for this one. On one hand, it's tough as nail and comes with a large hybrid turret, the ideal candidate for an artillery piece or a brawler. On the other hand, it's fairly expensive to field at 13 DP, and is really starved for OPs. You have to sacrifice either firepower, point defense, hullmods or flux stats to make it work. It doesn't help that Xhan's armory tends to be on the pricier side when it comes to OPs. In theory I wanted to use them like pseudo Enforcers, in practice, they felt more like slow Sunders. Good at long range slugfest, but faltered surprisingly fast in a messy brawl.

I did use the few Olkzan i bought for as long as they survived, but did not bother salvaging their derelict when they fell in battle. In hindsight, i probably would have better success with cheap vanilla weapons like hellbores and autocannons.

While i'm talking about this ship, i have to mention its other variants, the (E)xport model in particular. It seems strictly to be an inferior version of the original or am i missing something? The pirate variant at least bring something different, but the (E) model is just... Dare i say bloat content? That critique does also applies to the Ennik(E).


In the same category, i also got the Cheborog-Z1 heavy cruiser. A ship that seems to follow a similar doctrine to the Olkzan, but bigger. This also ended up being my biggest disappointment for this campaign.

The Cheborog is a magnified evolution of its Domain counterpart, the Dominator. Further focusing its design with heavier armor and frontal firepower. It also come with obvious weaknesses, like terrible mobility and a distressingly narrow shield that fails to cover its elongated profile. If there's one ship that screams "flank me!" it's the Cheborog. Just like the Olkzan, the heavy cruiser performs fairly well in a long range artillery battle, but anything that can come closer will be able to outmaneuver and tear it apart, heavy armor or not.

While i could have put some more effort in properly escorting my cruisers, i couldn't look past the expensive 28 DP deployment cost. At such price, i needed something reliable that could perform on its own.


Completely different yet similar, the Cheborog(C), the carrier conversion of the heavy cruiser, also ended up in my fleet. Pretty well armed for a carrier, although it lacks the flux dissipation to make use of those 3 ballistic turrets. Which doesn't matter because it rarely reaches the front line in time. It's a frustratingly slow ship that takes an eternity and a half to get where you want it. Once (if) it gets there though, it can unleash quite a bit of damage if you combine its Targeting feed system with Schnerk bombers. While the Cheborog(C) performed admirably in its time in my fleet, i had to strategize everything around it so it could use its bombers. That would severily limits my options in battle.


The final nail for my Cheborog(C) came when the Xhan emperor decided to p*ss off its neighbor, the Persean League. The League, with its tendency to favor stand off engagements and missile spam, made my life miserable. Pegasii and other missile boats preferring to stay out of range of my heavy weapons, they would slowly grind me down at a safe distance while i had no mean to intercept those laser missiles with conventional point defense. Bombers neither had the speed nor the range to get there in due time either. I needed a solution.


The Panrelka battlecruiser became that solution. It's an unusual Xhan ship. Despite its robust appearance, the Panrelka is very fragile, with low hull, armor and flux capacity. On the other hand, it is absurdly fast, even more so than most cruisers. Its weapon layout is a bit on the light side, although it's compensated by its very generous arcs, meaning it can bring to bear most of its guns regardless from where you're trying to approach it. On top of that, it's fairly inexpensive for a capital ship at only 35 DPs, so it's fairly easy to deploy a handful of these. It's finally what i wanted, a reliable front line ship that unexpectedly relies on kitting rather than tanking. With auxiliary thrusters and the appropriate officer skills, it can backpedal at full speed in a blink.

But how is it gonna help me against the Persean league? Well, the Panrelka does have some exceptional EMP flare system that can home in on targets, a bit like the Ziggurat's motes. Even distant beam missiles favored by the League will get intercepted by these. Stand off tactics won't work very well either, especially against a ship that can close the gap as quickly as the Panrelka can. I relied heavily on hardened shields and high capacity to buy them the time to retreat from a disadvantageous engagement. They don't really have good shield and flux capacity to begin with, but i felt it was better than trying to tank with their meager armor. Of course, they could still get surrounded and immobilized, but that's what my Oiehous were here to prevent.

This battlecruiser became the workhorse of my fleet, carrying me to victory until the very end of this campaign. Here's what my Panrelkas looked like by the end of it.

Spoiler
(https://i.imgur.com/yFIfiU5.png)
[close]

With 3 S-mods, you can even get some pretty decent flux dissipation. Also, yes, HVDs, i did not like the medium Shtir autocannon. It's a more expensive yet worse alternative. Better turning speed and slightly higher DPS are not worth the inconvenience of lower damage per shot, lower accuracy and no EMP. As for the rear Luzna, i wasn't sure about it, but it does mess with enemy movement so why not.


The Ennik cruiser was the forgotten ship of this playthrough, being overshadowed by the Panrelka. I only had two or three of these in total, and i mostly kept them in reserve. As such, i don't know much about this ship. Now that i look at it though, i guess it makes sense i wasn't very interested. At 20 DPs, its stats are extremely underwhelming, especially if you compare to something similarly priced like the Eagle. Yes, it does have Xhan EMP flares, a pretty good system, but that's it. So yeah, i'm not impressed by the egg.


I acquired a few Kassarek frigates to escort my fleet, but I didn't retain them for long. The Kassarek is a Monitor that relies on special armor rather than fortress shield. It's also covered in PD beams. It's a very good escort ship as it refuses to die. It's also a terrible escort ship as it costs as much as a destroyer to deploy. The Oiehou in my fleet could perform the same role well enough for a fraction of the DP. Sure, there are some things in the sector that an Oiehou won't tank but a Kassarek will, but these things are rarely fast enough to catch my battlecruisers anyway. To the storage it goes !


I attempted some experimental fire support tactics with the Doskan missile destroyer. It's a frigate masquerading as a bigger vessel. It's cheap and overall very unimpressive, but it does come with a large missile hardpoint. Again, i did not experiment a whole lot with this one as i did not liked Xhan missiles. Both the Bloz and Syr felt anemic and too short ranged for the very vulnerable Doskan. I thought about using some vanilla missiles like the Squall or Hurricane, but i couldn't find them in sufficient numbers. Moreover, i was getting toward the endgame at this point and i had to be picky on what i decide to deploy in battle.


At this stage of the game, I was still without a suitable flagship. I was piloting a Cheborog(C) with Operation Center, taking a hands-off approach to direct combat and instead overseeing the battlefield from afar. It was getting a bit stale though, and i wanted to get some action. I did choose the Occuklop for my next flagship.

The Xhan battleship is quite peculiar; no other ship in my fleet underwent as frequent mothballing and recommissioning due to my fluctuating opinions on it, shifting between appreciation and frustration. On one hand i now have a battleship with exceptional armor and heavy firepower (despite the unusual weapon layout). On the other hand, i wasn't sure how this slow and expensive thing would fit in my current combat strategy. In the end, i opted for something similar to the "Decimator" variant, albeit with fewer missiles and relying only on the built-in Decimator cannon and Stolbs for HE damage. As i did not had many combat skills yet, i opted for a long range build rather than getting into the thick of it and risk losing my flagship. That's one reason why i used Stolbs instead of more classic HE weaponry.

Let's talk about the Stolb, shall we? It's a capricious weapon to use. The projectiles's explosion is set on a timer instead of collision. That makes it utterly worthless, even dangerous, to use it at close range. When fired at long range however, there's fewer risk of the canister bouncing uncontrollably. And even if it does, the incredibly large AOE still ensues damage will be done. I found the Stolb to be most effective when fired at targets just a little bit beyond its effective range. Obviously, it's much more reliable when used by the player but i still managed to make it work with the AI. For a time, my fleet rocked a pair of Occuklops, the only ship i somehow managed to make the Stolb function with. Placing the Stolb in the same weapon group as a longer range weapon, say, a shtir autocannon, i found that the Occuklop would prematurely fire with the Stolb so that its ordnance would reach the target at the very end of the timer. According to the detailed combat results mod, Stolbs ended up dealing the most damage of any weapons for my AI battleship. One thing i found funny : the Stolb canister is not destroyed when colliding with a missile, the two merely bounce against each others. The League's Dragonfire torpedoes spinning uncontrollably after bumping on a Stolb bomb ended up being an unexpected practical point defense tool.

Alas, i couldn't make it work well on other ships. Which is sad because at the time i entertained the idea of a combat doctrine with the goal of achieving  "maximum Stolb" (https://i.imgur.com/LV1RkhS.jpeg) and saturate the battlefield with explosive. Oh well. Maybe one day i'll try that coupled with the SCY singularity torpedo.



After spending a little while flying the Occuklop, i decided to try something a bit bigger. The Gramada dreadnought became my new flagship for a time. The Xhan dreadnought is fairly similar to the Invictus in its function. It's a giant brute of a ship combining extraordinary endurance with excessive firepower at the cost of mobility and maintenance. There's a few differences between those two. Unlike its domain counterpart, the Gramada lacks the distributed fire control hullmod that protects the Invictus from EMP spam. Automated repair unit tends to be very useful if you lack the required officer skills or are fighting something with excessive EMP. I once had the misfortune to encounter a Tesseract with a reality disruptor, that was not a pleasant day. On the other hand, with a whopping 420 OPs, the Xhan dread can attempt some pretty creative build that the Invictus can only dream of. An asymmetrical outfit is the most obvious choice. With a whole side left empty or almost, you still have a pletora of OPs to toy with. I like my Gramada to be relatively flux neutral, so they can keep the pressure on whatever is on their side at all time.

Spoiler
(https://i.imgur.com/6oc9NcY.png)
[close]

As you can see, it's very kinetic heavy. I consider the two built-in Gromm batteries to be sufficient for cracking armor, those things makes the hellbore feel like a peashooter by comparison. There's a few hullmods that i consider essential for the dreadnought. Advanced turret gyro allows the Gromm to turn quick enough when re-targeting. ITU because, well, of course you'd need more range. Armored weapon mounts in case you get hit by something that shouldn't have and you need to fight back now. As for the rest, i found these hullmods to be nice but not absolutely necessary. Yes, you can see dual ACs here. The Xhan Shtir is also a very good choice thanks to its monstrous range, but it comes with some pretty noticeable drawback : more expensive, less DPS, more flux... And most importantly i did no had enough of those in storage... Also flak cannons. As much as i love Igols PDs, it's hard to beat the 8 OPs price tag of single flaks.

Strangely, the Gramada do have three composite turrets that can make use of missiles, unfortunately i can't think of a viable reason to use some on a decidedly ballistic oriented vessel. Perhaps legitimizing some missile build for further loadout diversity could be considered in a future update? I think that could be interesting.

As proud as i was of my new flagship, i couldn't really find a good role for it in my fleet. I wasn't hunting many space stations at the moment, something the Gramada excels at. It's also very good with static, defensive tactics, but again that was at odd with the rest of my very mobile fleet. For a while, i used it as an area denial platform, sitting somewhere in the middle next to a combat objective and daring anything to get in range. It worked well at splitting the enemy fleet in two, leaving isolated groups vulnerable to my agile battlecruisers. Still, i wished to do more, so i bought two more Gramadas. My newer strategy revolved around careful positioning, creating crossfire zones between the three dreadnoughts. Herding the enemy fleet into the death field wasn't always easy, but when it succeeded, there's not much that can handle 210 DP worth of dreadnought fire to tell the tale. It doesn't make for very intense piloting though, and after a while I got tired of flying space metallic whales.




At the other end of the spaceship spectrum, i found myself a new toy : the Pharrek-class Vivisector  (https://i.imgur.com/saM55is.jpeg) (now that's a pretty metal title). Obscenely expensive to deploy for frigate, but damn, what a little demon that thing is. The Pharrek's main attribute is its exceptional mobility thanks to the Divine Jaunt teleporter. That thing can pop up anywhere on the battlefield in a blink and unleash its full firepower on whatever got its attention. A bit like the old Hyperion, but better. As for my personal experience, i went with a dual typhoon build (yes, i dropped all pretense on only using Xhan weapons now) and went hunting for front-shielded targets. With expanded missile racks and missile specialization, that gives you a lot of reapers to deliver, you can vaporise several capital ships before they can even reach the front line with it. Even if you somehow run out of torpedoes before the enemy run out of ships, you can still rely on its built-in weaponry. The Agmad pulse lasers and their stupid burst DPS in particular will tear things apart, although be careful not to overload yourself with those. Oh, and you somehow have destroyer level of peak performance time as well ! Xhan tends to be a bit lacking when it comes to flagship material, the Pharrek definitely compensate for that. It's not even a difficult super frigate to pilot. While i used mine mainly for hunting heavier ships, it can take down pretty much anything thanks to its various built-in weapons.


Somewhat less exciting, i managed to get a few Ubellop phase frigates. After shelving my dreadnoughts and brought back the Panrelkas, i was looking for some "deployment padding" ships and phase ships seemed like an interesting option. The Ubellop is tough, thanks to its damper field, and also come with an uncommon medium hybrid hardpoint. At this point in the late game, a bunch of phase frigates won't have much influence on the battlefield, so i couldn't really say if my Ubellop did well or not, especially since piloting my new flagship demanded all my attention. However i rarely had to salvage their derelicts after a battle, so i suppose they were sufficiently survivable and provided some distraction for the opposing fleet.


While we're speaking about phase ships, i decided to mothball my Pharrek for a bit and instead spend some time with my new object of my affection :  the Ouggom phase cruiser  (https://i.imgur.com/vAp752W.jpeg). I overlooked this one for a long, long time. Always hovering the cursor above its crooked form while shopping but never proceeding to click the 'buy' button. And why would I? That malformed lump of metal probably wouldn't fit in my fleet anyway. And what does the Magnetic Impulse system does anyway? That description of it doesn't explain much, nor does testing it in the simulator. Only after encountering a renegade Xhan fleet with one of these, I finally understood, and bought my next flagship.

The most glaring aspect I initially overlooked about the phase cruiser is its large synergy hardpoint. It's a phase ship that can mount a Cyclone launcher. Plus a Typhoon. Plus two reapers. While the Pharrek definitely had some punch, the Ouggom is on a whole new level of high explosive delivery. I outfitted it as a reaper boat with two Ion Pulsers for EMP/Shield cracking. Just for its ability to burst down critical targets, the Ouggom is worth it. But there's more ! That vaguely explained Magnetic Impulse system ? The magnetized target attracts ships and wrecks toward it, violently.  And what happens when ships clumped together gets on the receiving end of a few antimatter-catalyzed nuclear warheads? (https://i.imgur.com/kK98oRR.png)

Beyond the opportunity to kill two birds (or more) with one atomic stone. The Magnetic Impulse is also quite invaluable for disrupting with enemy formations or messing with their targeting. I managed to save quite a few of my Panrelkas as i zapped an aggressor out of position.  It's also a potent tool to disable a dangerous enemy movement and firing line with allied ships or derelicts  (https://i.imgur.com/d6Xa17U.png). That tactic saved my fleet from a certain demonic frigate in the outer reach of the sector. By the way, i feel the Magnetic Impulse is somehow capable of doing damage through shields, or am i imagining it?


In the later stages of the game, after a battle against a fanatical Xhanite,  I successfully salvaged the wreckage of a distinctive phase ship: the Goggergeck battleship.. Stat wise, that thing is pretty fantastic. It is ungodly tanky, surprisingly fast and with some impressive flux stats. It might seems a bit undergunned at first glance, that is, if you ignore the built-in Uogek gun. That gun deals torpedo level of energy damage, plenty of EMP, and as a bonus an effect similar to the Ouggom magnetizing ability on impact. However the strange layout make this big boy an un-intuitive ship to outfit. For a while, i went for a basic yet practical burst damage loadout, with antimatter blasters and phase lances. The Xhan Yazer beam is also a very good choice thanks to its monstrous burst damage, but i felt too constricted by the very limited ammo count. That weapon is pretty much a non-missile torpedo equivalent.

That build however, wouldn't take full advantage of the Goggergeck system : Temporal Lock, which forces the target (it works on allies too ! ) in P-space and immobilize them. It's an incredibly crowd control tool. Someone is acting a bit too aggressive for you liking? Time lock ! Trying to run away? Time lock ! Ally in danger? Time lock ! Juicy target with a heavy escort? Time lock ! I found it especially useful for stunning extremely dangerous targets, like Tesseracts. While this is all nice and good for supporting my fleet, i found an interesting way to use this system in a more aggressive way. The time locked ship is intangible for the duration, just like a phase ship, before emerging again in normal space.  It would be a damn shame if said ship would rematerialize just as a torpedo would fly right through its hull, isn't it?  (https://i.imgur.com/J4dIc9a.mp4) It also may or may not be pure coincidence that the Goggergeck can mount up to 5 Typhoon launchers, and that the built-in Uogek's projectile suspiciously moves at roughly the same speed as a reaper.

Getting the right timing is easier said than done, but it's still a bullsh*t valid tactic against enemies that can be hard to pin down. By the way, don't give your Goggergeck to the AI, it's reckless use of Temporal Lock will occasionally screw you over.


So far, i was swapping between the Ouggom, Goggergeck and Pharrek for my flagship, depending on my mood. I've got to say i had a preference for the teleporting frigate, and yet i was still hoping for a bit more from the ship. So, what's better than a Pharrek? Well, two Pharreks of course !  (https://i.imgur.com/YZbB0Qg.jpeg)

I don't have much experience with the Neural Link skill, it doesn't help that the damn thing is locked so far away in the skill tree. I wish there was a version of Neural Interface available for early game, so it could be enjoyed with normal ships instead of it being the "fly a Radiant" late game hullmod. But i digress. So as i was saying, getting used to Neural Link takes a little bit, between the itching of having jumper cables connected to your brain and the disorientation of instant ship transfer, it took me a few attempts before getting it right.

And boy, when you get it right, it feels wonderful. I suspect the Pharrek was specifically designed for it. Incredible mobility function very well when you're flying two ships at the same time and need to compensate the sudden perception shift. Perhaps it's no coincidence that the Pharrek itself is shaped similarly to the Neural Link combat icon.  (https://i.imgur.com/b4MyMlW.png) The ship system buff from the hullmod is also a very nice bonus if you want to go fast. And damn you can go very, very fast.

While a single Pharrek is a dangerous ship, it still needs a pause to vent. Two Pharreks, however, result in an unending whirlwind of destruction.  (https://i.imgur.com/dH3xVRa.png) While one vents, the other fires, ensuring there is no downtime for either you or your adversary. I liked to use mines with dual Ion pulsers, very easy to use, and effective. S-modding expanded magazines is also invaluable for quick reloading. One thing to keep in mind that the missile specialization skill ammo bonus does only benefit the original flagship but not the linked one. I suspect there are many possible builds with Neural Link, i'll definitely experiment further in the future.


Finally, after a lengthy campaign, I discovered the fitting flagship to conclude the game: the (https://i.imgur.com/mVTwACT.png).  (https://i.imgur.com/5zYVNWD.jpeg)

Spoiler
(https://i.imgur.com/gJbTBDy.png)
[close]
(https://i.imgur.com/mVTwACT.png) is also the (https://i.imgur.com/lXrIzFC.png) (https://i.imgur.com/mVTwACT.png) of my campaign, being roughly the equivalent of the (https://i.imgur.com/mVTwACT.png) (https://i.imgur.com/mVTwACT.png) fight. Although it can be easier or harder depending on what kind of fleet you bring to kill it.
Spoiler
(https://i.imgur.com/ibzufzp.png)
[close]
You see, (https://i.imgur.com/mVTwACT.png) itself isn't that impressive of a ship. It's very good, but a (https://i.imgur.com/mVTwACT.png) it is not. The true threat posed by the ship is (https://i.imgur.com/lXrIzFC.png) (https://i.imgur.com/mVTwACT.png) (https://i.imgur.com/lXrIzFC.png) (https://i.imgur.com/mVTwACT.png) (https://i.imgur.com/lXrIzFC.png) (https://i.imgur.com/mVTwACT.png), compelling them to (https://i.imgur.com/mVTwACT.png) (https://i.imgur.com/mVTwACT.png).
Spoiler
(https://i.imgur.com/vclWriF.png)
[close]
If that thing manage to (https://i.imgur.com/lXrIzFC.png) (https://i.imgur.com/mVTwACT.png) (https://i.imgur.com/lXrIzFC.png) (https://i.imgur.com/mVTwACT.png), the enemy got a pretty big problem. Once you defeat the thing, you can (https://i.imgur.com/mVTwACT.png) (https://i.imgur.com/mVTwACT.png) (https://i.imgur.com/lXrIzFC.png) (https://i.imgur.com/lXrIzFC.png). Honestly, there's no point in playing the game any longer at this point.
Spoiler
(https://i.imgur.com/czfs2MD.png)
[close]
Nothing can possibly resist you any more. So that's with this monstrosity in my hands that i decided to end this long campaign.
Spoiler
(https://i.imgur.com/3Ewzss9.png)
[close]


---

Well, that was quite a long post ! Still, there's more untouched content from the mod : a whole different faction, some more exploration content... Xhan is a big mod and there's no way i can test it all in just a single campaign. As for the faction itself, i'd say i liked it although it took me a while to get used to some stuff.

There are some ships for exemple that clearly show their age, both in appearance and overall design, they don't work quite as well as i feel they should have. Although it could have been a skill issue from my part, there's a definitely some clunkiness still present. Xhan ships are ugly, but most of them are the right kind of ugly. As for those that don't, I really wish for the older content to be facelifted to the same level as the new. There's probably a few balance adjustments needed as well, i feel the Ennik badly need some love. Same for the Zahkhan.

Overall, i had a good time. Plus this was the mod that eventually made me properly experiment with Neural Link, so i'm grateful for that.


Edit : As a bonus, some neural linked Pharrek action :

https://www.youtube.com/watch?v=fQG1RS5NAzQ&ab_channel=HELMUT

Title: Re: [0.96a] The Xhan Empire, version 2.51 Gramada
Post by: Network Pesci on August 21, 2023, 11:17:01 AM
HELMUT, I'm nominating that post for the Comment of the Year Award.
Title: Re: [0.96a] The Xhan Empire, version 2.51 Gramada
Post by: TheShear on August 25, 2023, 11:57:56 AM
I liked it when HELMUTs Post suddenly became a SCP Document :D Put me in the mood for a Xhan run.
Title: Re: [0.96a] The Xhan Empire, version 2.51 Gramada
Post by: HokiroBroomstick on August 25, 2023, 04:04:24 PM

" some neural linked Pharrek action : "

That's a heeelll of a RECKLESS fight, awesome B)
Title: Re: [0.96a] The Xhan Empire, version 2.51 Gramada
Post by: Dadada on August 26, 2023, 03:25:30 PM
Excellent post for an excellent mod.  8)
Title: Re: [0.96a] The Xhan Empire, version 2.51 Gramada
Post by: Tryhardosaurus on September 07, 2023, 12:03:48 AM
Decided to make an account for this :)

@Peplat I've found my first
Spoiler
uvello class matrix hiveship
[close]
! Please make an
Spoiler
entire faction
[close]
of this :D it's amazingly fun and unique!

Title: Re: [0.96a] The Xhan Empire, version 2.51 Gramada
Post by: Kurzak on September 16, 2023, 03:16:24 PM
Love the aesthetic and chefs kiss for this Gramada. My FAVOURITE ship in Starsector. The absolute hail of ballistic carnage, the sound, the warning lights before the emergency repair.. absolutely perfect! It's like this whole faction was designed for me. I can't lose!
Title: Re: [0.96a] The Xhan Empire, version 2.51 Gramada
Post by: Sabaton on September 26, 2023, 12:17:15 AM
Since I've developed a bit of a fondness for the Pamed faction over multiple runs, it's time to give them a proper review and point out some issues.

Starting with general considerations for the whole faction, their lack of hostilities towards pirates is really weird, especially since they're a rich & opulent micro nation on the edge of the core systems.

Same goes for their neutrality with luddites given their highly advanced tech & ships. Overall it makes their system too quiet for what it should be.

Onto their ships themselves, the expensive deployment costs makes running a Pamed only fleet quite a challenge unless you go full wolfpack and even then the frigates they have aren't great in AI hands, despite being designed to match the class above them in power, for reasons I'll point out later.

Of note is their smart armor & flute engines which combined with officer skills & other hull mods make Pamed ships practically immune to EMP & flameouts, something you really need given their meh armor and unimpressive hull.

The lack of proper carriers is noticeable, perhaps you could add an overengineered drone carrier later down the line like the sprite you posted on discord years ago? I know carriers don't fit their doctrine but the 233 says really clear the faction will support extravagance just because, so overall doctrine isn't much of a concern.

Not having any weapons of their own is also a missed opportunity, could use some funky guns.

As for specific considerations:

The Anuran heavy frigates looks good on paper but in practice is crippled by its anemic flux capacity (slightly smaller than even a lasher) to the point it can neither fight or defend effectively. The shield arc is also too small for such a big & boxy ship making it easy to catch stray shots. It can be a decent ship with proper skills and player control but there are better flagship options.

The 233 is a nasty piece of work held back by a mediocre (for the ships intended purpose at least) system. And that's because if you rely on the electro shields to save you it's likely too late. The 233s best and only defense is speed and if anything it should swap systems with the Anuran. That would also make it better for strike purposes, because as it stands right now you're better off with a pair of tachion lances than risking close contact for plasma cannon action. Still, its a good flagship if you have bigger ships to hide behind.

The Odonata is a phase enthusiasts joy, generous OP and enough firepower to make short work of sub cruisers. Its low cloak activation & upkeep maintains the flux grid cool under pressure and eases the slowdown from coil stress, still I like to give it adaptive coils as well for those old school phase shenanigans. It easily does what the 233 should: move behind the enemy and blast away. The anomalies could be better at confusing missiles but overall its a nice flagship.

The Urodelan is a straight forward ship and best suited to form your fleets backbone. Its strong 360 shields and turret only mounts allow it to put up a fight regardless of the angle its attacked from, but from what I've seen it's still vulnerable to fighters despite the electro shields so don't skip on PD.
The 2 small synergy turrets are...cute but useless, as nothing about this ship is worth putting missiles on, it might as well be all energy. All in all, a good AI ship that will perform as good as you tinker it to.

And finally the crown jewel, the Carillon has the flux grid to surpass some capitals, which combined with its strong shield and system allows it to brawl through overwhelming odds, provided the player flies it as the AI won't use it to full potential. The middle small universals are an odd choice as like the Urodelan, it's not worth using missiles on this ship.
With proper skills and timing you can chain the ship system to nearly constant time shenanigans, which you should as the modest weapons grid won't do much otherwise.

Overall Pamed is a good addition to the sector but seem forgotten in the mods overall development, could use some expansion.
Title: Re: [0.96a] The Xhan Empire, version 2.51 Gramada
Post by: Whitestar60 on October 21, 2023, 08:52:06 PM
Hello, I just wanted to say I love this mod for how different the ships and stations from your usual Starsector factions both Vanilla and modded. I did have a question though as I'm having a bit of difficulty hunting down one of the weapons added in, specifically the rather chunky looking demolition torpedo. Its listed as having decent mining power via Nex however even using Stellar Networks I cannot for the life of me find any of them for sale. Am I blind or is it something thats built into a ship/station rather than a weapon you can actually buy/fit yourself?
Title: Re: [0.96a] The Xhan Empire, version 2.51 Gramada
Post by: Neomanji on November 18, 2023, 04:03:32 PM
Creating an account to get some help so sorry if I don't quite understand the spoiler rules.  Having problems with one of the end game alien ships that you can fight and I guess salvage, the ship that is very friendly.  For some reason, when weapons are mounted on it, it only has the ability to fire those weapons only once per battle in my game currently.  Doesn't matter if it's a machine gun or anything else, one shot and the weapons fail to ever fire again.  Don't know if it's some weird interaction with some other mods I am using or the ship itself is kinda borked. Tried personally piloting, using autopilot or slotting in an AI captain, same deal.  It will spam it's special ability just fine which is probably frankly all you need but just an fyi and was just wondering if the issue was on my end.  Thanks!

Edit - looks like a number of my ships in my fleet won't fire now that I salvaged and added that ship.

2nd edit - I forgot that I had Automated Mothball mod on which I am assuming is causing this weird interaction
Title: Re: [0.96a] The Xhan Empire, version 2.51 Gramada
Post by: oopsnocaps on November 29, 2023, 10:41:25 PM
I really like the aesthetic of this mod, really gives some life to the factions.

That said,
Spoiler
I'm kind of disappointed that the Myrianous-class is capable of controlling Remnant ships (and thusly Enigma ships, which are from another mod, and Derelict ships). I was hoping AI would be a hard counter to the ship's main selling point - to the point where I actually thought I needed to bring an AI-focused fleet to fight it. The description leading into the battle seemed to imply that it only affected organic beings, which is why I thought so.
[close]
Title: Re: [0.96a] The Xhan Empire, version 2.51 Gramada
Post by: Network Pesci on November 30, 2023, 07:57:47 AM
Starting with general considerations for the whole faction, their lack of hostilities towards pirates is really weird, especially since they're a rich & opulent micro nation on the edge of the core systems.

Yes, this is actually the one and only major problem I have with this mod.  Pamed is too friendly, since they're NOT hostile to pirates, they post bounties for pirates but then when you fight pirates in the Pamed system you don't actually get paid for your fighting.
Title: Re: [0.96a] The Xhan Empire, version 2.51 Gramada
Post by: Vendral on January 01, 2024, 12:03:50 PM
Hello, it seems I found a potential bug with Pan Med ships with the Electro-Shield system.
It seems they cannot have their shield arcs changed at all.  That is for both good (extended shields) or bad (omni-shield conversion).
Given nothing mentions this and the hull mods are not blocked, I would assume this is unintentional.
Title: Re: [0.96a] The Xhan Empire, version 2.51 Gramada
Post by: Szasz on February 05, 2024, 05:53:48 PM
 :)
If everything had in-game descriptions then this mod would be probably indistinguishable from vanilla which would be a great feat.
Everything else is very well written, the atmosphere the mod creates is great (both via text and visuals). Being light on resources at the same time is impressive, many other mods break my game/playthrough after a while.

I also have no problems with design choices, there are other modded factions who aren't hostile to the pirates thus don't pay out system bounties for destruction of pirate ships. Taking a Pamed comission however is the ultimate safe choice in the game and everybody can be cooperative towards the player who still has free money that the commission provides and this maybe is a bit problematic/boring.

Note on the Myrianous: Depends too much which weapons are recovered with it. In my last run the only weapon recovered with it was a Zhun Supercharged Gamma Saturator (simple inaccurate point defense) which almost made the ship useless.

Note on weapons: Zarukel and some weapons may not deserve such a high ordnance point cost. I love the change to the Palik and some pew pew lasers. When vanilla "lasers" were changed to be flux-efficient, Xhan "lasers" did not blindly follow this trend and got some flavor instead (unchanged flux-efficiency and range but gained a bit of HE damage in addition to their regular energy damage making them decent assault weapons).

...I'm kind of disappointed that the Myrianous-class is capable of controlling Remnant ships (and thusly Enigma ships, which are from another mod, and Derelict ships). I was hoping AI would be a hard counter to the ship's main selling point - to the point where I actually thought I needed to bring an AI-focused fleet to fight it. The description leading into the battle seemed to imply that it only affected organic beings, which is why I thought so.
On one hand it isn't really Xhan Empire's fault that you overmodded your game with OP robotic ships.
On the other hand I tend to be more forgiving (or more imaginative) with descriptions, because frankly, other mods do it worse plus the author had to fit related equipment somehow in the game and Peplat nailed it on their first try. My only problems are with the missing ones that break immersion.

Hello, it seems I found a potential bug with Pan Med ships with the Electro-Shield system.
It seems they cannot have their shield arcs changed at all.  That is for both good (extended shields) or bad (omni-shield conversion).
Given nothing mentions this and the hull mods are not blocked, I would assume this is unintentional.
I'm pretty sure the shield arc behavior of those ships are intended, Ultra would be overpowered in a full bubble for that DP.
Title: Re: [0.97a] The Xhan Empire, version 2.51 Gramada
Post by: Peplat on February 12, 2024, 03:58:28 PM
Just updated the mod version to run in 0.97a, dunno if there are any errors but it seems to run fine in the new version. Bit busy to dive into it right now but please let me know if there are any errors, and I can get to it eventually. Rest assured I thank you all for your passionate comments and I read them all!
Title: Re: [0.97a] The Xhan Empire, version 2.51 Gramada
Post by: SaucyBagel on March 26, 2024, 05:02:06 PM
Is it just me or does this mod replace most of the ships in some Independent fleets, such as bounty hunters and mercenaries, with export model Xhan Empire ships? Not a big deal or anything, but I'm curious, does this mod maybe add new "fleet templates" or something that the Independents use?