Fractal Softworks Forum

Starsector => Mods => Topic started by: creature on June 11, 2020, 05:35:59 PM

Title: [0.9.1a] Kingdom of Royal Azalea v.2.0.0 || Major Update 03/03 [RYAZ]
Post by: creature on June 11, 2020, 05:35:59 PM

(https://i.ibb.co/YNv3Fj1/herald-smaller.png)
Kingdom of Royal Azalea
Download v.2.0.0 for 0.9.1a
 (https://bitbucket.org/tanem_rin/tanemrin_yrxp_public/downloads/RYAZ_2.0.0.zip)
Quote
:: Announcements ::

Royal Azalea 2.0.0 is a MAJOR update and is incompatible with older saves!
The update also introduces a dependency to a utility mod I'm releasing, Boarding Utils
It is a requirement, and RYAZ will not work without it because it contains the boarding logic used in spells and weapons.


https://www.youtube.com/watch?v=bjCN0g_Sq48
newest version, 2.0.0, check the post at page 3 for the details.

(https://i.ibb.co/YLStdKj/ryaz-update-guide.png)

Mod Requirements:
BoardingUtils (https://fractalsoftworks.com/forum/index.php?topic=19881.0)
LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)
GraphicsLib (http://fractalsoftworks.com/forum/index.php?topic=10982.0)
MagicLib (http://fractalsoftworks.com/forum/index.php?topic=13718.0)

Integrated with:
Nexerelin v0.9.5e (https://fractalsoftworks.com/forum/index.php?topic=9175.0)
Version Checker V2.0 (https://fractalsoftworks.com/forum/index.php?topic=8181.0)
Commissioned Crews V1.5 (https://fractalsoftworks.com/forum/index.php?topic=16677.0)
Vayra's Sector V3.1 (https://fractalsoftworks.com/forum/index.php?topic=16058.0)

Recommended Mods:
Aria the Escalation (Check it out on Nexus! It's hidden under the adult filter.)
Yuri Expedition (https://fractalsoftworks.com/forum/index.php?topic=17067.0) (All three of my mods share the same universe and lore!)

Azur Lane Portrait Packs (https://fractalsoftworks.com/forum/index.php?topic=17251.0)
Girls Frontline Portrait Pack (https://fractalsoftworks.com/forum/index.php?topic=15939.0)

Note: To disable extra VFX (particles and stuff, only for users who are having a hard time with the graphical effects), go to this directory:

Code
...\Starsector\mods\RYAZ\data\config\
and open the file, settings.json where you will see this near the top:

Code
"ryaz_EnableVFX":true,
Just set that true to false.



I. Summary:

This mod adds a new faction, The Kingdom of Royal Azalea and several systems, mostly in the northeastern in the edge of the sector. The entire faction is centered around "Magic" and "Mages", translated in a way that works with Starsector's engine. All of their ships feature (https://i.ibb.co/JH6F3hR/ryaz-volumatrix.png) Volumatrix Shielding, which gives them multiple layers of shields, and all of them have the special shipsystem: (https://i.ibb.co/5M2bTnF/ryaz-magic.png) Grand Invocation, which casts a powerful magic spell - the details of which will be touched upon below. Weapons-wise, they are primarily a high-tech faction; only in this case being magic = high-tech. Just roll with it.

Visuals-wise, all of the faction's ships use the line of ships by HELMUT from Spiral Arms II. I really liked the sort of classic "ship"-ship design and evoked some real Brittania vibes, which worked really well for the faction's theme, so I rolled with it.

Details
Mainly designed as a defensive line, Royal Azalean ships are often slower, less agile, and sport very, very low base stats when compared to their contemporaries - having generally lower hullpoints than equal-tier high-techs, and lower flux stats than equal-teir low-techs. They also have extremely limited missile slots, very unlike midlines. Not to mention their limited fighter choices.

They make this up with their special systems, like the Volumatrix Shield - multi-layered shields that unfold quickly, and their magic spells. The whole magic spell system will take a whole section to discuss, so please read on if it piques your interest!

Their mainline ships also feature immense customizability thanks to their Gambeson Armor Mounts, allowing each Royal Azalean ship to be fully customized to excel against specific enemies.
[close]

tl;dr:
+/- Slow, defensive ships.
+ High Customizability
+ Multiple shields
+ GUNS AND MAGIC!
+ Mages
- Hardly any missile loadouts
- Most magic weapons are short-range
- Uncustomized ships are markedly inferior to vanilla near-peers.





II. Some samples:

[Destroyer] Indefatigable-class
by HELMUT (recolored)
(https://i.ibb.co/zFbfDC0/ryaz-destroyer-1.png)

[Dimension Diver] Brigand-class
by HELMUT (recolored)
(https://i.ibb.co/mTms7Y7/ryaz-dd-destroyer.png)

[Battleship] Invincible-class
by HELMUT (recolored)
(https://i.ibb.co/37PF5wZ/ryaz-battleship-1-sample.png)



III. The Mod in Motion:

(https://files.catbox.moe/umo142.gif)(https://i.ibb.co/nDFVxGf/output.gif)(https://i.ibb.co/JrFYF5Q/clash.gif)



IV. Special Features:

(https://i.ibb.co/JH6F3hR/ryaz-volumatrix.png) Volumatrix Shielding
Quote
Onboard mages construct their ateliers at the heart of the ship from which they deploy a powerful, interlinked defensive barrier. This barrier is capable of warding off projectiles and dissipating energetic particles, but is unable to block out heat and pressure. As such, the shield receives 50% more High Explosive damage.

The effectiveness of the shield is influenced by the morale of the mages maintining it, increasing in efficiency while the ship is above 70% CR. Conversely, the shields weaken if CR falls below the same point. Whenever the innermost shield is overloaded, this ship loses 3% CR. Meanwhile, if the outer layers get pierced, they flush part of their accumulated flux into the main ship. Mages can be cycled in and out of the atelier with relative ease to maintain this barrier, resulting in a 50% reduction to overload time. Finally, the shields will disengage completely should CR dip below 30%.

Either Royal Azalean or Arian mariners are required to activate this shield.


(https://i.ibb.co/5M2bTnF/ryaz-magic.png) The Chorus of Guns and Magic
Quote
Royal Azalean sailors and marines are all capable mages in their own right, and are each capable of bringing their expertise to bear in conjunction with the ship's weapons. All energy weapons on this ship deal up to 25% more damage the higher the crew's CR, starting from a base of 70% CR. Conversely, losing CR beyond this point reduces weapon damage down to a maximum penalty of -50%.

Furthermore, a Royal Azalean crew will activate a ship's Volumatrix Shields, if it has one.


Grand Invocation
Quote
Order your mage atelier to unleash a powerful spell.

How do you cast a specific spell? - UNLOCKED!
Finder: miles341 (https://fractalsoftworks.com/forum/index.php?topic=18698.msg292185#msg292185)
Clue: It is NOT random! And sure, I guess you can take a peek at the source code to find out, but where's the fun in that? Please find it out through gameplay!
Secret: For officers, the spells which they will use is determined by their personality!
  • Reckless -> White Destruction Field
  • Aggressive -> Aether Rain
  • Steady -> Zephyr Ray
  • Cautious -> Seeker Orb
  • Timid -> Balanced Scales
But what about the player?
[close]

Since the player does not have "personality" (in the campaign), how do you determine which spell your own ship will use? - UNLOCKED
Finder: miles341 (https://fractalsoftworks.com/forum/index.php?topic=18698.msg292189#msg292189)
Clue: It's a different system which determines a 'personality' for the player. Easymode: Yes, your 'personality' can change.
Secret: The combination of skills that the player has determines the spell that the player will use!

Each level in Combat and Leadership skills gives 1 "point" of aggressiveness. Meanwhile, Technology and Industry give 1 "point" of timidity. The overall personality of the player is then determined from the ratio of aggressiveness and timidity:
  • If all or most skills are aggressive, the personality will be set as Reckless.
  • If there are more aggressive skills than timid ones, but not overwhelmingly so, the player is Aggressive
  • If the number of skills are balanced, with a marginal leeway of 2 skills either side (2 more aggressive skills than timid and vice versa), the payer is Steady
  • And of course, Cautious is the direct opposite of Aggessive,
  • While Timid is the opposite of Reckless.
Note: Levels in "Combat", "Leadership", "Technology" and "Industry" themselves do not factor into this calculation.

Practical example: If a player has Level 3 Carrier Command, Level 1 Combat Endurance, and Level 3 Salvaging:

Level 3 Carrier Command = 3 aggressive points
Level 1 Combat Endurance = 1 aggressive point
Level 3 Salvaging = 3 timid points

Result: Steady (+1 aggressive total)
Spell: Zephyr Ray
[close]


(https://i.ibb.co/MgzHvxk/ryaz-marines.png) Royal Azalean Marine Detachment
Quote
Brings aboard a contingent of Royal Azalean Marines. These elite combat mages can be deployed straight out of airlocks and require no special infrastructure apart from storage areas for their weapons and barracks for their personnel.

Adds 1/2/3 fighter bays with a standard Royal Azalean Marine squad.



(https://i.ibb.co/Bf3XPBw/ryaz-gambeson.png) "Gambeson" Armor Mounts
Quote
Royal Azalean ships come with the standard "Gambeson" Armor Mounts, which, by itself, gives their armor a flat, all around protection. This means that High Explosive damage is reduced by 50%, while Kinetic and Fragmentation Damage is increased by 50% and 75% respectively. Effectively, all damage types will do the same level of damage to this ship's armor.

It also allows the ship to mount combat modules, allowing each ship to be specialized in its respective role.


(https://i.ibb.co/GFP02rH/ryaz-SCS.png) Combat Module: S.C.K. 'Sextant'
OP Bonus: 5/10/20/40

(https://i.ibb.co/99YVHmp/desc-sck.png)

(https://i.ibb.co/Krs37gB/ryaz-MMS.png) Combat Module: M.M.P. 'Press-Gang'
OP Bonus: 3/5/10/20

(https://i.ibb.co/mHvXMXy/desc-mmp.png)

(https://i.ibb.co/2jdGKLp/ryaz-TES.png) Combat Module: T.E.S. 'Paladin'
OP Cost: 0/0/0/0

(https://i.ibb.co/YQWDLqZ/desc-tes.png)

(https://i.ibb.co/Kzj6zQw/ryaz-GBS.png) Combat Module: G.B.O. 'Crusader'
OP Cost: 5/10/15/30

(https://i.ibb.co/fVw5j7z/desc-gbo.png)


(https://i.ibb.co/THRJcMh/ryaz-Telepads.png) Teleport Pads
Quote
Installs a teleportation pad in the ship's atelier core. The lost space makes it impossible to cast Grand Invocation. Instead the mages cast Lightning Strike, which teleports a squad of Royal Azalean Marines directly inside the enemy ship. Larger ships can transport more squads at a time, causing more damage for a longer time.




V. Lore:

Following soon after the entrance of the Arian Empire, Royal Azalea made its own entryway into this dimension. Their intention was twofold - to curb the advances of the Empire within the Persean Sector, and to make colonies and client states out of the fractured denizens of the sector themselves.

They have one point of agreement with Aria, however - that they would prefer if the Yuri remained stranded here - and their poisonous Scarlet Ice out of the home dimension.

In the meanwhile, especially for the myriad aristocrat houses - there is money to be made from inter-dimensional trade!



VI. Known Issues:

- Fixed a bunch over the 2.0 update, might have introduced a bunch of new ones too...



VII. Still to come:

- No more?
- I think the mod's more or less complete.



VIII. Special Thanks:

This mod was made possible only by the generosity of the community spriters who made their works available within the Kitbash Database and the Free Community Sprite Resources. You are the reason why this mod isn't made entirely out of MS paint chicken scratch (which means I wouldn't have bothered making it at all because it doesn't look good):

HELMUT
Makina

Faction portraits are from Azur Lane (asked for permission to use VJNL's portrait pack, but a reply never came so I just went out and found them myself)

BGM:
gooset
shimtone

Special art for commodities, structures and hullmods:
karakoro
sera
asano (mkgr)
pochi (poti1990)
oadneyung
inika
ekm
reoen

Royal Azalean Flag & heraldry:
mariia_fr / Freepik, 
0melapics / Freepik

Sounds:
C&C Red Alert 2 sounds
Civilization 3 sounds

For coding and internals-related help:
Alex
Morrokain
tomatopaste

For scripts and references :
Black magic to remove minus hullmods if over OP by Dark.Revenant
Edited FX scripts from Tartiflette's Magic Lib
Edited scripts from LazyWizard's LazyLib

Of course, a big thank you to the Starsector team, who created this wonderful game! Modding it has become a regular past time of mine.

And finally, you. Thank you for trying out RYAZ. I hope you enjoy it!
Title: Re: [0.9.1a] Kingdom of Royal Azalea v.1.0.0 || Faction Mod || Release 06/12 [RYAZ]
Post by: creature on June 11, 2020, 08:11:33 PM
Thank you for your patience. The mod is now released. Please also check out my other mods for updates, if you wish to use them with Royal Azalea. The balance changes are listed in their respective pages. Also some bugfixes.
Title: Re: [0.9.1a] Kingdom of Royal Azalea v.1.0.0 || Faction Mod || Release 06/12 [RYAZ]
Post by: tomatopaste on June 11, 2020, 09:11:55 PM
The google drive link is private I'm afraid. I'm generally not a huge fan of anime themes but I'll give this a shot when I can download it. Also, I'm not exactly sure what I'm being credited for?  :o
Title: Re: [0.9.1a] Kingdom of Royal Azalea v.1.0.0 || Faction Mod || Release 06/12 [RYAZ]
Post by: TheKart on June 11, 2020, 09:30:19 PM
Haven't tried the mod yet, but I want to throw a wild guess at invocation activation: Is it based on which weapon group is currently selected? 5 Different invocations, 5 weapon groups to choose from... Seems like a straightforward way to select what to use.
Title: Re: [0.9.1a] Kingdom of Royal Azalea v.1.0.0 || Faction Mod || Release 06/12 [RYAZ]
Post by: creature on June 11, 2020, 09:50:23 PM
The google drive link is private I'm afraid. I'm generally not a huge fan of anime themes but I'll give this a shot when I can download it. Also, I'm not exactly sure what I'm being credited for?  :o
Ah, sorry about that! It's my first time using google drive, since bitchute was acting up... And thank you very much for giving this mod a shot!

And you answered one of my questions in the Misc Questions thread, right?

Haven't tried the mod yet, but I want to throw a wild guess at invocation activation: Is it based on which weapon group is currently selected? 5 Different invocations, 5 weapon groups to choose from... Seems like a straightforward way to select what to use.
Clever! And that was indeed one of the ideas I was throwing around when I was deliberating how to implement it. But sadly, no dice! I'm sorry for the broken link, I *think * got it right now, so please try again!
Title: Re: [0.9.1a] Kingdom of Royal Azalea v.1.0.0 || Faction Mod || Release 06/12 [RYAZ]
Post by: bananana on June 11, 2020, 09:52:19 PM
i think you have left references to some variants from your other mods
in the titleScreenVariants.csv, at least
(https://i.imgur.com/kGoaawu.png)
Title: Re: [0.9.1a] Kingdom of Royal Azalea v.1.0.0 || Faction Mod || Release 06/12 [RYAZ]
Post by: creature on June 11, 2020, 09:58:36 PM
i think you have left references to some variants from your other mods
in the titleScreenVariants.csv, at least
(https://i.imgur.com/kGoaawu.png)
Ah, sorry about that! I neglected to test the mod by itself. Will be uploading a replacement link soon!
Title: Re: [0.9.1a] Kingdom of Royal Azalea v.1.0.0 || Faction Mod || Release 06/12 [RYAZ]
Post by: ZeCaptain on June 11, 2020, 10:01:14 PM
This mod is so hilariously odd, in anycase, thanks!
Title: Re: [0.9.1a] Kingdom of Royal Azalea v.1.0.0 || Faction Mod || Release 06/12 [RYAZ]
Post by: creature on June 11, 2020, 10:03:07 PM
Sorry, but if you have downloaded the mod before reading this post, then please redownload the mod - I have fixed a crashing issue brought up immediately above by passwalker.

Sorry for the inconvenience!

Edit: Oh, and please make sure to delete the old files if you're updating.

This mod is so hilariously odd, in anycase, thanks!
I hope you enjoy!
Title: [0.9.1a] Kingdom of Royal Azalea v.1.0.1 || Faction Mod || Patch 06/13 [RYAZ]
Post by: creature on June 12, 2020, 04:52:09 PM
Patch 1.0.1
Download (https://drive.google.com/file/d/1SoibQmHElxfjVMyjbXaAYnIZyRPa7owj/view?usp=sharing)

I. Fixes:

[Light Carrier] Condor (RA)
(https://i.ibb.co/bK7pjKm/condor-ryaz.png)

[Destroyer] Enforcer (RA)
(https://i.ibb.co/28Tm5TL/enforcer-ryaz.png)

[Frigate] Lasher (RA)
(https://i.ibb.co/zFbk4b9/lasher-ryaz.png)

[Fighter] Talon (RA)
(https://i.ibb.co/8c1hJSW/talon-ryaz.png)


II. Changes:

III. Kind of new:

[Destroyer] Swashbuckler-class
by HELMUT
(https://i.ibb.co/G2wM43R/ryaz-destroyer-1-isolla.png)


Apologies for the messy release. Got a bit too excited and did too little testing...   :(
Title: Re: [0.9.1a] Kingdom of Royal Azalea v.1.0.1 || Faction Mod || Patch 06/13 [RYAZ]
Post by: Nia Tahl on June 14, 2020, 04:26:16 AM
After some testing it seems the grand invocation system is somewhat unreliable, defaulting to Zephyr Ray a lot. There's also the issue of player-piloted ships being stuck with Zephyr Ray, although I suppose a certain other mod might allow for a workaround for that.
Title: Re: [0.9.1a] Kingdom of Royal Azalea v.1.0.1 || Faction Mod || Patch 06/13 [RYAZ]
Post by: creature on June 14, 2020, 05:49:35 AM
After some testing it seems the grand invocation system is somewhat unreliable, defaulting to Zephyr Ray a lot. There's also the issue of player-piloted ships being stuck with Zephyr Ray, although I suppose a certain other mod might allow for a workaround for that.
Well you do have part of it right - if all the checks to distinguish which spell to use fail, the code defaults to using Zephyr Ray. This is why it's very likely that most of your ships will use it! As for player piloted ships, if you were playing on sim in the missions tab, then yes, it's often going to default to Zephyr Ray due to the above mentioned checks. A typical campaign ought to get you a good selection of spells across your fleet, though! (depending on your preferences)
Title: Re: [0.9.1a] Kingdom of Royal Azalea v.1.0.1 || Faction Mod || Patch 06/13 [RYAZ]
Post by: Chairman Suryasari on June 14, 2020, 09:10:04 AM
I love the gimmick of this mod and how it's ties gameplay mechanic with lore :D
Title: Re: [0.9.1a] Kingdom of Royal Azalea v.1.0.1 || Faction Mod || Patch 06/13 [RYAZ]
Post by: creature on June 15, 2020, 11:15:51 PM
I love the gimmick of this mod and how it's ties gameplay mechanic with lore :D
Thank you very much for saying so! I hope you continue to enjoy the mod as it grows!
Title: Re: [0.9.1a] Kingdom of Royal Azalea v.1.0.1 || Faction Mod || Patch 06/13 [RYAZ]
Post by: Nia Tahl on June 16, 2020, 12:10:42 PM
After some testing it seems the grand invocation system is somewhat unreliable, defaulting to Zephyr Ray a lot. There's also the issue of player-piloted ships being stuck with Zephyr Ray, although I suppose a certain other mod might allow for a workaround for that.
Well you do have part of it right - if all the checks to distinguish which spell to use fail, the code defaults to using Zephyr Ray. This is why it's very likely that most of your ships will use it! As for player piloted ships, if you were playing on sim in the missions tab, then yes, it's often going to default to Zephyr Ray due to the above mentioned checks. A typical campaign ought to get you a good selection of spells across your fleet, though! (depending on your preferences)

Across your fleet, yes, but the player-piloted ship is gonna be stuck with Zephyr Ray, which is what I'm pointing out.
Title: Re: [0.9.1a] Kingdom of Royal Azalea v.1.0.1 || Faction Mod || Patch 06/13 [RYAZ]
Post by: creature on June 16, 2020, 04:37:56 PM
Across your fleet, yes, but the player-piloted ship is gonna be stuck with Zephyr Ray, which is what I'm pointing out.
As for the player ship, hmm... I can't say too much without spoiling the system, but if you're testing through the missions, depending on which mission you pick, you might come across a player ship that will cast a different spell. All of the ships in the simulation mission will do Zephyr Ray, for example. However, if you try and start a campaign, more often than not, you might find that you, the player, will be using spells other than Zephyr Ray. In my run, for example, I'm mostly stuck using White Destruction Field on my player ship, while I have a couple of other ships casting Seeker Orb and one which does Balanced Scales, for fleet support!

I suppose that's a bit of a clue right there!  ;D
Title: Re: [0.9.1a] Kingdom of Royal Azalea v.1.0.1 || Faction Mod || Patch 06/13 [RYAZ]
Post by: miles341 on June 17, 2020, 08:24:05 PM
Hmm, well I haven't been able to try it out yet, as I want to finish my current run first, but I have an idea as to what determines which spell to use. Does it have to do with officer disposition perhaps? AKA, steady officers (and the player) get Zephyr Ray, reckless officers get White Destruction Field, timid officers get Balanced Scales? That would explain why most ships get Zephyr Ray - ships without officers default to it, and you usually don't have an officer in the simulation.

Doesn't really explain the part where you say that the player ship can have different spells, but that might have to do with the faction wide agressiveness setting?

If that is the case, then something like the Automatic Orders mod might even let you choose individual ship disposition and select the correct spell.
Title: Re: [0.9.1a] Kingdom of Royal Azalea v.1.0.1 || Faction Mod || Patch 06/13 [RYAZ]
Post by: creature on June 17, 2020, 09:06:47 PM
Hmm, well I haven't been able to try it out yet, as I want to finish my current run first, but I have an idea as to what determines which spell to use. Does it have to do with officer disposition perhaps? AKA, steady officers (and the player) get Zephyr Ray, reckless officers get White Destruction Field, timid officers get Balanced Scales? That would explain why most ships get Zephyr Ray - ships without officers default to it, and you usually don't have an officer in the simulation.
Hoho! It seems we have a winner! ;D Indeed! For your officers, the spells which they use are determined by their personality!

Reckless officers use White Destruction Field, since they get up-close into the enemy blob
Aggressive officers use Aether Rain to pick off one ship at a time
Steady officers use Zephyr Ray to force enemy ships to overload
Cautious officers use Seeker Orb for long-range fire support
And Timid officers stay safe in the back, using Balanced Scales to equalize your entire fleet's Flux gauges every 40 seconds!

Congratulations! May I use your username as the discoverer of this secret?

And you are quite right that it does not explain how the player decides which spells to cast! Well, in campaign at least - since in missions, it is possible to set special officers with personalities, and if you use that ship there, you can, as the player, "have" that personality.

So, with that, here is a follow-up secret:

Since the player does not have "personality" (in the campaign), how do you determine which spell you use?
Finder: None yet!
Clue: It's a different system which determines a 'personality' for the player. Easymode: Yes, your 'personality' can change.
Secret: ??
[close]

And lastly, I haven't tried this system with the mod that changes your officer personality! Maybe it'll work?

Edit: No, it's not factionwide aggressiveness, since it can be possible for a player not to join a faction.
Title: Re: [0.9.1a] Kingdom of Royal Azalea v.1.0.1 || Faction Mod || Patch 06/13 [RYAZ]
Post by: miles341 on June 17, 2020, 09:48:55 PM
May I use your username as the discoverer of this secret?

Sure you can!

As to the player ship spell change, perhaps it's what you put the majority of your level up points into? Mostly combat gives White Destruction Field, mostly Industry gives Balanced Scales etc, with equal points giving Zephyr Ray? That might explain how you could be "stuck" using a particular spell, as you would have to level up to have a chance to change it.
Title: Re: [0.9.1a] Kingdom of Royal Azalea v.1.0.1 || Faction Mod || Patch 06/13 [RYAZ]
Post by: creature on June 18, 2020, 01:05:49 AM
Sure you can!

As to the player ship spell change, perhaps it's what you put the majority of your level up points into? Mostly combat gives White Destruction Field, mostly Industry gives Balanced Scales etc, with equal points giving Zephyr Ray? That might explain how you could be "stuck" using a particular spell, as you would have to level up to have a chance to change it.
Ah, you've got a good read on me! That's exactly right too! Let me just write out the exact specs - you'll see the secrets unlocked on the front page!
Title: Re: [0.9.1a] Kingdom of Royal Azalea v.1.0.1 || Secrets Unlocked 06/18!! [RYAZ]
Post by: ZeCaptain on June 18, 2020, 01:39:10 AM
Corsganis in the Light of Ball system seems to be missing the "population" building. Also the starting blueprint package for kingom of Azera seems to be lacking alot of things. Also most of the systems added by this mod seem to lack stablepoints.
(https://i.imgur.com/WObVtNk.png)
Title: Re: [0.9.1a] Kingdom of Royal Azalea v.1.0.1 || Secrets Unlocked 06/18!! [RYAZ]
Post by: CountV on June 18, 2020, 02:47:42 AM
The ships don't appear to have any autofit variants.
Title: Re: [0.9.1a] Kingdom of Royal Azalea v.1.0.1 || Secrets Unlocked 06/18!! [RYAZ]
Post by: creature on June 18, 2020, 03:14:23 AM
Thank you for the reports!

The ships don't appear to have any autofit variants.
I'll check out why this is happening - there are certainly variants for every ship, as they are assigned to the faction's fleets.

Corsganis in the Light of Ball system seems to be missing the "population" building. Also the starting blueprint package for kingom of Azera seems to be lacking alot of things. Also most of the systems added by this mod seem to lack stablepoints.
Sorry, it seems I messed up when copying over the industries for these planets! It's not possible to change the systems one they have been generated so I'll try to make a dynamic generator for these missing items come the next patch!
Title: Re: [0.9.1a] Kingdom of Royal Azalea v.1.0.1 || Secrets Unlocked 06/18!! [RYAZ]
Post by: Fructose on June 23, 2020, 05:56:52 PM
Really liking the mod so far. There's just something so satisfying about broadsiding with an Invincible and watching it melt anything within range from behind a rainbow of shields. All of your mods (even the "forbidden" one) have become essential for my playthroughs, and I can't wait to see what you have in store next! Keep up the good work!

By the way, I think the tooltip for the Gambeson hull mod is incorrect (or I'm missing something). It says it makes all damage types do equal damage to the ship's armor, but given the actual percentages (-50% to HE, +50% to KE and Frag), wouldn't the damage numbers be 150% HE, 100% KE, and 75% Frag?
Title: Re: [0.9.1a] Kingdom of Royal Azalea v.1.0.1 || Secrets Unlocked 06/18!! [RYAZ]
Post by: creature on June 24, 2020, 03:12:02 PM
Really liking the mod so far. There's just something so satisfying about broadsiding with an Invincible and watching it melt anything within range from behind a rainbow of shields. All of your mods (even the "forbidden" one) have become essential for my playthroughs, and I can't wait to see what you have in store next! Keep up the good work!

By the way, I think the tooltip for the Gambeson hull mod is incorrect (or I'm missing something). It says it makes all damage types do equal damage to the ship's armor, but given the actual percentages (-50% to HE, +50% to KE and Frag), wouldn't the damage numbers be 150% HE, 100% KE, and 75% Frag?
I'm very glad you like the mods! At the moment, updates will probably be going on a hiatus, since I'm hooked on another game, but rest assured, I have some new stuff coming for all three. Probably starting with Aria, then Royal Azalea, and then going back to Yuri.

And yeah, you're right! :P That was a mistake on my part. Expect it to change to -100, +50, +75, just as the description says!
Title: Re: [0.9.1a] Kingdom of Royal Azalea v.1.0.1 || Secrets Unlocked 06/18!! [RYAZ]
Post by: FranzDenKaiser on August 16, 2020, 03:43:09 PM
Hi, I was just wondering, how do you find Queen Angeliza-class battleships? I really want to pilot one in the campaign as my sort of "unstoppable mega ship of doom and terror".

I absolutely adore the mod by the way, from the references to British imperial-era foreign policy, to the very unwieldy way that the battleships move (kind of like how they DID move IRL) it has been an absolute blast.
Title: Re: [0.9.1a] Kingdom of Royal Azalea v.1.0.1 || Secrets Unlocked 06/18!! [RYAZ]
Post by: creature on August 16, 2020, 03:56:43 PM
Hi, I was just wondering, how do you find Queen Angeliza-class battleships? I really want to pilot one in the campaign as my sort of "unstoppable mega ship of doom and terror".
Hey, glad you enjoy the mod!

The Queen Angeliza is available at high-population/high-ship production Royal Azalea colonies. It's just very rare. Good luck!
Title: Re: [0.9.1a] Kingdom of Royal Azalea v.1.0.1 || Secrets Unlocked 06/18!! [RYAZ]
Post by: stormelemental13 on January 02, 2021, 10:50:22 PM
Just wanted to say I really enjoy the mod and look forward to seeing what you do with the three factions Caprice/Azalea/Aria.
Title: Re: [0.9.1a] Kingdom of Royal Azalea v.1.0.1 || Secrets Unlocked 06/18!! [RYAZ]
Post by: Massaraksh on January 07, 2021, 11:24:52 PM
I was under the impression that certain ships like the Alliance are supposed to come with marines already built-in, but you still have to install the hullmod on them, then reboot the game.
If that's supposed to happen, marines should be removed from the "armaments" section, since not even restarting adds them.
Title: Re: [0.9.1a] Kingdom of Royal Azalea v.1.0.1 || Secrets Unlocked 06/18!! [RYAZ]
Post by: creature on February 11, 2021, 03:50:16 AM
RYAZ 2.0 is coming very soon, and here are some teasers of what's to come!

Arlwight-class Fast Battleship vs a Conquest-class Battlecruiser, demonstrating the new specialized hullmods that greatly affect the stats of each ship
https://www.youtube.com/watch?v=0jCQu94Kwe8
[close]

New class of ships: Dimension Divers, demonstrated by the Brigand-class
https://www.youtube.com/watch?v=OK_n9ezupX8
[close]

Playtesting RYAZ 2.0, a short gameplay clip of an IBB battle with a player-made, late-game, (mostly) Royal Azalean fleet
https://www.youtube.com/watch?v=9M4vxyNBSO0
[close]

Just wanted to say I really enjoy the mod and look forward to seeing what you do with the three factions Caprice/Azalea/Aria.
Thank you very much for your kind words! RYAZ 2.0 is coming soon, as you can see from the teasers above! Then I'll give YRXP some much needed love!

I was under the impression that certain ships like the Alliance are supposed to come with marines already built-in, but you still have to install the hullmod on them, then reboot the game.
If that's supposed to happen, marines should be removed from the "armaments" section, since not even restarting adds them.
Ah, no the ship that comes with built-in marines is both types of the Arlwight Fast Battleship, not the Alliance cruiser!
Title: Re: [0.9.1a] Kingdom of Royal Azalea v.1.0.1 || Secrets Unlocked 06/18!! [RYAZ]
Post by: Hiroyan495 on February 14, 2021, 03:07:43 AM
I'm really looking forward to this update.  ;D

One thing I might note though, is that I noticed there's a lot of odd greyish borders around most ships, which doesn't seem to me as if that's by design. I think some of the ships that suffer from this might benefit from a slight edit or rework.
Title: Re: [0.9.1a] Kingdom of Royal Azalea v.1.0.1 || Secrets Unlocked 06/18!! [RYAZ]
Post by: creature on February 24, 2021, 05:15:59 PM
Probably the last teaser before the release!

https://www.youtube.com/watch?v=2TQ-_TqlCn8

The next update will see the addition of a new feature: Combat Boarding! Royal Azalea will have two methods of boarding enemy ships: They have a new bomber wing can deliver marines directly inside enemy ships by flying through their shields. Or, they can trade off their Grand Invocation spell for Teleporters, allowing them to cast "Lightning Strike" for instantaneous boarding! The design is taken from Battleship Gothic: Armada, so similarly, it won't work if the shields are up! You'll either need to force an overload, wait for a moment that the shield is down, or slip around the side or back, in case the shield coverage isn't 360 degrees to activate it!

Combat boarding can do a few things:

- Periodic damage over time, depending on the strength of the boarding troops
- Temporary disabling of weapons and engines
- Loss of CR
- Permanent destruction of weapons
- Pernament destruction of engines

The full details will be revealed in the release itself, but I can say this much - the same system will eventually be implemented for Aria as well, but in slightly different fashion!

I'm really looking forward to this update.  ;D

One thing I might note though, is that I noticed there's a lot of odd greyish borders around most ships, which doesn't seem to me as if that's by design. I think some of the ships that suffer from this might benefit from a slight edit or rework.
Hmm, I never really noticed it before you pointed it out, thanks! It doesn't really bother me much, but I might fix it up one of these days!
Title: Re: [0.9.1a] Kingdom of Royal Azalea v.1.0.1 || Secrets Unlocked 06/18!! [RYAZ]
Post by: Deageon on February 25, 2021, 01:18:30 PM
god damn, im loving the new stuff being added! hoping for more cool, weird anime lore stuff too, im a real sucker for that
Title: Re: [0.9.1a] Kingdom of Royal Azalea v.2.0.0 || Major Update 03/03[RYAZ]
Post by: creature on March 02, 2021, 10:05:50 PM
Major Update 2.0.0
DOWNLOAD (https://bitbucket.org/tanem_rin/tanemrin_yrxp_public/downloads/RYAZ_2.0.0.zip)

*Important: This is a major update! It is incompatible with saved games!

https://www.youtube.com/watch?v=bjCN0g_Sq48



I. New Features

- Combat Boarding: the mod now has a new dependency to a new mod I released, Boarding Util (https://fractalsoftworks.com/forum/index.php?topic=19881.0). Please download that too if you plan on updating to 2.0.0.

There are two methods of combat boarding available to Royal Azalea. First is the Lightning Strike spell, available to any mainline ship once you equip them with this hullmod...


(https://i.ibb.co/THRJcMh/ryaz-Telepads.png) Teleport Pads
Quote
Installs a teleportation pad in the ship's atelier core. The lost space makes it impossible to cast Grand Invocation. Instead the mages cast Lightning Strike, which teleports a squad of Royal Azalean Marines directly inside the enemy ship. Larger ships can transport more squads at a time, causing more damage for a longer time.

Second, Royal Azalea has a new Fighter LPC:

[Assault Dropship] Stork-class
by HELMUT (recolored)
(https://i.ibb.co/mNJW68P/ryaz-dropship.png)

- Dimension Divers: These are a new class of ships available to Royal Azalea. Yes, they're submarines in space and they have the ability to Dive into subdimensional space for a few seconds, but unlike standard phase ships, instead of speeding up during this time, the dimension diver instead is anchored in place until it resurfaces. In addition, it cannot resurface at will, but must allow its DD Ballasts to slowly lift itself back into realspace (~5 seconds)

[Dimension Diver] Brigand-class
by HELMUT (recolored)
(https://i.ibb.co/mTms7Y7/ryaz-dd-destroyer.png)

[Dimension Diver] Assailant-class
by HELMUT (recolored)
(https://i.ibb.co/q9WxKdY/ryaz-dd-cruiser.png)

- Combat Modules: Mainline ships can now mount a special combat module each that will greatly change their performance!

(https://i.ibb.co/GFP02rH/ryaz-SCS.png) Combat Module: S.C.K. 'Sextant'
OP Bonus: 5/10/20/40

(https://i.ibb.co/99YVHmp/desc-sck.png)

(https://i.ibb.co/Krs37gB/ryaz-MMS.png) Combat Module: M.M.P. 'Press-Gang'
OP Bonus: 3/5/10/20

(https://i.ibb.co/mHvXMXy/desc-mmp.png)

(https://i.ibb.co/2jdGKLp/ryaz-TES.png) Combat Module: T.E.S. 'Paladin'
OP Cost: 0/0/0/0

(https://i.ibb.co/YQWDLqZ/desc-tes.png)

(https://i.ibb.co/Kzj6zQw/ryaz-GBS.png) Combat Module: G.B.O. 'Crusader'
OP Cost: 5/10/15/30

(https://i.ibb.co/fVw5j7z/desc-gbo.png)

- Shieldforms: These are just like combat modules, except it alters the performance of any (https://i.ibb.co/JH6F3hR/ryaz-volumatrix.png) Volumatrix Shielding:


(https://i.ibb.co/bPDyfLv/ryaz-Reflective-Shield.png) Reflective Shieldform
OP Cost: 0/0/0/0
Reduces Energy damage received by shields by 50%.


(https://i.ibb.co/16qtn7N/ryaz-Rigid-Shield.png) Rigid Shieldform
OP Cost: 0/0/0/0
Reduces Kinetic damage received by shields by 50%.


(https://i.ibb.co/N6JZtGy/ryaz-Flexible-Shield.png) Flexible Shieldform
OP Cost: 0/0/0/0
Reduces High Explosive damage received by shields by 50%.


(https://i.ibb.co/h92fk2P/ryaz-Permeable-Shield.png) Permeable Shieldform
OP Bonus: 3/5/10/20
Disables the innermost later of the volumatrix shield.



II. Other New Stuff

- A new multi-role fighter:

[Jumpjet] Terrier-class
by HELMUT (recolored)
(https://i.ibb.co/BLdt8rx/ryaz-jumpjet.png)(https://i.ibb.co/BLdt8rx/ryaz-jumpjet.png)

- New Commodities and Industries:
(https://i.ibb.co/swZDjz4/ryaz-sunflower-seeds.png)
Sunflower Seeds
Quote from: New Commodity
Taken from the sunflower plant grown in abundance in New Queensland, these seeds are a tasty treat enjoyed in a variety of ways - whether coated in a chocolate and candy shell or just plain salted. They are popular within the Kingdom of Russo, where the image of the common Rus is thought to be squatting atop a fence, wearing a striped jacket and eating sunflower seeds.


(https://i.ibb.co/WfdM82c/ryaz-Gambling.png)
Gambling Den
Quote from: New Industry
A business establishment that provides every known comfort and luxury known in the sector. The very air is electric as slots fall into place, cards are dealt, and balls slap against bumpers. Chips change hands every second as wealth is made and lost in the span of a single breath. 

But the glitz and glamour of this mega-casino shrouds a nefarious dark side. Underneath its velvet carpets, a vast debtor's prison crushes those who are ill-favored by the Goddess of Luck. Here, they await whatever salvation they can grasp - oppressive loans, mortgaging all of their worldly possessions, selling family members to indentured servitude... and for those who have lost all recourse, the facility also houses a surgeon's theatre.


(https://i.ibb.co/yN7svnp/ryaz-Trading-Post.png)
Royal Azalean Trading Post
Quote from: New Industry
A port and dock bearing the emblem of her Royal Highness. Traders from beyond the warpgate frequently make a stop here, and the area is patrolled by the Royal Azalean Navy. These are often the only islands of civilization for Royal Azalean mariners in their long trade expeditions, and so is often stocked with entertainment and familiar goods.


(https://i.ibb.co/bLjzDvn/ryaz-Trading-Post2.png)
Her Majesty's Stock Exchange
Quote from: New Industry
A Royal Azalean Stock Exchange is essentially an informal claim of the Crown to the entire planet. Its existence designates the planet as a major trade hub and the financial institutions that establish themselves nearby often have large stakes on the economies of nearby planets, if not star systems.


Plus a whole lot more! Please check it out in-game to find out!
Title: Re: [0.9.1a] Kingdom of Royal Azalea v.2.0.0 || Major Update 03/03 [RYAZ]
Post by: Deageon on March 04, 2021, 03:50:06 PM
I was wondering, given that you've got the whole comm-crews set up stuff to actually give the ships their shields when you're commissioned with YRAZ or Aria (and Pirates, for the dimensional divers), would there ever be an option or hullmod to help out people who are say, opposed to the Azaleans still power up the magic shields? Like, perhaps hired rogue mages, something that takes a bite out of the OP and maybe causes worse penalties to the CR-damage from overloads due to more limited mages?

Also, how much damage is added when using the mage-weapons when commissioned compared to when not?
Title: Re: [0.9.1a] Kingdom of Royal Azalea v.2.0.0 || Major Update 03/03 [RYAZ]
Post by: creature on March 04, 2021, 04:16:36 PM
would there ever be an option or hullmod to help out people who are say, opposed to the Azaleans still power up the magic shields? Like, perhaps hired rogue mages, something that takes a bite out of the OP and maybe causes worse penalties to the CR-damage from overloads due to more limited mages?
Ohh! That sounds like a great idea! In fact I think I'll do just that!


Also, how much damage is added when using the mage-weapons when commissioned compared to when not?
By itself, the commission adds nothing. But the bonus climbs starting from 70% CR (that's 0% bonus) up to 100% CR (25% bonus). But there's also the reverse. If you go below 70% CR, you will get a progressive damage penalty, down to 0% CR (-50% penalty).
Title: Re: [0.9.1a] Kingdom of Royal Azalea v.2.0.0 || Major Update 03/03 [RYAZ]
Post by: ZeCaptain on March 04, 2021, 08:02:50 PM
Thanks for the crazy but entertaining mod update!
Title: Re: [0.9.1a] Kingdom of Royal Azalea v.2.0.0 || Major Update 03/03 [RYAZ]
Post by: creature on March 04, 2021, 09:23:47 PM
Thanks for the crazy but entertaining mod update!
You're very welcome! Enjoy!  ;D
Title: Re: [0.9.1a] Kingdom of Royal Azalea v.2.0.0 || Major Update 03/03 [RYAZ]
Post by: Deageon on March 09, 2021, 11:11:22 AM
would there ever be an option or hullmod to help out people who are say, opposed to the Azaleans still power up the magic shields? Like, perhaps hired rogue mages, something that takes a bite out of the OP and maybe causes worse penalties to the CR-damage from overloads due to more limited mages?
Ohh! That sounds like a great idea! In fact I think I'll do just that!


Also, how much damage is added when using the mage-weapons when commissioned compared to when not?
By itself, the commission adds nothing. But the bonus climbs starting from 70% CR (that's 0% bonus) up to 100% CR (25% bonus). But there's also the reverse. If you go below 70% CR, you will get a progressive damage penalty, down to 0% CR (-50% penalty).
yeah i realized the CC buff stuff after posting lol, and wow, im glad my dumb idea sounds cool enough to maybe add! i wanna have the funny british anime imperialist ships, but fight against them with their own sort of medicine >:)
Title: Re: [0.9.1a] Kingdom of Royal Azalea v.2.0.0 || Major Update 03/03 [RYAZ]
Post by: trinityseven on April 23, 2021, 06:20:59 AM
so any news about 0.95a update?
Title: Re: [0.9.1a] Kingdom of Royal Azalea v.2.0.0 || Major Update 03/03 [RYAZ]
Post by: Snow_Snarck on August 08, 2021, 02:30:03 PM
RA Marines are affected by perks for fighters, specific hullmods for carriers (like SFL Hammer System from HHE Fighter Expansion) and similar stuff?

btw, amazing faction, ships and mechanics >;3
Title: Re: [0.9.1a] Kingdom of Royal Azalea v.2.0.0 || Major Update 03/03 [RYAZ]
Post by: creature on August 08, 2021, 06:04:10 PM
RA Marines are affected by perks for fighters, specific hullmods for carriers (like SFL Hammer System from HHE Fighter Expansion) and similar stuff?

btw, amazing faction, ships and mechanics >;3
Yes, since they're techinically fighter wings all fighter buffs should apply to them.

so any news about 0.95a update?
Still a long wait ahead for it, since I'm currently working on YRXP, and will do Aria after. Only then will I start updating RYAZ again!
Title: Re: [0.9.1a] Kingdom of Royal Azalea v.2.0.0 || Major Update 03/03 [RYAZ]
Post by: Hiroyan495 on August 08, 2021, 09:54:10 PM
These new ships look crisp and nice! I think your design is improving, and the new content is really really nice! :D
Title: Re: [0.9.1a] Kingdom of Royal Azalea v.2.0.0 || Major Update 03/03 [RYAZ]
Post by: ShiroNeko on October 31, 2021, 03:28:46 PM
Will you finally give the ships the autofit loadouts?
I had to literally go into the files to enable the AI loadouts...
Well,but if you try to do those autofits twice in a row or load a custom one you just made,it used to crash instantly so i suppose that's why it's disabled
I haven't played with the mod for a long time to wait for updates so i don't even have the log anymore
Title: Re: [0.9.1a] Kingdom of Royal Azalea v.2.0.0 || Major Update 03/03 [RYAZ]
Post by: Porton Down on November 04, 2021, 03:17:15 PM
Has any one experienced the error below when using RYAZ? Whenever I get into combat this error forces the game to close. I am presuming (if no one else seems to have this issue) that it is because I am running the native Linux version (in  Mint 20.1).


 ERROR com.fs.starfarer.combat.CombatMain  - java.lang.AbstractMethodError: data.scripts.weapons.onhit.ryaz_SkyspearOnHit.onHit(Lcom/fs/starfarer/api/combat/DamagingProjectileAPI;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lorg/lwjgl/util/vector/Vector2f;ZLcom/fs/starfarer/api/combat/listeners/ApplyDamageResultAPI;Lcom/fs/starfarer/api/combat/CombatEngineAPI;)V
java.lang.AbstractMethodError: data.scripts.weapons.onhit.ryaz_SkyspearOnHit.onHit(Lcom/fs/starfarer/api/combat/DamagingProjectileAPI;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lorg/lwjgl/util/vector/Vector2f;ZLcom/fs/starfarer/api/combat/listeners/ApplyDamageResultAPI;Lcom/fs/starfarer/api/combat/CombatEngineAPI;)V
Title: Re: [0.9.1a] Kingdom of Royal Azalea v.2.0.0 || Major Update 03/03 [RYAZ]
Post by: Dazs on November 04, 2021, 03:51:52 PM
Has any one experienced the error below when using RYAZ? Whenever I get into combat this error forces the game to close. I am presuming (if no one else seems to have this issue) that it is because I am running the native Linux version (in  Mint 20.1).


May be because it has not been updated to the current SS version. I think this is a very nice mod and am waiting for an update myself before adding to my current mod list.
Title: Re: [0.9.1a] Kingdom of Royal Azalea v.2.0.0 || Major Update 03/03 [RYAZ]
Post by: Porton Down on November 06, 2021, 10:15:16 AM
Yeah, that crash is pretty straightforward; it’s caused by trying to run an old mod in the current version. Nothing to do with Linux at all.
Has any one experienced the error below when using RYAZ? Whenever I get into combat this error forces the game to close. I am presuming (if no one else seems to have this issue) that it is because I am running the native Linux version (in  Mint 20.1).


May be because it has not been updated to the current SS version. I think this is a very nice mod and am waiting for an update myself before adding to my current mod list.
Thats a shame, i'll try and get a old version to run it in. Lets hope for an update, it seems like a really cool mod.
Title: Re: [0.9.1a] Kingdom of Royal Azalea v.2.0.0 || Major Update 03/03 [RYAZ]
Post by: LordKhorne on May 14, 2022, 12:25:42 PM
this is an awsome mod could you please update it
Title: Re: [0.9.1a] Kingdom of Royal Azalea v.2.0.0 || Major Update 03/03 [RYAZ]
Post by: MrNage on May 18, 2022, 11:32:01 PM
Would it be possible to add a open/black market version of the Commissioned Crew modspec for use of non-commissioned status? The faction already leases this hullmod on certain hulls to those who have a Pirate commission, and lorewise their energy weapons already uses mages in their function, so it wouldn't be a stretch to have outsiders gain access to a RYAZ ship's abilities to a certain extent.
Title: Re: [0.9.1a] Kingdom of Royal Azalea v.2.0.0 || Major Update 03/03 [RYAZ]
Post by: LerzBerz on November 24, 2023, 02:22:40 AM
would love to see this or atleast the boarding system and util updated to 0.96a   :D
Title: Re: [0.9.1a] Kingdom of Royal Azalea v.2.0.0 || Major Update 03/03 [RYAZ]
Post by: Shai the Greatest on January 05, 2024, 05:54:07 PM
Is it fully abandoned author?
Title: Re: [0.9.1a] Kingdom of Royal Azalea v.2.0.0 || Major Update 03/03 [RYAZ]
Post by: Morginstjarna on January 08, 2024, 03:21:00 AM
Sad. This mod looks amazing. Hopefully it gets updated or picked up by another.