Fractal Softworks Forum

Starsector => Mods => Topic started by: Harmful Mechanic on May 20, 2021, 08:36:57 PM

Title: [0.95.1a] Magellan Protectorate v1.3a - Update for 0.95.1
Post by: Harmful Mechanic on May 20, 2021, 08:36:57 PM
(https://i.imgur.com/4WVXdcQ.png)

Download Mod (https://bitbucket.org/StopTypingSoren/magellan-protectorate/downloads/Magellan_Protectorate_v1.3a.zip)
Mirrored On Nexus (https://www.nexusmods.com/starsector/mods/60)
Get LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0) [required]
Get GraphicsLib (http://fractalsoftworks.com/forum/index.php?topic=10982.0) [required]
Get MagicLib (http://fractalsoftworks.com/forum/index.php?topic=13718.0) [required]


Recommended Utility Mods
Console Commands (http://bit.ly/19udfC8)
Version Checker (http://bit.ly/1wSPmKE)
Autosave (http://fractalsoftworks.com/forum/index.php?topic=9748.0)

For Maximum Fun:
Nexerelin (http://fractalsoftworks.com/forum/index.php?topic=9175.0)
(dynamic faction warfare, unique starting options)

Not all rebellions against the Domain were crushed. Some merely packed up and headed for deep space, hoping never to be found again. Fleeing slower-than-light, the Magellan Protectorate developed around two imperatives; self-preservation, and rigid hierarchy. Remaining hidden for centuries, fending off automated drone attacks, and slowly building up a new civilization, far from the watchful eyes of the Domain Explorarium.

Now, freshly rediscovered by the ancient enemy and equipped with ships and weapons that diverge sharply from Domain standards, they must contend with the rest of the Persean Sector...

The Ships

(https://i.imgur.com/EKU0rE8.png)
Dekker Patrol Frigate - Janz Line Frigate - Talley Combat Freighter  - Yeager Phase Frigate

(https://i.imgur.com/jVdVYG7.png)
Pollard Line Destroyer - Capella Destroyer Leader - Graff Destroyer - Kant Scoutship

(https://i.imgur.com/ikqw5KK.png)
Kreshov Protected Cruiser - Chenel Fast Cruiser - Edger Carrier
Sung Missile Cruiser - Keu Phase Cruiser


(https://i.imgur.com/q8Rrb2R.png)
Chela Interceptor - Jitte Heavy Fighter - Lochaber Bomber - Bastardsword Corvette

(https://i.imgur.com/6BwkVJb.png)
Porey Battlecruiser - Mazian Dreadnought
[close]
The Weapons
(https://i.imgur.com/5EDSVas.png)
Bonesaw Cannon - Boneshaker Cannon/Battery - Bonecracker Riot Gun
(https://i.imgur.com/3DEHL2p.png)
ER Light/Quad Autoguns - Cluster Autocannon - Mag Driver Battery - Solenoid Quench Gun - Mag Driver
(https://i.imgur.com/fpYqNzU.png)
Salvo Assault Gun - Beehive/Burstmaster Cannons - Heavy/Light Flenser
(https://i.imgur.com/d0pFQT5.png)
Wishbone Gun - Bonecrusher Battery/Cannon
(https://i.imgur.com/PYpKdqm.png)
Foxfire Rockets - Flashfire Barrage - Foxfire Battery
(https://i.imgur.com/ltRqnQI.png)
Slamfire Torpedoes - Chasefire AFM - Longfire LRM - Ripfire SRM Battery/Launcher
(https://i.imgur.com/ls85thn.png)
Balefire MRM Tube/Pod - Fusion Bomb Barrage/Launcher
(https://i.imgur.com/FLarccN.png)
Electron Bombs - Light/Heavy Fusion Torches - PD Masers
[close]

Exploration (spoilers)
PLEASE STAND BY
-visual reference under construction-
[close]

Story Missions (spoilers)
NOT YET IMPLEMENTED
-under construction-
[close]

Includes six new player flags:
(https://i.imgur.com/5Crq29O.png)

Thanks

MesoTroniK for his encouragement and high-quality advice.
Cycerin for SFX advice and invaluable conceptual discussions.
Wyvern for debugging and scripting assistance.
Nicke535 for his gorgeous quad-strip trail code.
Machine for help with procgen constellation code.
Avanita for being an extremely thorough and helpful tester.
Gal Paladin for being another extremely thorough and helpful tester.
Vayra for letting me bounce my more off-the-wall ideas off her at odd hours of the night.
Everyone who previewed and tested, gave useful feedback, and waited patiently.

It wouldn’t be what it is without you guys.


- Like The Mod? Buy Me A Beer -
(https://i.imgur.com/4bFtjuV.png) (https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=J3BYXZSVHYF9A)
(Donations make it possible to do things like commission music.
Donations may also be used for immoral purposes, like buying Stellaris DLCs.)

Changelog
1.3a - 0.95.1a compatibility.

Content:
- Added Rounder Wing - heavy fighter version to Mallory, and bomber version to Mallory [LV].
- Added small Balefire MRM Tube for 5OP.

Balance:
- Reduced Silverdart cost to 8OP.
- Adjusted Kreshov slot locations (swapped Composite and Ballistic mediums) and speed (55 down to 50).
- Changed Longfire LRM to 150 HE base damage, with a 750 Fragmentation AoE on-hit effect. Top speed and missile HP both improved.
- Removed direct armor damage on Bonesaw/Boneshaker weapon family, upped base per-shot damage considerably (120 to 200) to compensate.

Campaign:
- Added characters to Magellan markets.
- Added Skytiger Guard HQ to Annore, to spawn everybody's favorite semi-competent-aristo-brute-squad in all their garish finery.
- Fixed Starfarer starting reputation irregularities.
- Fixed arms-dealer tags for Magellan weapons, ships, and subfaction skins.
- Added minor dialogue interactions at nonecon markets for Blackcollars (Crucible Base) and Levellers (Rosebriar Station)

1.25a - Minor new content, script refactoring, balance tweaks.

Content:
- Added Silverdart ESD Gun.

Balance:
- Most crit scripts now scale damage and other effects based on their parent projectile (especially useful for energy weapons).
- Added a check to keep onHit flux damage from being applied to ships with less total flux than the effect.
- Muzzle effects and shotgun scripts converted to onFire effects. Substantial performance improvements.
- Renamed Twin Autocannon to Silverbolt Autocannon, reduced shot damage to 150.
- Ripfire SRM base damage changed to 300 frag damage, with 150 additional scripted damage to armor.
- Changed Fusion Lance on Porey to Electron Lance; now has added EMP damage.
- Swapped out missile system on baseline Sung cruiser to an HE cluster MRM. Blackcollar Sung retains the Balefire launcher.
- Flenser family of PD weapons revamped, now use snazzy tracer FX.
- Electra CIWS now uses ammo, shots expire randomly towards max range. Should be less of a no-brainer.

Campaign:
- Added a special condition (City-Warrens) to make Jeshad a harder target for raids and invasions.

1.15 - New content, balance tweaks.

Content:
- Added Porey [BCR] ship skin
- Added Jitte [BCR] fighter-bomber wing
- Added Bastardsword [SKT] corvette wing as built-in on Edger [SKT]
- Added Flashfire Rocket Barrage, a Squall sidegrade with a unique bite.
- Added Ramey drone frigate (Leveller)
- Added Stunfire Grenade Pod (Leveller)

Balance:
- Reduced per-shot damage of Bonesaw/Boneshaker weapon family to 120, increased burst length from 3/6/9 to 4/8/12 shots. Removed proximity fuzing, and made on-hit effect do 30 damage that ignores armor.
- Changed Bonecracker core shot to HE damage.
- Tightened Beehive grouping, changed to 175 HE center projectile and 3x75 HE submunitions.
- Edger [SKT] now has a single Large Missile slot instead of two Mediums. Carries a Bastardsword [SKT] built-in wing.
- Changed Ripfire damage type to Fragmentation, increased shot damage to 300, with 150 extra armor damage on-hit.

Campaign:
- Added pirate market, Calicheman, to Secundus graveyard system.

1.08 - Fixes and new content.

Content:
- Added ER Light Autogun, a 3OP poking kinetic with 800 range and just about no other redeeming features.
- Added Balefire MRM Pod, 12OP's worth of energy-based support/finisher missile with lots of stored ammo.
- Added Porey Battlecruiser - a smaller, faster, more frontally-oriented capital, and arguably a more dangerous one.
- Added Keu Phase Cruiser, a slightly cheaper Doom with Fast Missile Racks and a very angry built-in Fusion Cannon.
- Revised Sung sprite. No more freaky missile tube geometry.
- Revised Shockfire MRM Pod sprite.

Balance:
- Added single Chasefire AFM to Chela, improved Chela hull and armor to match Talons - should be more useful in dogfights and earn that 5OP price on your carriers.
- Added frag crits to small and large Mag Drivers. Now hitting armor with a big, slow slug sometimes spalls a chunk of it through some poor bastard inside.
- Small Mag Driver OP cost increased to 9 from 8.
- Reduced built-in Balefire launcher to four tubes, and increased base damage to 600 to compensate. Increased on-hit crit damage as well.
- Reduced Shockfire salvo to 5, ammo to 30, changed damage type to Energy and raised damage to 400.
- Reduced Ripfire damage to 135, small/med ammo to 30/100, reduced range slightly and added flameout on reaching max range. Should make them a little harder to run hog-wild with. Crit damage and frequency increased; they're deadly once armor has been stripped.
- Adjusted Cluster Autocannon; removed ammo, now 180/150 DPS/flux, doing 40 damage per pellet. Should be a more reliable weapon overall.
- Reduced small Foxfire ammo from 48 to 32. Should make them a little less useful in longer fights.
- Renamed 'Porey' destroyer to 'Pollard', 'Quillon' destroyer to 'Capella' and 'Keu' phase frigate to 'Yeager' to accommodate new content. Yes, it's confusing; shouldn't need to happen again.
- Trimmed Quillon/Capella top speed down to 125 from 145. A little more reasonable, still very fast.
- Revised Bonecrusher (but not Bonesaw/Boneshaker) weapons as rare Hybrid mount guns; 300 per-shot frag damage raised to 500, EMP and arc frequency doubled.

Campaign:
- Revised constellation geography. There's a bit more going on now.
- Tweaked some weapon availability.
- Added support for SCC's Reputation Decay mod.
- Added support for Commissioned Crews.
- Fixed missing relationships for Starfarer start, added several new relationships.

1.0 - Initial public release.

- 0.95a compatible.
- Adds a brand-new faction with unique low-tech and midline gear.
- Certified Bad™ artwork that ruins the game.
- Purposely breaks your immersion, then breaks it again.
- Communist propaganda that saps and impurifies your precious bodily fluids.
- *Probably* will not give you cancer.
- Probably. The lab rats are fine.
[close]

FAQ
Do you plan to support your mod going forward?
Yes, through Starsector's 1.0 release at minimum. God help me.

You did all of this yourself? What's wrong with you?
1) Various people have contributed little bits of code, but the design, the (non-placeholder) artwork, and increasing amounts of the code are me. The 'Thanks' section is comprehensive.
2) I'm stubborn, and I have a lot of applicable professional skills. I like taking games apart and seeing how they tick.

You did this with vector graphics? What's wrong with you?
1) Very nearly. There are one or two minor pieces of old raster art and some filters that use raster textures.
2) I'm not sure; maybe he's born with it, maybe it's Illustrator.

Will you include (feature)?
It depends on the feature. Supporting big, popular mods like Nexerelin is pretty much a given.
Other stuff is a matter of how fun it sounds.

I found a bug. Will you fix it?
Whoops. -stomp- I try to kill those when I see them, but I'm one guy. I screw up sometimes, that's what hotfixes are for.

Please make sure that;
0) you read the FAQ and I didn't already answer your question,
1) you're using the correct, current version of the game (old versions can throw errors on new vanilla features),
2) the bug is actually a bug (not a feature you don't understand or don't like), and that
3) it's actually my mod causing it (as opposed to the vanilla game, another mod I have no control over, or player error).

I'd like to use your graphics for another Starsector mod. Can I?
No. Or rather, if you do, don't post it on the forum. If I want to give something away, I'll put it in my freebie thread (http://fractalsoftworks.com/forum/index.php?topic=11433.msg) and give you explicit permission.

I'd like to use your graphics in another game. Can I?
No. This mod is free as in beer, not free as in speech (https://en.wiktionary.org/wiki/free_as_in_beer). This is especially unwelcome if you're profiting in any way.

Can I include your mod in a modpack?
No. Modpacks make extra work for everyone and are hard to keep properly up to date.

Can I PM you feedback?
Please don't. Post your feedback in this thread. Yes, this means you'll get pushback from other players.

So, Levellers. You’re really down on revolutionaries.
There's a little more to grapple with than shrugging and writing off every problem as 'can't make an omelette without breaking a few legs'.

You must be some kind of neo-monarchist then, like me! Let me send you my 88-page tendentious ideological manuscript.
Please don’t. Please, dear god, don’t. I can produce plenty of long-winded meandering garbage of my own, no problem.

You're a jerk. I don't like you.
That's not a question, and yes, yes I am. A huge jerk.
[close]
(https://i.creativecommons.org/l/by-nc-nd/4.0/80x15.png) (http://creativecommons.org/licenses/by-nc-nd/4.0/)
This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License (http://creativecommons.org/licenses/by-nc-nd/4.0/).
Title: Re: [0.95a] Magellan Protectorate v1.0 [PLACEHOLDER]
Post by: Helldiver on May 20, 2021, 09:03:42 PM
teaser pics NAO

edit: colors on 2nd and 3rd ships are very pleasant and the sprites have a very good feeling of depth. Excited to see more.
Title: Re: [0.95a] Magellan Protectorate v1.0 [PLACEHOLDER]
Post by: Aurora Raven on May 20, 2021, 09:15:38 PM
My daily stalking of your profile has borne fruit!

Looking good so far, I'm sure the rest of the designs will be just as pretty.
Title: Re: [0.95a] Magellan Protectorate v1.0 [PLACEHOLDER]
Post by: The Soldier on May 20, 2021, 10:49:30 PM
A set of unusually ungreebly ships! And, from the looks of it, they like their fighters. They'll certainly be an interesting faction from the looks of these 3 so far.
Title: Re: [0.95a] Magellan Protectorate v1.0 [PLACEHOLDER]
Post by: translop on May 21, 2021, 12:31:22 AM
Dassault Mikoyan vibes in a good way. *anticipation*
Title: Re: [0.95a] Magellan Protectorate v1.0 [PLACEHOLDER]
Post by: DOKER on May 21, 2021, 06:48:26 PM
Dassault Mikoyan vibes in a good way. *anticipation*
blade brakers to be more specific, looks hella dope :D !!!
Title: Re: [0.95a] Magellan Protectorate v1.0 [PLACEHOLDER]
Post by: SCC on May 21, 2021, 11:49:18 PM
Tease.
Title: Re: [0.95a] Magellan Protectorate v1.0 [PLACEHOLDER]
Post by: Jonlissla on May 22, 2021, 04:15:19 AM
Getting serious Homeworld vibes. Good stuff, looking forward to the release!
Title: Re: [0.95a] Magellan Protectorate v1.0 [PLACEHOLDER]
Post by: th3boodlebot on May 22, 2021, 04:18:18 AM
really like the angled sides!  this is an extensively used technique in modern tanks and warships and so is VERY pleasing to my eye as it really adds a sense of "this is a legitimate warship that someone would really design" at least in terms of something planet earth may make someday

excited to add your mod to my list!  over 80enabled now.  even with solid state m2 drive, its a 2 to 5 minute load time to boot the starsector app LOL
Title: Re: [0.95a] Magellan Protectorate v1.0 [PLACEHOLDER]
Post by: th3boodlebot on May 22, 2021, 08:14:12 AM
question: the one that looks like it rams things......does it?  lol

im referring to the pointy destroyer leader
Title: Re: [0.95a] Magellan Protectorate v1.0 [PLACEHOLDER]
Post by: Harmful Mechanic on May 22, 2021, 04:39:53 PM
It’s got a module armor prow, so... oh yeah, it can ram.
Title: Re: [0.95a] Magellan Protectorate v1.0 [PLACEHOLDER]
Post by: Nia Tahl on May 22, 2021, 05:08:22 PM
I feel like these ships are all very overpowered with the insufficient stats and the terrible weapons. You should therefore nerf vanilla and buff all fighters to frigate-grade stats so the underpowered capitals can be deleted. Overall the sprites all look very ugly so I think you should replace them with 3D renders of Empire at War models since Star Wars is a better franchise than Homeworld anyway.

Just my opinion, though, don't hate me.

Title: Re: [0.95a] Magellan Protectorate v1.0 [PLACEHOLDER]
Post by: Helldiver on May 22, 2021, 05:17:33 PM
Is the Bastardsword planned to have two units per wing? Seems crazy if it's supposed to be a corvette!

The Sung looks cool, literally too - it looks like one of those dual popsicles with one end bitten off. The six angled holes on the longer side make me think built-in weapon, I'm curious to see what kind of missiles are gonna pop out of there.
Title: Re: [0.95a] Magellan Protectorate v1.0 [PLACEHOLDER]
Post by: Harmful Mechanic on May 22, 2021, 10:11:25 PM
...And, from the looks of it, they like their fighters.
They are, in fact, designed specifically around minimizing the use of fighters. They have exactly one dedicated three-deck carrier; one single-deck hybrid destroyer, and that's it.

Is the Bastardsword planned to have two units per wing? Seems crazy if it's supposed to be a corvette!
It's a 20OP SUPPORT type wing with only 2000 range and all-frag weaponry; very much a defensive tool for fending off enemy fighters and playing goalie with torpedoes. It's tough, but not really that dangerous.

The Sung looks cool, literally too - it looks like one of those dual popsicles with one end bitten off. The six angled holes on the longer side make me think built-in weapon, I'm curious to see what kind of missiles are gonna pop out of there.
I'm actually very discontented with the current state of that sprite, but I may just end up revising the missile tubes and calling it good. I like the way it plays; it may not keep the Vaygr Destroyer layout forever, but it plays amazingly well in Starsector, one of only a few HW ship forms that do.

...don't hate me.
(https://i.imgur.com/iDN7fgU.gif)
Title: Re: [0.95a] Magellan Protectorate v1.0 [PLACEHOLDER]
Post by: The Soldier on May 22, 2021, 10:29:12 PM
They are, in fact, designed specifically around minimizing the use of fighters. They have exactly one dedicated three-deck carrier; one single-deck hybrid destroyer, and that's it.
Wow, those first three ships pictured the other day were not at all representative of their faction lol.

It's a 20OP SUPPORT type wing with only 2000 range and all-frag weaponry; very much a defensive tool for fending off enemy fighters and playing goalie with torpedoes. It's tough, but not really that dangerous.
That said, I do like my support fighters. Being tough can be valuable all by itself, even if only to distract enemy weapons - I'm sure I'll find a use for them, especially with the hull mods from Modern Carriers and HFE (did someone mention Bastion Carrier Core?). The Roider Dragline is almost worth 15OP for the long-range PD screen alone, so I have high hopes for the Bastardsword.
Title: Re: [0.95a] Magellan Protectorate v1.0 [PLACEHOLDER]
Post by: MeinGott on May 23, 2021, 02:56:59 PM
what the hell man, these are awesome! :D love the HW vibe!
Title: Re: [0.95a] Magellan Protectorate v1.0 [PLACEHOLDER]
Post by: Peplat on May 23, 2021, 03:26:07 PM
looking forward to this one!
Title: Re: [0.95a] Magellan Protectorate v1.0 [PLACEHOLDER]
Post by: lechibang on May 23, 2021, 08:06:04 PM
Dayum,

That looks awesome. I remember that the Sung has a built-in weapon (on an alternative skin) teased somewhere on your Twitter feed. Also, subfactions when ;)
Title: Re: [0.95a] Magellan Protectorate v1.0 [PLACEHOLDER]
Post by: Aurora Raven on May 24, 2021, 12:30:19 AM
Finally remembered where I saw that shape before!

The Edger carrier looks like the Khaaneph carrier from Deserts of Kharak if it wasn't built in a junkyard.
Title: Re: [0.95a] Magellan Protectorate v1.0 [PLACEHOLDER]
Post by: Harmful Mechanic on May 24, 2021, 01:02:44 AM
subfactions when ;)
Subfactions for launch! One is already in, another is coming and then it's time for a release. I may also offer some more subfactions as optional sub-mods later; they're real fun ships to reskin.

Right now the name of the game is just making sure everything that's in has a reason to exist, and changes the gameplay of the hulls enough to be worth it.

The Edger carrier looks like the Khaaneph carrier from Deserts of Kharak if it wasn't built in a junkyard.
You are correct!

It's rare that a Homeworld ship form just works in Starsector, but I knew I had to try it, and what do you know; it worked fantastically. Even has the option for some fat AoE LRMs to really nail down that Khaaneph Carrier feeling.
Title: Re: [0.95a] Magellan Protectorate v1.0 [PLACEHOLDER]
Post by: Flak Bait on May 27, 2021, 05:26:13 PM
Lookin' amazing!, keep up the good work.
Title: Re: [0.95a] Magellan Protectorate v1.0 [PLACEHOLDER]
Post by: ElPresidente on May 28, 2021, 04:34:21 AM
Looks spiffy! :)
Title: Re: [0.95a] Magellan Protectorate v1.0a - Release!
Post by: Mayu on May 31, 2021, 09:46:21 PM
Finally, the wait is over. A job well done for completing the mod, it took this long but I'm pretty sure it's worth it.

Congratulations on the release!
Title: Re: [0.95a] Magellan Protectorate v1.0a - Release!
Post by: robepriority on May 31, 2021, 09:58:26 PM
If I understand, this faction is inspired by Homeworld.

Is there any campaign traits that carry through, or is it just ship designs?
Title: Re: [0.95a] Magellan Protectorate v1.0a - Release!
Post by: dcong89 on May 31, 2021, 10:30:05 PM
Save Crash after installed this mod.
Edited: sorry , the save error from when i'm removed All Star Ships 0.1.1 mod after testing.
Title: Re: [0.95a] Magellan Protectorate v1.0a - Release!
Post by: Satirical on May 31, 2021, 11:26:29 PM
owo another cool mod! epic thanks
Title: Re: [0.95a] Magellan Protectorate v1.0a - Release!
Post by: Rondson on June 01, 2021, 12:55:21 AM
https://www.youtube.com/watch?v=uxZgXx0Jbsc

> Homeworld
> Neurons activate
Title: Re: [0.95a] Magellan Protectorate v1.0a - Release!
Post by: Harmful Mechanic on June 01, 2021, 01:17:06 AM
> Homeworld
> Neurons activate

Yeah, that's a good track for them, also the Remastered version of Assault on Chimera.
Title: Re: [0.95a] Magellan Protectorate v1.0 [PLACEHOLDER]
Post by: BYarchitect on June 01, 2021, 03:53:25 AM
let's test it
Title: Re: [0.95a] Magellan Protectorate v1.0a - Release!
Post by: Lightning Dog on June 01, 2021, 04:57:11 AM
Ohhhh, man. I am SO ready for my fix of homeworld in starsector. It's like peanut butter and chocolate, and you, my good man, have brought me candy.
Title: Re: [0.95a] Magellan Protectorate v1.0a - Release!
Post by: Bastion.Systems on June 01, 2021, 05:31:39 AM
Fuk yes
Title: Re: [0.95a] Magellan Protectorate v1.0a - Release!
Post by: Flak Bait on June 01, 2021, 06:05:36 AM
The Dekker is absolute beast of a frigate, absolutely wrecks in groups and with wolfpack tactics.
Title: Re: [0.95a] Magellan Protectorate v1.0a - Release!
Post by: Helldiver on June 01, 2021, 06:06:07 AM
The alternate paintjobs on the variants look great. Didn't expect that much content on first release.
Title: Re: [0.95a] Magellan Protectorate v1.0a - Release!
Post by: DownTheDrain on June 01, 2021, 08:11:15 AM
Release version eh?
I shall immediately include them in a new game and then sh!t on them from great height because they're not DME!
Title: Re: [0.95a] Magellan Protectorate v1.0a - Release!
Post by: Harmful Mechanic on June 01, 2021, 08:28:36 AM
Wow, two attempts to circumvent the profanity filter, I must be doing something right.
Title: Re: [0.95a] Magellan Protectorate v1.0a - Release!
Post by: lethargie on June 01, 2021, 08:48:15 AM
congrats on the release
Title: Re: [0.95a] Magellan Protectorate v1.0a - Release!
Post by: Patrick Swayze on June 01, 2021, 09:51:20 AM
I like how tanky this faction is, however, I cannot run the second mission. The player ships all target the nearest capture immediately and the enemy ships don't show up... unless I'm missing something.

Either way, fantastic looking faction that I am making my faction of choice for my next playthrough.
Title: Re: [0.95a] Magellan Protectorate v1.0a - Release!
Post by: Harmful Mechanic on June 01, 2021, 11:13:14 AM
I like how tanky this faction is, however, I cannot run the second mission. The player ships all target the nearest capture immediately and the enemy ships don't show up... unless I'm missing something.
Nope, just looks like a straightforward typo. I'll hotfix it along with a bunch of other stuff a little later today.

EDIT: Hotfixed!

Either way, fantastic looking faction that I am making my faction of choice for my next playthrough.
Thanks. I hope people enjoy playing it as much as I enjoyed putting it together.
Title: Re: [0.95a] Magellan Protectorate v1.0a - Release!
Post by: Nick XR on June 01, 2021, 02:51:49 PM
Dude, those ships look gooooood
Title: Re: [0.95a] Magellan Protectorate v1.0a - Release!
Post by: Patrick Swayze on June 01, 2021, 02:54:58 PM
I like how tanky this faction is, however, I cannot run the second mission. The player ships all target the nearest capture immediately and the enemy ships don't show up... unless I'm missing something.
Nope, just looks like a straightforward typo. I'll hotfix it along with a bunch of other stuff a little later today.

EDIT: Hotfixed!

Either way, fantastic looking faction that I am making my faction of choice for my next playthrough.
Thanks. I hope people enjoy playing it as much as I enjoyed putting it together.

Thanks man. Well done on going from modding to mods so fast too, LOL!
Title: Re: [0.95a] Magellan Protectorate v1.0a - Release!
Post by: 6chad.noirlee9 on June 01, 2021, 03:17:56 PM
just downloaded and happy to have this a part of my list!

i have over 100 enabled now lol
Title: Re: [0.95a] Magellan Protectorate v1.0a - Release!
Post by: Melanoc3tus II on June 01, 2021, 04:15:21 PM
Holy ***, Harmful Mechanic making ships that don't look like someone covered them in fine china desecrated by a toddler armed with sci-fi themed non-permanent tattoos? How can this be? For a moment there it looked like they might even have texture, but then I saw the Sung. How did those missile silos hurt you dude? Whatever it was, it must have been pretty serious, considering you extended your rage to the poor... Edger.


Definitely going to try it out, more fighter is always more good after all, and corvettes get a score multiplier.

Oh and th3boodlebot, you're going somewhat in the right direction there, but not necessarily far enough. The real ships of the future will most assuredly be long, thin cones, typically with weaponry concentrated in a ring just behind the frontal cone for protection, diversion from internal modules, good firing arcs, and so as not to cause gaps in the frontal armour plating. That said, I too find it pleasing, though more for it's efficient conveying of depth (for those who can't do it through proper texturing and greebles, that is).
Title: Re: [0.95a] Magellan Protectorate v1.0 [PLACEHOLDER]
Post by: CrimsonPhalanx on June 01, 2021, 04:57:59 PM
They are, in fact, designed specifically around minimizing the use of fighters. They have exactly one dedicated three-deck carrier; one single-deck hybrid destroyer, and that's it.

Just curious, what are the other themes/specializations is the faction designed around?
Title: Re: [0.95a] Magellan Protectorate v1.0a - Release!
Post by: alo357 on June 01, 2021, 06:13:21 PM
Love the mod as always but one mission type I'd love to see in all your mods is a "sandbox/playground" mission with all the player usable ships to test out. Just to help with working out either optimal weapon loads or just to jump in a specific ship and knock about some AI without having to either buy or build the ship in the main game.
Title: Re: [0.95a] Magellan Protectorate v1.0a - Release!
Post by: envenger on June 01, 2021, 11:24:07 PM
I really like the ship designs, they are a lot different from vanilla yet when you put them side by side, they kind of blend with vanilla stuff.
Title: Re: [0.95a] Magellan Protectorate v1.0a - Release!
Post by: Kanil on June 01, 2021, 11:38:29 PM
The Starfarers start seems to have relations with everyone set to 0.

Also, I really like the shotguns. I haven't used them enough to know if they're good or anything, but I like them.
Title: Re: [0.95a] Magellan Protectorate v1.0a - Release!
Post by: mattroyal363 on June 02, 2021, 10:15:51 AM
There seems to be something wrong with your download link? The download progress bar on chrome is stuck at 100%. It won't finish the download
Title: Re: [0.95a] Magellan Protectorate v1.0a - Release!
Post by: DownTheDrain on June 02, 2021, 11:03:53 AM
There seems to be something wrong with your download link? The download progress bar on chrome is stuck at 100%. It won't finish the download

Works fine for me.
Title: Re: [0.95a] Magellan Protectorate v1.0a - Release!
Post by: Harmful Mechanic on June 02, 2021, 11:07:22 AM
Yeah, I've tested it; it's fine, problem's on your end.

If you're ever unsure of the main download, the mod is also on Nexus (https://www.nexusmods.com/starsector/mods/60).
Title: Re: [0.95a] Magellan Protectorate v1.0a - Release!
Post by: Tecrys on June 02, 2021, 11:48:54 AM
Those ships look so damn tasty ... it's a shame I'll have to wait several weeks until I can use my PC again  :'(
Title: Re: [0.95a] Magellan Protectorate v1.0a - Release!
Post by: Iconoclast on June 02, 2021, 11:57:12 AM
I love this. Can't wait to play it. The aesthetic matches vanilla nicely
Title: Re: [0.95a] Magellan Protectorate v1.0a - Release!
Post by: Aurora Raven on June 02, 2021, 06:20:39 PM
So, do the Levellers have any bases or agents that I can work with or is it just my "origin story" as I bring down the Protectorate?

Currently I'm trying to "liberate" Valca, but since Valca is already technically Independent, not sure how that would go. I've been searching nearby systems with neutrino sensors to try and find any, but I've come up empty.
Title: Re: [0.95a] Magellan Protectorate v1.0a - Release!
Post by: RatherWhy? on June 03, 2021, 11:04:40 AM
Really good mod, I have quite especially enjoyed playing as the Levellers and just going ham with their Very manoeuvrable versions of the Magellan ships, Just thinking. Are there more than 4 ships [Mallory LV included] that the levellers have acquired because I really just want to find and try out the other ships.

Oh and also, Does a Swarm Fighter Assault Drone blueprint exist out there in like a Abandoned Research station? Because I want to cause pain and suffering to all with them quick but devastating drones.
Title: Re: [0.95a] Magellan Protectorate v1.0a - Release!
Post by: Harmful Mechanic on June 03, 2021, 11:19:33 AM
Really good mod, I have quite especially enjoyed playing as the Levellers and just going ham with their Very manoeuvrable versions of the Magellan ships, Just thinking. Are there more than 4 ships [Mallory LV included] that the levellers have acquired because I really just want to find and try out the other ships.
More Leveller stuff is planned.

Oh and also, Does a Swarm Fighter Assault Drone blueprint exist out there in like a Abandoned Research station? Because I want to cause pain and suffering to all with them quick but devastating drones.
I have plans to provide a blueprint for them, yeah. Just not yet; gotta get all the rest of the supporting junk together for full Leveller implementation.
Title: Re: [0.95a] Magellan Protectorate v1.0a - Release!
Post by: Snarfblast on June 03, 2021, 05:56:30 PM
Some seriously good Homeworld/Starsector baby making going on in here, downloading asap. Now can you go help the Homeworld 3 dev team please?
Title: Re: [0.95a] Magellan Protectorate v1.0a - Release!
Post by: MagicKarpson on June 03, 2021, 10:23:06 PM
Damn those ships are sexy af.
Title: Re: [0.95a] Magellan Protectorate v1.0a - Release!
Post by: mattroyal363 on June 04, 2021, 05:04:09 AM
Yeah, I've tested it; it's fine, problem's on your end.

If you're ever unsure of the main download, the mod is also on Nexus (https://www.nexusmods.com/starsector/mods/60).

It's fine now. For some reason it took an unusually long time for the download to state completed even though chrome shows 100% downloaded
Title: Re: [0.95a] Magellan Protectorate v1.0a - Release!
Post by: 6chad.noirlee9 on June 04, 2021, 05:36:41 AM
.....you should make a pirate version of the qiollon that has some sort of burn drive with a damper field.
Yknow, cause it just really looks like that would be a good idea.

LOL

Ok I'll go now.....
Title: Re: [0.95a] Magellan Protectorate v1.0a - Release!
Post by: Bastion.Systems on June 04, 2021, 05:46:09 AM
The ship models are really good as always and the particle effects are just superb.
Only thing that I think could be improved would be the sound effects of the weapons, they could all be somewhat louder and have more bass. In vanilla dangerous weapons generally have strong audio cues.
Title: Re: [0.95a] Magellan Protectorate v1.0a - Release!
Post by: Captain Waffle on June 07, 2021, 04:16:56 PM
So, I have to ask, since it's the only thing I can find wrong with this mod so far;

What's with all the frag weapons? Fragmentation damage is the worst damage type in the game, and a somewhat irritating amount of the weapons in this mod, specifically those of the Leveller and Antique variety, use it. When I've seen stuff like this in other mods, the weapons usually have some other extra effect, such as added armor damage, EMP, etc. These don't, with the exception of the Bonecrusher Cannon and its larger cousin (both quite difficult to acquire). Even then, this effect is of negligible value considering the hilarious inaccuracy of said weapon.

This aside, I love this mod and can't wait to see what you add next. The Deserters of DME are one of my favorite factions to play in this game, and so of course another mod released by the same mad genius immediately caught my interest. The only problem is the frag weapons, which makes thematically equipping Leveller ships with Leveller weapons risky. So yeah, that's it really. Everything else about this mod is awesome. Ships feel great, weapons (mostly) are balanced and effective, and an almost fighter-less faction is a breath of fresh air. Keep up the good work.

Just.... why frag? I must understand.
Title: Re: [0.95a] Magellan Protectorate v1.0a - Release!
Post by: tanith on June 07, 2021, 04:20:13 PM
Excellent work as always, the vector sprites look great. My only disappointment was seeing the Mazian didn't come equipped with four combat riders (not many Cherryh references out there, so I love the names.)
Title: Re: [0.95a] Magellan Protectorate v1.0a - Release!
Post by: Harmful Mechanic on June 07, 2021, 10:14:09 PM
So, I have to ask, since it's the only thing I can find wrong with this mod so far;

What's with all the frag weapons?
Well, the genesis of what became Magellans was a conversation with MesoTroniK about how we'd had a couple HW mods attempted (at that date) but that what would be really ambitious is a mod that played like Homeworld did, and where the game mechanics actually behaved like HW.

So I came up with a schema of 1) high per-shot fragmentation damage for all the guns, 2) HE damage for Ion Beams, and 3) energy damage on all the missiles. The HE beams got scrapped for HE flamers, but otherwise all of that stuff made it into the released Magellan Protectorate mod in one form or another and more or less worked the way I wanted.

I ended up scrapping the planned procgen integration/NPC-only idea I'd originally had, and decided to make it an actual faction, so I ended up adding a bunch of other weapons (including, amusingly, Battletech-style LRMs and SRMs) and pushing it more towards 'normal' Starsector faction balance, but the oddball frag weapons and energy missiles are still pretty prominent.

Fragmentation damage is the worst damage type in the game,
Highly debatable. Frag damage is efficient and weapons using it often have impressive burst. Frag is good against missiles and fighters, and struggles with armor and shields unless you combo it with something else, but it fills for low-tech the same role that beams fill for high-tech. It's situational, not bad.

I did up the reliability of some crits, though, as what worked in 0.9.1a fell off a bit vs. the recent changes to the way armor is damaged in 0.95a. The Bonesaw/Boneshaker/Bonecrusher line are meant to be boring and reliable weapons, never amazing but a little easier to hit stuff with than other Magellan weapons. Use them as flank weapons and secondaries and you may be pleasantly surprised.

The only problem is the frag weapons, which makes thematically equipping Leveller ships with Leveller weapons risky.
Levellers as currently implemented are roster-incomplete and intentionally somewhat weak (as you'd expect from energy-converted low-tech ships). That's not going to be the case forever; they have a planned roster of a few more, and unique, ships that, while rare in their fleets, should make them a lot more dangerous.

The Leveller frag weapons are meant to be paired with dedicated shield-busting and armor-cracking missiles, though, so, same deal; high burst, good efficiency, a little extra range. They're easier to hit with than a lot of other energy weapons and make good secondary batteries.

So yeah, that's it really. Everything else about this mod is awesome. Ships feel great, weapons (mostly) are balanced and effective, and an almost fighter-less faction is a breath of fresh air.
Thanks. The fighter-light design was fun to figure out; when I get around to their battlecruiser, I'm planning to put a single fighter bay on it, but otherwise I'm enjoying making a gunline faction. Between the usual run of tweaks and expanded campaign content I think you'll be pleasantly surprised with coming updates as well.

Excellent work as always, the vector sprites look great. My only disappointment was seeing the Mazian didn't come equipped with four combat riders (not many Cherryh references out there, so I love the names.)
Thanks. It was lots of fun; I enjoyed the hell out of making it.

I'd love to do some kind of carrier/rider system in Starsector, but that would have to wait for a different mod with a different set of mechanical choices to really do well.

Meanwhile, there's a very thinly-veiled expy of Pell Station in DME...
Title: Re: [0.95a] Magellan Protectorate v1.0a - Release!
Post by: Satirical on June 08, 2021, 01:23:12 AM
are u planning to make the armored sections on the dedicated carrier into real “armor” modules? looks cool though
Title: Re: [0.95a] Magellan Protectorate v1.0a - Release!
Post by: Harmful Mechanic on June 08, 2021, 08:09:07 AM
are u planning to make the armored sections on the dedicated carrier into real “armor” modules? looks cool though
This comment is puzzling because I can't parse 1) what ship you're talking about and 2) what you're asking me to do.

Given the number of issues that SHIP_WITH_MODULES seems to cause in the base game, though, I'm going to avoid putting modules on any more 'normal' ships that players can get from markets.
Title: Re: [0.95a] Magellan Protectorate v1.0a - Release!
Post by: Arcalane on June 08, 2021, 08:15:36 AM
I'm guessing they mean the Edger - it has those little armoured plates on the port/starboard small mounts? The Mazian does the same thing on the front triple mounts.

Not sure what good they'd do anyone as destroyable armour modules given how small they are!
Title: Re: [0.95a] Magellan Protectorate v1.0a - Release!
Post by: Harmful Mechanic on June 08, 2021, 09:32:45 AM
Yeah, module armor needs to be pretty broad to be any use at all; I wouldn't put more than a couple of modules on anything cruiser-sized, knowing what I now know about the sheer volume of issues they have. And I'm definitely not looking to mess with success on the Edger.

(Here's hoping Alex gives us a module-armor ship in vanilla so he'll have an incentive to fix the problems for good.)
Title: Re: [0.95a] Magellan Protectorate v1.0a - Release!
Post by: Satirical on June 08, 2021, 02:28:09 PM
Yeah, module armor needs to be pretty broad to be any use at all; I wouldn't put more than a couple of modules on anything cruiser-sized, knowing what I now know about the sheer volume of issues they have. And I'm definitely not looking to mess with success on the Edger.

(Here's hoping Alex gives us a module-armor ship in vanilla so he'll have an incentive to fix the problems for good.)

yeah i meant the little armor cosmetics on the edger  ;D they look epic

(https://i.imgur.com/GJlKfZY.png)
Title: Re: [0.95a] Magellan Protectorate v1.0a - Release!
Post by: Captain Waffle on June 08, 2021, 02:57:30 PM
Levellers as currently implemented are roster-incomplete and intentionally somewhat weak (as you'd expect from energy-converted low-tech ships). That's not going to be the case forever; they have a planned roster of a few more, and unique, ships that, while rare in their fleets, should make them a lot more dangerous.

Definitely looking forward to that. About the frag weapons, I see what you mean, they are situational (and good when said situation favors them). Oh, and... dear god... Shockfire MRMs are obscenely effective. Turns an otherwise annoying fight against Dekker spam into a laughably efficient slaughter.

Keep up the good work! You never disappoint.
Title: Re: [0.95a] Magellan Protectorate v1.0a - Release!
Post by: shpooky on June 09, 2021, 05:11:54 PM
ships in this mod remind me of homeworld 2
i love it!
looking forward to more
Title: Re: [0.95a] Magellan Protectorate v1.0a - Release!
Post by: Bastion.Systems on June 11, 2021, 04:03:11 AM
Some thoughts after several runs with the faction:

The faction fits very well into the base game theme and seems to not shift the game balance all that much, as the ships are fairly conservative and the weapons seem to be all inferior to base game stuff (with the exception of ripfire missiles, these are great).
I have had a lot of fun playing Magellan, it's a great challenge faction with Nex starfarer mode. Their starting diplomatic situation guarantees they will be at war with most of the sector in short order.
Quillon is really fun as a player ship, catching missiles with the armored prow, fast dodge maneuvers, it's like a destroyer-size frigate. Slap dual assault chainguns on it and it will shred.
I wish Talley would appear in the markets and fleets, it's a neat looking ship.
Title: Re: [0.95a] Magellan Protectorate v1.0a - Release!
Post by: AdmiralRem on June 12, 2021, 04:58:55 AM
Soooo might want to beef up the home system. Just got taken over by Hegemony and now I lost everything.... game over....
Title: Re: [0.95a] Magellan Protectorate v1.0a - Release!
Post by: AdmiralRem on June 12, 2021, 05:02:26 AM
This is from the other day but it wouldn't let me post it for some reason.


Thoughts so far. Haven’t played a ton yet. But I’ve used the light cruiser and everything under it, and whatever weapons are common. At first I thought they were OP with all these fast missiles flying around, after a while I now kinda feel like the weapons are a bit underwhelming? I’m struggling to get solid damage out there, then again I’m still experimenting and I’m used to playing almost exclusively Diable.

The Quillon is so good I have no reason to use the others except for maybe the Kant for support. I feel like the Quillon speed needs to be nerfed (now that I think of it it might have safety overrides) or more likely the others need a boost? I’ve just realized I’ve never seen the Tally, what’s up with that? The Kant seems to get insta fluxed when attacked. Just me?

Don’t have much to say about weapons still trying g to figure them out. I’m confused how there are flack mainline weapons and armor focused PD but they seem to work. The mid sized EMP bomb thing is awesome and I love the beam cutter thing even though it didn’t seem to do a lot of damage? But I like that they are pretty unique.

Any plans for more ships? Seems like there is a void for a small 2 bay carrier. Maybe even just giving the Kant 2 bays since it seems so squishy.

Anyways really enjoying it so far and just wanted to give some feedback after a few hours of play. Love the look, love the HW feel. Curious why you didn’t go even more HW with some ships? Multiple of the DOK ships would translate perfectly. The Gaalsian ships already look like space ships.

Keep it up! Thanks for all the hard work!
Title: Re: [0.95a] Magellan Protectorate v1.0a - Release!
Post by: Harmful Mechanic on June 12, 2021, 09:40:53 AM
Thoughts so far. Haven’t played a ton yet. But I’ve used the light cruiser and everything under it, and whatever weapons are common. At first I thought they were OP with all these fast missiles flying around, after a while I now kinda feel like the weapons are a bit underwhelming? I’m struggling to get solid damage out there, then again I’m still experimenting and I’m used to playing almost exclusively Diable.

The Quillon is so good I have no reason to use the others except for maybe the Kant for support. I feel like the Quillon speed needs to be nerfed (now that I think of it it might have safety overrides) or more likely the others need a boost?
I did end up trimming top speed a bit; still very good, no longer quite so impressive.

I’ve just realized I’ve never seen the Tally, what’s up with that?
Looks like a mistake; should be fixed in the dev.

The Kant seems to get insta fluxed when attacked. Just me?
May just be you; it took some balancing downwards to arrive at the point it's at now and it's still very strong. It's just not really a pure front-line combat ship, despite being very good for bullying frigates; it's a heavy escort ship with teeth. It's a good ship to take out on exploration missions, though; properly rigged, it can cut through Domain drones like nobody's business.

Any plans for more ships?
Already have two in the dev, a battlecruiser and a phase cruiser. Otherwise... I've got a few more things I want for story missions, and then I'm full up. It's meant to be a somewhat smaller mod, with the minimum of fat.

Seems like there is a void for a small 2 bay carrier. Maybe even just giving the Kant 2 bays since it seems so squishy.
That void is intended; I may put a dedicated destroyer carrier in the mod later - but it won't be Magellan, and I'm trying to avoid a faction that duplicates every vanilla role. Magellan fleets are fighter-light and rely more on cheap and plentiful destroyers and frigates to do a lot of what vanilla fleets do with carriers.

(If I gave the Kant two bays, it would probably have one of them filled by a built-in wing and get a kick in the flux stats. Maybe even fighter range reduction via hullmod, too.)

Anyways really enjoying it so far and just wanted to give some feedback after a few hours of play. Love the look, love the HW feel. Curious why you didn’t go even more HW with some ships? Multiple of the DOK ships would translate perfectly. The Gaalsian ships already look like space ships.
Way ahead of you here; I already did a bunch of them as Deserter ships in DME.

Otherwise, I'm more attached to making a fun Starsector mod with some Homeworld in it than I am to making a perfect Homeworld mod for Starsector.

If that means a HW ship silhouette is the right choice, I'll do it, but I'm not looking to use every HW ship (in part because many of them would just translate badly, either visually or mechanically or both; that's why there's no not-an-Ion-Cannon destroyer, for example), and I'm being disciplined about not adding things just to have them.

Glad you like it, though.
Title: Re: [0.95a] Magellan Protectorate v1.0a - Release!
Post by: AdmiralRem on June 13, 2021, 05:59:52 AM
So started a new game (because Hegemony took over the home system) and within just a few hours 2-3 Hegemony took over Magellan yet again..... I don’t know if I’m missing something or Hegemony really hates Magellan or is this normal for the Nexium (whatever it’s called) mod? But frustrating to not be able use the faction.
Title: Re: [0.95a] Magellan Protectorate v1.0a - Release!
Post by: Helldiver on June 13, 2021, 06:21:24 AM
So started a new game (because Hegemony took over the home system) and within just a few hours 2-3 Hegemony took over Magellan yet again..... I don’t know if I’m missing something or Hegemony really hates Magellan or is this normal for the Nexium (whatever it’s called) mod? But frustrating to not be able use the faction.

Did you turn Starfarer mode on when setting up your playthrough? That makes whatever faction you're part of more hated by default as a challenge. You can change that in settings if you want to keep other effects of the mode (reduced colony gains etc) without the extra aggression.

Otherwise, I'm not sure. I got Magellans and Nex and while Magellans will get attacked by someone or other soon enough, they seem able to defend themselves (they haven't lost a world yet).
Title: Re: [0.95a] Magellan Protectorate v1.0a - Release!
Post by: AdmiralRem on June 13, 2021, 07:03:43 AM
So started a new game (because Hegemony took over the home system) and within just a few hours 2-3 Hegemony took over Magellan yet again..... I don’t know if I’m missing something or Hegemony really hates Magellan or is this normal for the Nexium (whatever it’s called) mod? But frustrating to not be able use the faction.

Did you turn Starfarer mode on when setting up your playthrough? That makes whatever faction you're part of more hated by default as a challenge. You can change that in settings if you want to keep other effects of the mode (reduced colony gains etc) without the extra aggression.

Otherwise, I'm not sure. I got Magellans and Nex and while Magellans will get attacked by someone or other soon enough, they seem able to defend themselves (they haven't lost a world yet).

Definitely don’t have that on, having enough trouble as it is haha. And the second play through I’m with Diable and when I went up to Magellan to buy ships BEHOLD they are gone... again :(
Title: Re: [0.95a] Magellan Protectorate v1.0a - Release!
Post by: AdmiralRem on June 15, 2021, 06:50:20 PM
Ok so another play through and I’m definitely enjoying it more. Figured out so good loadouts which make a HUGE difference. Hegemony haven’t taken over the system for once, thank God. I guess it was just really bad luck last 2 times. I’m trying to figure out how to get these Lion whatever red ships?

Also not sure if it’s intended but the hammerhead looking destroyer (sorry I don’t know ship names) comes up for sale A LOT more than the rest. In fact the pointy once has come up only once and the scout maybe only 2-3 times. I’ll have heavy industry In not too long so not worried about it but wasn’t sure if it was intended.

Oh also the “bone shaker battery” I believe it is, does that only come on the elite version of the hammerhead looking guy? I only have one and I’ve never seen it for sale and I think it came with the ship?

Anyways great stuff just wanted to give UPDATED feed back.
Title: Re: [0.95a] Magellan Protectorate v1.0a - Release!
Post by: Killsode on June 18, 2021, 02:20:01 AM
I've been loving mod, the unique look of the ships and their brawling playstyle, although the dreadnaught and the two main cruisers are a bit tricky to use effectively in broadsides due to their low maneuverability, the chenel especially feels like its got an anaemic weapon loadout and a tiny cone of overlapping fire. The variants of the ships seem neat, but i havent been able to get my hands on anything other than the leveller and some of the blackcollar ones, havent ever seen a startiger or theherd ship. I would guess that those are coming in a future update? possibly like the extra starsystems from dassault-mikoyan?
i'm eagerly awaiting what else you have in store.
PS. commissioned crew support?
Title: Re: [0.95a] Magellan Protectorate v1.0a - Release!
Post by: AdmiralRem on June 18, 2021, 04:02:17 AM
I've been loving mod, the unique look of the ships and their brawling playstyle, although the dreadnaught and the two main cruisers are a bit tricky to use effectively in broadsides due to their low maneuverability, the chenel especially feels like its got an anaemic weapon loadout and a tiny cone of overlapping fire. The variants of the ships seem neat, but i havent been able to get my hands on anything other than the leveller and some of the blackcollar ones, havent ever seen a startiger or theherd ship. I would guess that those are coming in a future update? possibly like the extra starsystems from dassault-mikoyan?
i'm eagerly awaiting what else you have in store.
PS. commissioned crew support?

Interesting! I found the light cruiser to be more viable than the heavy (or standard?) super annoying that you can’t have all 4 guns firing directly ahead. I guess you could get 3 at a weird angle. I just don’t really get the standard cruiser. I’m loving the missile cruiser though!
Title: Re: [0.95a] Magellan Protectorate v1.0a - Release!
Post by: Patrick Swayze on June 18, 2021, 05:47:41 AM

PS. commissioned crew support?

Would really like this too!
Title: Re: [0.95a] Magellan Protectorate v1.0a - Release!
Post by: Harmful Mechanic on June 18, 2021, 09:44:24 AM
I have good news for you:
(https://i.imgur.com/evbHVOyl.png)

I've also thrown six new selectable player flags into the pool this next update.
Title: Re: [0.95a] Magellan Protectorate v1.0a - Release!
Post by: Helldiver on June 18, 2021, 10:03:21 AM
That flat PD range boost gonna be a godsend with Mags being less fighter-centric. Always love me flat range boosts that help out smaller ships or lower range weapons that don't gain much from ITU.
Title: Re: [0.95a] Magellan Protectorate v1.0a - Release!
Post by: Killsode on June 18, 2021, 10:25:08 AM
I have good news for you:
(https://i.imgur.com/evbHVOyl.png)

I've also thrown six new selectable player flags into the pool this next update.

oooooooo, i cannot wait!  ;D
Title: Re: [0.95a] Magellan Protectorate v1.08a - update and fixes
Post by: Harmful Mechanic on June 18, 2021, 06:11:59 PM
Wait no more!

(https://i.imgur.com/1jzVwzG.png)

A big old balance and QoL update with plenty of new fun stuff. Get it >HERE< (https://bitbucket.org/StopTypingSoren/magellan-protectorate/downloads/Magellan_Protectorate_v1.08a-RC1.zip).

BREAKS SAVES
(new game required for some features).

Changelog
1.08 - Fixes and new content.

Content:
- Added ER Light Autogun, a 3OP poking kinetic with 800 range and just about no other redeeming features.
- Added Balefire MRM Pod, 12OP's worth of energy-based support/finisher missile with lots of stored ammo.
- Added Porey Battlecruiser - a smaller, faster, more frontally-oriented capital, and arguably a more dangerous one.
- Added Keu Phase Cruiser, a slightly cheaper Doom with Fast Missile Racks and a very angry built-in Fusion Cannon.
- Revised Sung sprite. No more freaky missile tube geometry.
- Revised Shockfire MRM Pod sprite.

Balance:
- Added single Chasefire AFM to Chela, improved Chela hull and armor to match Talons - should be more useful in dogfights and earn that 5OP price on your carriers.
- Added frag crits to small and large Mag Drivers. Now hitting armor with a big, slow slug sometimes spalls a chunk of it through some poor bastard inside.
- Small Mag Driver OP cost increased to 9 from 8.
- Reduced built-in Balefire launcher to four tubes, and increased base damage to 600 to compensate. Increased on-hit crit damage as well.
- Reduced Shockfire salvo to 5, ammo to 30, changed damage type to Energy and raised damage to 400.
- Reduced Ripfire damage to 135, small/med ammo to 30/100, reduced range slightly and added flameout on reaching max range. Should make them a little harder to run hog-wild with. Crit damage and frequency increased; they're deadly once armor has been stripped.
- Adjusted Cluster Autocannon; removed ammo, now 180/150 DPS/flux, doing 40 damage per pellet. Should be a more reliable weapon overall.
- Reduced small Foxfire ammo from 48 to 32. Should make them a little less useful in longer fights.
- Renamed 'Porey' destroyer to 'Pollard', 'Quillon' destroyer to 'Capella' and 'Keu' phase frigate to 'Yeager' to accommodate new content. Yes, it's confusing; shouldn't need to happen again.
- Trimmed Quillon/Capella top speed down to 125 from 145. A little more reasonable, still very fast.
- Revised Bonecrusher (but not Bonesaw/Boneshaker) weapons as rare Hybrid mount guns; 300 per-shot frag damage raised to 500, EMP and arc frequency doubled.

Campaign:
- Revised constellation geography. There's a bit more going on now.
- Tweaked some weapon availability.
- Added support for SCC's Reputation Decay mod.
- Added support for Commissioned Crews.
- Fixed missing relationships for Starfarer start, added several new relationships.
[close]
Title: Re: [0.95a] Magellan Protectorate v1.08a - update and fixes
Post by: DownTheDrain on June 19, 2021, 03:27:12 AM
BREAKS SAVES

Guess that gives me an excuse to exploit the Quillon a bit longer before making the change. I probably would have preferred for it to stay ridiculously fast and take some other kind of nerf instead. I mean it looks like a speed demon so that seemed quite fitting to me.
Title: Re: [0.95a] Magellan Protectorate v1.08a - update and fixes
Post by: AdmiralRem on June 19, 2021, 06:46:28 AM
BREAKS SAVES

Guess that gives me an excuse to exploit the Quillon a bit longer before making the change. I probably would have preferred for it to stay ridiculously fast and take some other kind of nerf instead. I mean it looks like a speed demon so that seemed quite fitting to me.

I started a new save, which hurt a bit because I JUST got heavy industry but I didn’t care too much as I could produce much as far as Magellan goes.

I can assure you the Quillon is still quite zippy. I put small fusion cutters on it and it’s pretty scary.

Also Harmful Mechanic loving all the new stuff and tweaks. Is the new system supposed to have all those…. Goodies floating around? Or was that just luck?
Title: Re: [0.95a] Magellan Protectorate v1.08a - update and fixes
Post by: Null Ganymede on June 19, 2021, 07:30:48 AM
Woo, super exciting to see a (mostly) low tech faction!

Just playing in the simulator, it looks like it takes common low-tech archetypes and sprinkles on minor twists to make 'em interesting. Limited energy mounts on some ships! Slower burn drive with a bit of control, and on a broadside ship to boot! Lasher/Enforcer, but wedge-shaped so they're actually fun to pilot!

Very cool design. Hyped for a playthrough.
Title: Re: [0.95a] Magellan Protectorate v1.08a - update and fixes
Post by: DownTheDrain on June 19, 2021, 11:03:26 AM
I can assure you the Quillon is still quite zippy. I put small fusion cutters on it and it’s pretty scary.

It was great before so I'm sure it still does fine.
This is more of a personal preference thing than a balance concern. I'd prefer a more unique ship over another well-rounded one.
Title: Re: [0.95a] Magellan Protectorate v1.08a - update and fixes
Post by: TheJinx on June 20, 2021, 03:39:42 AM
Hi decided to play the levellers start(really like the small little factions you do herd,bladebreakers etc.) and I noticed that the Swarmfighter assault drone isn't included in the Leveller blueprint package, is this intended? I've noticed those fighters are REALLY strong so I'm assuming it was for balance if that is the case, besides that is there any way to obtain that particular fighter through exploring ruins or techmining?
Title: Re: [0.95a] Magellan Protectorate v1.08a - update and fixes
Post by: Harmful Mechanic on June 20, 2021, 06:46:46 AM
Right now there's only one of the two planned Leveller blueprint packs, the basic one. When they have more unique tech in the game, they'll get the other one, which *will* include Swarmfighter blueprints.
Title: Re: [0.95a] Magellan Protectorate v1.08a - update and fixes
Post by: TheJinx on June 20, 2021, 12:05:39 PM
Ahhhh I figured, was checking out that little magellan_levellerunique_bp looking forward to more of your stuff really like your mods ;)
Title: Re: [0.95a] Magellan Protectorate v1.08a - update and fixes
Post by: AdmiralRem on June 20, 2021, 04:18:03 PM
Speaking of blueprints, are there any other than the ones you get when you start with the commission? It would be nice to be able to make all the ships and weapons!
Title: Re: [0.95a] Magellan Protectorate v1.08a - update and fixes
Post by: Harmful Mechanic on June 20, 2021, 04:38:17 PM
There’s a pack for the Skytiger hulls and a pack for The Herd. I’m undecided whether there will/should be more.
Title: Re: [0.95a] Magellan Protectorate v1.08a - update and fixes
Post by: Killsode on June 21, 2021, 02:36:31 AM
There’s a pack for the Skytiger hulls and a pack for The Herd. I’m undecided whether there will/should be more.

Where do you find those ones? do they spawn or are they just planned for the future? as i dont think i've ever seen The herd outside of the files
Title: Re: [0.95a] Magellan Protectorate v1.08a - update and fixes
Post by: AdmiralRem on June 21, 2021, 05:02:23 AM
Hey I just realized I still haven’t seen the combat freighter. I don’t really have a use for it but I thought they were fixed with the last patch?
Title: Re: [0.95a] Magellan Protectorate v1.08a - update and fixes
Post by: Killsode on June 22, 2021, 04:26:45 AM
Finally got around to trying a negotiator agent to bypass the randomness of markets and procure a ship directly but ran into an issue, the list is extremely sparse, just the atlas, kreshov, kant, pollard, phaeton, talley, dekker, and dram are available.
Title: Re: [0.95a] Magellan Protectorate v1.08a - update and fixes
Post by: Harmful Mechanic on June 22, 2021, 02:37:49 PM
At the moment, I'm trying to figure out a good way to limit the selection of Magellan goodies you can get your hands on via normal routes like Prism and agents; the agent list should be wider, but right now keeping something out of Prism also blocks it from agents (unless I've missed some functionality in Nex).

In the mean time, there's a ship graveyard over in Beta <Name> that should fill some of the gap for you.
Title: Re: [0.95a] Magellan Protectorate v1.08a - update and fixes
Post by: AdmiralRem on July 04, 2021, 07:47:20 PM
Just some feedback. So after many many hours of gameplay I have come across 4 Capellas 2 Keus and zero phase frigates. Oh and the only way I can get a combat freighter is by procuring with an agent.

Otherwise I keep having more and more fun with this faction. Found the skytiger blueprint and I’m loving them, especially the bombers. I love deleting things with the bombers!
Title: Re: [0.95a] Magellan Protectorate v1.08a - update and fixes
Post by: DownTheDrain on July 04, 2021, 11:23:15 PM
At the moment, I'm trying to figure out a good way to limit the selection of Magellan goodies you can get your hands on via normal routes like Prism and agents; the agent list should be wider, but right now keeping something out of Prism also blocks it from agents (unless I've missed some functionality in Nex).

Why? Serious question.
There are much more rare and much more powerful ships available at the Freeport. I think it's generally understood that you can get stuff there that you shouldn't really get your hands on normally. What makes Magellan ships so incredibly unique and special that you need to remove them even from the most exclusive store in the game?
Title: Re: [0.95a] Magellan Protectorate v1.08a - update and fixes
Post by: SYRIDAN on July 10, 2021, 05:22:40 AM
Excuse me,could I get your premission to translate this mod into Chinese and reprint it to the Chinese local forum.I'll appricate it if you could accept my application.  :)
Title: Re: [0.95a] Magellan Protectorate v1.08a - update and fixes
Post by: Harmful Mechanic on July 10, 2021, 06:05:07 PM
Excuse me,could I get your premission to translate this mod into Chinese and reprint it to the Chinese local forum.I'll appricate it if you could accept my application.  :)

I'm working on an update that's almost ready to go; if you could wait until I put that out, I think that would be best for all concerned. But once the next update is ready, absolutely.
Title: Re: [0.95a] Magellan Protectorate v1.08a - update and fixes
Post by: mora on July 12, 2021, 01:56:39 AM
(https://i.imgur.com/qxg2diH.png)
One of the systems generated in the Magellan constellation tends to attract mission destinations. Is it not tagged as a core world?
Title: Re: [0.95a] Magellan Protectorate v1.08a - update and fixes
Post by: TheInapproPirate on July 23, 2021, 10:56:38 AM
I'm working on an update that's almost ready to go

Love your projects so far, the DME and Blade Breakers designs are just mint. This one I like even more. Cannot wait for the update!
Title: Re: [0.95a] Magellan Protectorate v1.08a - update and fixes
Post by: TheInapproPirate on July 24, 2021, 12:56:48 PM
Observed a linguistic issue in the description of the phase cruiser Keu. Please consider the following implementation.

Observed result:

[...] a highly effective design in the rifght hands.

Expected result:

[...] a highly effective design in the right hands.

Notes:
Tested with Starsector 0.95a RC15 and ACME 1.1.5, Battlestar Galactica Portrait Pack 1.0.6, GraphicsLib 1.5.1, LazyLib 2.6, Magellan Protectorate 1.08a, MagicLib 0.34 RC2, Nexerelin 0.10.2c, SpeedUp 0.7.1 and Stellar Networks 1.2.0.

(https://i.ibb.co/51ZFy4c/KEU-RIFGHT.png)
Title: Re: [0.95a] Magellan Protectorate v1.08a - update and fixes
Post by: ArbuzBudesh on August 16, 2021, 02:58:12 AM
Not sure if this was asked before, but is it intentional for dekker have double small mount on the nose? Visually weapon overlap oddly so looks non intended.
Title: Re: [0.95a] Magellan Protectorate v1.08a - update and fixes
Post by: Raio_Verusia on September 04, 2021, 06:33:44 AM
Does anyone have some pointers for these ships? I'm getting my rear handed to me :P
Title: Re: [0.95a] Magellan Protectorate v1.08a - update and fixes
Post by: AdmiralRem on September 06, 2021, 07:35:39 PM
It took me a while because I too was thinking they were underpowered. But they aren’t. I haven’t played in weeks but 1-2 Capitals with a and full of the cruiser size carriers and at least 4 pointy face guys for capping things harassment. I’ve wiped entire fleets with just that which should sit you around 200-240 point.

Phase lances are amazing on the caps. And all that armor let’s you take a beating if you know what you’re doing. They really are great stick with it.
Title: Re: [0.95a] Magellan Protectorate v1.08a - update and fixes
Post by: Harmful Mechanic on September 06, 2021, 07:45:21 PM
Someone on Discord described them as 'low-tech ships with high-tech movement systems', and I'd say that's exactly the intended balance, because for me the happy zone of Starsector design is midline; ships capable of playing brick against high-tech, and playing zoom-and-boom against low-tech.

There are also a number of ships that tilt further in either direction, of course, and ship skins that change the calculus yet again, and not always in the expected direction.

Probably the single biggest thing that seems to trip experienced players up in 0.95a is not being able to build in Hardened Shields, which is hopefully kinda counterbalanced by the greater durability of their weapons and engines. Armor tanking is less painful on Magellan ships than it is on vanilla low-tech thanks to that, and they benefit more from hullmods like Solar Shielding or Resistant Flux Conduits as well.
Title: Re: [0.95a] Magellan Protectorate v1.08a - update and fixes
Post by: Algoul on September 07, 2021, 09:36:44 AM
Dear Harmful, your mod is one of core in my mod set, its solid and estetically pleasing, this is GOOD work.
Can i ask you, 1) do you have plans to make Levelers a sort of pirate faction with bases, they own line of Magelan's cruisers and line ships? 2) Magelan subfactions, Blackcolars and red ships (forget name), they have some how active represention in your mod or its just remnants of old?
Title: Re: [0.95a] Magellan Protectorate v1.08a - update and fixes
Post by: Harmful Mechanic on September 07, 2021, 01:41:07 PM
Dear Harmful, your mod is one of core in my mod set, its solid and estetically pleasing, this is GOOD work.
Thanks. It benefits a lot from having made all my newbie mistakes in advance (https://fractalsoftworks.com/forum/index.php?topic=11322.0). I'm working on a minor update as well.

1) do you have plans to make Levelers a sort of pirate faction with bases, they own line of Magelan's cruisers and line ships?
Yes/sort of. The plan is... okay, I've been holding my cards close to my vest, because there's no guarantee I'll get to do this exactly, but here's what I had in mind:

- Levellers start out as technophilic Pathers. They have radically tweaked Magellan ships, but not large or especially powerful ones, and they're easy to deal with.
- In the course of my planned mission content, they're going to get more stuff, and more advanced stuff, including a mobile station/mothership that'll spawn semi-randomly.
- They're not really going to have a full faction's worth of ships, but they might get one more skin on top of what's already there + their advanced unique ships.
- All this stuff, including the mobile station/mothership, will be given to the player for their use, sooner or later, in blueprint form.

They have about four more hulls coming for sure, but one of them is a module ship of substantial size and should probably count as 2-3 ships in terms of total workload. Anything beyond that is nice-to-have, bonus content.

2) Magelan subfactions, Blackcolars and red ships (forget name), they have some how active represention in your mod or its just remnants of old?
All the subfaction skins are included because they're planned to have some kind of active role in the missions I want to write for the faction. They're also just fun alt-takes on their base hulls.

Anything in the mod right now is intended to have an active presence in the world, at some point.
Title: Re: [0.95a] Magellan Protectorate v1.08a - update and fixes
Post by: Raio_Verusia on September 08, 2021, 12:06:01 AM
It's nice to know you have full intention of bringing this mod further. I'm loving it so far, and, while I sometimes feel frustrated with these ships, I am going to keep trying weapon loadouts until I find something that works for me. I loved Dassault, and I love this mod, both some of my favorites so I'm sticking with (and formed an alliance with Magellan) them for this play through. They're different, and that's a good thing, it's just adjusting play style to fit them and wrap my head around using armor instead of relying solely on shields. I think that's my problem, the shields aren't the greatest and relying on them has me overloaded more often than not (maybe my weapon choices also compound the issue lol).
Title: Re: [0.95a] Magellan Protectorate v1.08a - update and fixes
Post by: Raio_Verusia on September 11, 2021, 02:43:41 AM
I have a suggestion for the BCR variant of the Chenel. There is space at the rear, ahead of the engines, the gap that looks... quite smitten for a single hangar bay. Suggestion being, remove that medium mount and replace it with a hangar just to make the BCR a little special compared to the others, a light cruiser with a light carrier duty for quieter fringe operations. If not the BCR, because of it's smaller signature, then perhaps the Skytiger? I just think there could be one of the light cruisers that has a tucked in hangar bay to differentiate it a bit more and to offer more of a support role, as I feel the Chenel and Kreshov try to fill the same role, doing different things.
Title: Re: [0.95a] Magellan Protectorate v1.08a - update and fixes
Post by: Harmful Mechanic on September 11, 2021, 11:01:26 PM
Very much not going to do that, no. I think it's bad design for the ship, and it conflicts with the faction's overall design. There's already a cruiser with that same niche; the Mallory.

Title: Re: [0.95a] Magellan Protectorate v1.08a - update and fixes
Post by: Raio_Verusia on September 12, 2021, 01:21:23 PM
Very much not going to do that, no. I think it's bad design for the ship, and it conflicts with the faction's overall design. There's already a cruiser with that same niche; the Mallory.

Totally fair. On another note, I feel the Porey's scale is a bit low compared to the lighter cruisers but that's not a big issue. Haven't played with or seen a Mazian in action yet. I've started using Heavy Armor on my Magellan ships and it's helped a lot with them getting steam rolled.
Title: Re: [0.95a] Magellan Protectorate v1.08a - update and fixes
Post by: bentusi on September 17, 2021, 05:48:03 AM
Edgar, Porey, Sung, Keu, Mazian... No Mallory? ;)

I'm new to this game and this is the first content mod I'll be downloading. VERY nice looking ships.
Title: Re: [0.95a] Magellan Protectorate v1.08a - update and fixes
Post by: Harmful Mechanic on September 17, 2021, 03:19:02 PM
Edgar, Porey, Sung, Keu, Mazian... No Mallory? ;)

You just missed me talking about the Mallory two posts up.
Title: Re: [0.95a] Magellan Protectorate v1.08a - update and fixes
Post by: Melanoc3tus II on September 18, 2021, 07:19:55 PM
So, can I just say, I love the PD. I love the turret arcs which enable the PD. I love watching it efficiently annihilate everything with perfect accuracy. Everything about it, essentially. It's certainly because standard Starsector PD is manually aimed by a narcoleptic alcoholic (without powered steering), but it's great nonetheless.

On a more general note, the art style-and-general-quality is markedly improved, not that it wasn't nice before. It's not only in that I personally kinda disliked the tone of white that your previous creation utilised, but there are more objective improvements, such as the increased depth and contouring, and most importantly, that the ships have a small, subtle complement of distinctive decorative greeblings, and not like, 2000 of them. They feel crisp without feeling out of place in the Sector.

All in all, very fun, and a sure addition of mine to all future Starsectors in which it's supported.
Title: Re: [0.95a] Magellan Protectorate v1.08a - update and fixes
Post by: Harmful Mechanic on September 18, 2021, 07:24:40 PM
Thanks. Making good sidegrades to vanilla weapons is my jam, and improving their soft qualities is big part of that.

You'll be pleased to know that the DME art rework is planned to basically resurface everything to look more like Magellan ships do now, but with their own set of aesthetic flourishes.
Title: Re: [0.95a] Magellan Protectorate v1.08a - update and fixes
Post by: Raio_Verusia on September 19, 2021, 03:08:04 AM
Thanks. Making good sidegrades to vanilla weapons is my jam, and improving their soft qualities is big part of that.

You'll be pleased to know that the DME art rework is planned to basically resurface everything to look more like Magellan ships do now, but with their own set of aesthetic flourishes.

Oooo, I'm excited now to see the new DME. DME was the first faction mod I ever installed. I never could quite get them to handle Hegemony fleets (likely because I was just bad at the game back then), they just don't have the staying power like Magellan does (ho boy I'm loving them now.) DME + Magellan seem like a match made in heaven, but then, why do I feel like they hate each other now?

I almost feel like Levellers and Blade Breakers should be friends... Or rivals, but they seem to follow sort of the same cues from what I've seen. I'd love some story elements fleshing both out somewhat, establishing them as an opponent Magellan (and DME respectively) have to deal with. Though, I've heard story anything is a lot harder than making ships and weapons function.
Title: Re: [0.95a] Magellan Protectorate v1.08a - update and fixes
Post by: Helldiver on September 19, 2021, 09:47:57 AM
You'll be pleased to know that the DME art rework is planned to basically resurface everything to look more like Magellan ships do now, but with their own set of aesthetic flourishes.

Will they keep the white theme and fairly rounded feel? Always loved how distinct and "spacecraft-like" it made them.
Title: Re: [0.95a] Magellan Protectorate v1.08a - update and fixes
Post by: Harmful Mechanic on September 19, 2021, 03:04:25 PM
Will they keep the white theme and fairly rounded feel? Always loved how distinct and "spacecraft-like" it made them.

Don't mess with success.

I'm thinking I'll do more curves, more integrated surfaces, and bring things down to something a bit more like the white sections of the Mallory or Kant.
Title: Re: [0.95a] Magellan Protectorate v1.08a - update and fixes
Post by: SpaceDrake on September 30, 2021, 11:40:09 PM
So I actually have a bit of a question: while I really rather like the Magellan Starfarer start in Nexerelin, I'm a little unsure what they/the player are supposed to "be" in that start and exactly what their relationship with the wider Magellan state is meant to be (along with why their starting relations are as rough as they are). Obviously Magellans in general have a rough time of it given their hard relationship with the Domain, but aside from "balancing the fact that you can start with two Mallories if you play your cards right, one of them pristine", I don't have a clear picture on why someone commanding a relic ship is so widely hated by the Sector at the start.

It *is* still a ton of fun, though!
Title: Re: [0.95a] Magellan Protectorate v1.08a - update and fixes
Post by: Harmful Mechanic on October 02, 2021, 01:21:53 PM
So I actually have a bit of a question: while I really rather like the Magellan Starfarer start in Nexerelin, I'm a little unsure what they/the player are supposed to "be" in that start and exactly what their relationship with the wider Magellan state is meant to be (along with why their starting relations are as rough as they are). Obviously Magellans in general have a rough time of it given their hard relationship with the Domain, but aside from "balancing the fact that you can start with two Mallories if you play your cards right, one of them pristine", I don't have a clear picture on why someone commanding a relic ship is so widely hated by the Sector at the start.
Well...

It *is* still a ton of fun, though!
...you stumbled on the logic for it right here. Like the original Deserter start in DME, the purpose of the Starfarer start is to 1) hand the player a fancy elite cruiser, and 2) force the player to lean on that cruiser in the early game by locking off a lot of markets and other options. You can sort of compensate with the ship graveyard (which is meant to compensate for not much Magellan stuff in Prism Freeport and to make starts in their isolated constellation a little less rough on newer player), but it's mostly going to be lean for a while.

So, there you go. I will probably make something up around the gameplay if it needs to be explained later.
Title: [0.95a] Magellan Protectorate v1.15a - New goodies, tweaks and fixes.
Post by: Harmful Mechanic on October 02, 2021, 05:40:19 PM
(https://i.imgur.com/1jzVwzG.png)

A big old balance and QoL update with plenty of new fun stuff. Get it >HERE< (https://bitbucket.org/StopTypingSoren/magellan-protectorate/downloads/Magellan_Protectorate_v1.15a.zip).

BREAKS SAVES
(new game required for some features).

1.15 - New content, balance tweaks.
Content:
- Added Porey [BCR] ship skin
- Added Jitte [BCR] fighter-bomber wing
- Added Bastardsword [SKT] corvette wing as built-in on Edger [SKT]
- Added Flashfire Rocket Barrage, a Squall sidegrade with a unique bite.
- Added Ramey drone frigate (Leveller)
- Added Stunfire Grenade Pod (Leveller)

Balance:
- Reduced per-shot damage of Bonesaw/Boneshaker weapon family to 120, increased burst length from 3/6/9 to 4/8/12 shots. Removed proximity fuzing, and made on-hit effect do 30 damage that ignores armor.
- Changed Bonecracker core shot to HE damage.
- Tightened Beehive grouping, changed to 175 HE center projectile and 3x75 HE submunitions.
- Edger [SKT] now has a single Large Missile slot instead of two Mediums. Carries a Bastardsword [SKT] built-in wing.
- Changed Ripfire damage type to Fragmentation, increased shot damage to 300, with 150 extra armor damage on-hit.

Campaign:
- Added pirate market, Calicheman, to Secundus graveyard system.
[close]
Title: Re: [0.95a] Magellan Protectorate v1.15a - New goodies, tweaks and fixes.
Post by: Nine Ball on October 03, 2021, 10:34:06 AM
Thank you for the update!

I love the new Porey Skin, its fast becoming one of my favourite flagshisp
Title: Re: [0.95a] Magellan Protectorate v1.15a - New goodies, tweaks and fixes.
Post by: SpaceDrake on October 03, 2021, 10:58:51 AM
I was going to say, hello Porey variant. :o

Also those are some nice balance tweaks. The Beehives really needed that love.
Title: Re: [0.95a] Magellan Protectorate v1.15a - New goodies, tweaks and fixes.
Post by: TheInapproPirate on October 04, 2021, 01:54:27 AM
The new Porey variant looks amazing. Already liked the regular one a lot. Cannot wait to find it ingame.
Title: Re: [0.95a] Magellan Protectorate v1.15a - New goodies, tweaks and fixes.
Post by: Jade Tendency on October 04, 2021, 07:24:52 AM
The "drop of an item" bar quests always send me to the ship graveyard system.
Title: Re: [0.95a] Magellan Protectorate v1.15a - New goodies, tweaks and fixes.
Post by: Harmful Mechanic on October 04, 2021, 07:52:53 AM
The "drop of an item" bar quests always send me to the ship graveyard system.

I have good news for you: I found the bug last night (system tags set incorrectly).
I have bad news for you: you'll need a new save when I fix it.
Title: Re: [0.95a] Magellan Protectorate v1.15a - New goodies, tweaks and fixes.
Post by: mora on October 05, 2021, 06:31:37 AM
I have good news for you: I found the bug last night (system tags set incorrectly).
I have bad news for you: you'll need a new save when I fix it.
Is said bug the part where tags are added to system_two instead of system_three?
Title: Re: [0.95a] Magellan Protectorate v1.15a - New goodies, tweaks and fixes.
Post by: Jade Tendency on October 05, 2021, 09:24:13 AM
The "drop of an item" bar quests always send me to the ship graveyard system.

I have good news for you: I found the bug last night (system tags set incorrectly).
I have bad news for you: you'll need a new save when I fix it.

Starting a new save is the best part about StarSector so that's fine.
Title: Re: [0.95a] Magellan Protectorate v1.15a - New goodies, tweaks and fixes.
Post by: VonCrunchhausen on October 05, 2021, 09:52:48 PM
I like the beige, chonky look of the ships. It makes me imagine that the Magellan Protectorate has an Alien: Isolation vibe with its technology, with lots of blocky computers and glowing CRT monitors on their bridges.
Title: Re: [0.95a] Magellan Protectorate v1.15a - New goodies, tweaks and fixes.
Post by: Errors2149 on October 11, 2021, 02:00:21 PM
I just want to say.
Capellas are awesome. I love them to bits. No other destroyer will ever do it for me ever again.
I'm very much in love with the rest of the faction as well.
Though it would be nicer with a capital carrier and their own station type as well. maybe extend the concept of the edger into a battlecruiser-carrier somewhat like the legion.
Title: Re: [0.95a] Magellan Protectorate v1.25a - New goodies, tweaks and fixes.
Post by: Harmful Mechanic on October 22, 2021, 09:47:13 AM
(https://i.imgur.com/1jzVwzG.png)

A big old balance and QoL update with plenty of new fun stuff. Get it >HERE< (https://bitbucket.org/StopTypingSoren/magellan-protectorate/downloads/Magellan_Protectorate_v1.25a.zip).

BREAKS SAVES
(new game required for some features).

1.25a - Minor new content, script refactoring, balance tweaks.
Content:
- Added Silverdart ESD Gun.

Balance:
- Most crit scripts now scale damage and other effects based on their parent projectile (especially useful for energy weapons).
- Added a check to keep onHit flux damage from being applied to ships with less total flux than the effect.
- Muzzle effects and shotgun scripts converted to onFire effects. Substantial performance improvements.
- Renamed Twin Autocannon to Silverbolt Autocannon, reduced shot damage to 150.
- Ripfire SRM base damage changed to 300 frag damage, with 150 additional scripted damage to armor.
- Changed Fusion Lance on Porey to Electron Lance; now has added EMP damage.
- Swapped out missile system on baseline Sung cruiser to an HE cluster MRM. Blackcollar Sung retains the Balefire launcher.
- Flenser family of PD weapons revamped, now use snazzy tracer FX.
- Electra CIWS now uses ammo, shots expire randomly towards max range. Should be less of a no-brainer.

Campaign:
- Added a special condition (City-Warrens) to make Jeshad a harder target for raids and invasions.
[close]
Title: Re: [0.95a] Magellan Protectorate v1.25a - New goodies, tweaks and fixes.
Post by: Gabloc on November 01, 2021, 12:41:36 AM
I really like the mod, the art work is wonderful. However I've noticed following issues during the playthrough while I tried to only use Magellan warships in my fleet: 
1. Jeshad seems to be in constant shortage of fuel. Is that due to Jeshad's size and its remote location?
2. Elite version (Blackcollar, Skytiger, etc. ) ships rarely appear in markets. Is there any plan to make them appear more often? In addition, I'm wondering where I can find the  'herd'  variant of ships.
3. Will you add a new Magellan heavy frigate? I'm asking that because Capella is little OP and it's overshadowing all the other destroyers and even Chenel while being really difficult to acquire. Some heavy frigates can provide us with another option.

Thanks again for the hard work.

Title: Re: [0.95a] Magellan Protectorate v1.25a - New goodies, tweaks and fixes.
Post by: Harmful Mechanic on November 01, 2021, 05:11:13 AM
I really like the mod, the art work is wonderful.
It's definitely an improvement on my first mod; ironically, it started out as something I banged together in one very intense week in the middle of 2019 when I was between freelance contracts and had been drinking a whole lot of coffee.

However I've noticed following issues during the playthrough while I tried to only use Magellan warships in my fleet: 
1. Jeshad seems to be in constant shortage of fuel. Is that due to Jeshad's size and its remote location?
Yes. One of the ways Magellan campaign presence is balanced out is that most of their ships have low fuel capacity, and the faction overall is fuel-starved.

2. Elite version (Blackcollar, Skytiger, etc. ) ships rarely appear in markets. Is there any plan to make them appear more often? In addition, I'm wondering where I can find the  'herd'  variant of ships.
I'm still working out all the subfactions and their spawning, mechanically - but they'll all end up being, if not easy to find, easier than they are now. Blackcollar stuff is meant to feature in story missions; Skytigers will be getting a spawning industry on Annore, and the Herd is going to get... something, I haven't decided what yet.

3. Will you add a new Magellan heavy frigate? I'm asking that because Capella is little OP and it's overshadowing all the other destroyers and even Chenel while being really difficult to acquire. Some heavy frigates can provide us with another option.
Without going into too much detail - yeah, a heavy frigate with a medium slot is the last Magellan ship I have planned.

(Also, will take a look at the Capella; it could probably stand to take a hit to the flux stats, at minimum).

Thanks again for the hard work.
It's actually much less hard work than trying to hack down DME has been, and I'm often tempted to focus on nothing but Magellan stuff, which is a lot tighter-designed from the beginning and is more fun to do campaign content for.
Title: Re: [0.95a] Magellan Protectorate v1.25a - New goodies, tweaks and fixes.
Post by: mora on November 14, 2021, 09:33:28 AM
The Leveller weapons are quite pathetic compared to the stuff Magellans have. I guess they're still kinda a WIP? No wonder their home station was blown up.
On the topic of weapons, I haven't checked but are you sure the "damage is not reduced by armor" effect on the Boneshakers is only being applied to the extra 30 damage instead of the entire shot? They're working way too well than what I'd expect from an 120 frag damage weapon. Or is it simply the 30 extra damage doing the magic?
Title: Re: [0.95a] Magellan Protectorate v1.25a - New goodies, tweaks and fixes.
Post by: 5ColouredWalker on November 14, 2021, 05:12:02 PM
I think the main reason the Capella is OP is that it moves at fast frigate speeds while having a high end destroyer loadout. Also it's nose armor means it can shut off it's shields and ignore most beams. (Using for ramming can be nice, but ramming is rarely that useful... Unless you're doing it to yeet away a ship who's engines are off since they don't automatically slow down.)

Confirming Boneshakers feel op, especially on the fighters who seem to chip through armor at a decent clip, only to suddenly vaporise whatever they were targetting. That said the Broadsword variation that's supposed to have an engagement range of 2000 units acts more like it has a range of 0, only engaging when things are directly on top of you, and only being in front of you when you're moving backwards. If they're meant to have a 0 engagement range that's fine, but the tooltip needs updating. If that's not intended, well maybe up the OP while fixing that because they're rediculously powerful, and 1-2 wings of them negate all need for PD on a capital ship.

Personally I don't think Leveller weapons are pathetic, just wish I had somewhere to buy them.
Title: Re: [0.95a] Magellan Protectorate v1.25a - New goodies, tweaks and fixes.
Post by: Harmful Mechanic on November 14, 2021, 11:57:56 PM
The various Bonesaw/Boneshaker weapons should be doing (this is a naïve calculation here, not taking into account the fact that the added armor damage from the script is unaffected by armor's minimum damage reduction) approximately 60 damage/round to armor; that's good, but less effective per hit than the 80 damage/round to armor of the vanilla Light Assault Gun.

I am guessing that the 'not reduced by armor' aspect of the scripted extra damage is having an outsized effect in practice. That doesn't surprise me, and there's a reasonable amount I could do about it; reduce the additional damage, redesign the on-hit effect, or remove the scripted damage entirely and increase the base frag damage they deal to compensate.

Leveller gear is meant to be available to the player eventually; right now I'm fooling around with a potential route, and there should be a couple when I'm all done with the mod.
Title: Re: [0.95a] Magellan Protectorate v1.25a - New goodies, tweaks and fixes.
Post by: 5ColouredWalker on November 18, 2021, 04:11:01 PM
Not reduced by armor is almost certainly having an outsize effect, as it makes the fighters relevant against everything, and once through armor the damage multiplies due to being fragmentation based.

As for Laveller, I assumed they were going to appear in pirate shops based on where leveller spawned.
Title: Re: [0.95a] Magellan Protectorate v1.25a - New goodies, tweaks and fixes.
Post by: Harmful Mechanic on November 18, 2021, 04:33:27 PM
Still figuring out Leveller stuff.

I've chopped down the scripted armor damage a bit in the dev version; we'll see how testing goes, and it might need more of a cut.
Title: Re: [0.95a] Magellan Protectorate v1.25a - New goodies, tweaks and fixes.
Post by: Corelious on November 20, 2021, 05:12:29 PM
Hey Harmful,

This is by far my favorite mod - and it plays great with your other faction mods.  Only issue that I am running into is that the only BCR units that I can find in store are the Light Cruiser, the Porey, and the Destroyer that looks like a Hammer head (sort of).  I have played quite some time and found no blue prints for them or for the red and white versions (which are not found in store at all).  Is there a way to temporarily allow their purchase in store, including the fighters/bombers, and include a dropable blue print? Might also include the antiques while we're at it. 

I understand that you are working on gameplay/story functions for how these get introduced which I am really excited to explore - just want to be able to play with these more in the short term.

Thanks for all your hard work on this stuff - pure genius and hands down my favorite faction mod bar none.
Title: Re: [0.95a] Magellan Protectorate v1.25a - New goodies, tweaks and fixes.
Post by: Harmful Mechanic on November 20, 2021, 05:49:49 PM
Thanks, glad you like it.

Actually, everything but the Blackcollar stuff has a blueprint package already. So you can pull up the ID for that and console-command it in when you feel you've earned it, or scour the sector hoping for a very unlikely random drop. I'm still not really sure how I want to handle Blackcollar hulls yet, or they'd have a blueprint package too.

Antique stuff is either extremely rare (toss a few credits to your local historian), or intentionally not available except in small quantities. If anything really needs to be more available than it is, I might salt a couple hulls or minor caches in the junkyard system.
Title: Re: [0.95a] Magellan Protectorate v1.25a - New goodies, tweaks and fixes.
Post by: 5ColouredWalker on November 21, 2021, 03:11:10 PM
If anything really needs to be more available than it is, I might salt a couple hulls or minor caches in the junkyard system.

On that note, I've never seen the Capella outside of preset salvage and Nex causing one to spawn in your starting fleet (So most 3 a playthrough with 1 blackcollar, unless the industrial overhaul mod is used.), and I've never seen the Keu.
As in, ever. Pretty sure at least.
Title: Re: [0.95a] Magellan Protectorate v1.25a - New goodies, tweaks and fixes.
Post by: The Soldier on November 21, 2021, 04:00:38 PM
On that note, I've never seen the Capella outside of preset salvage and Nex causing one to spawn in your starting fleet (So most 3 a playthrough with 1 blackcollar, unless the industrial overhaul mod is used.), and I've never seen the Keu.
As in, ever. Pretty sure at least.
So, from experience, I've been able to find all the BCR ships in markets except for the BCR Sung, Capella, and Yeager. Theoretically they should appear in both fleets and markets, but with how Starsector handles prioritized ships, they'll almost never show up (put simply, if there's a priority list with a ship of similar fleet / combat role and this ship isn't on the priority list, the chances of it spawning are reduced massively). There is a slim opportunity acquire them through a Magellan contact's production order, but the mission is bugged where it only comes up once per contact, so pick wisely.
Title: Re: [0.95a] Magellan Protectorate v1.25a - New goodies, tweaks and fixes.
Post by: Harmful Mechanic on November 21, 2021, 04:15:07 PM
I’ll definitely see if I can fix the BCR Sung and Yeager; the Capella was working but crashed the game if it showed up in markets, so it’s a salvage goodie for now.

Eventually I may just set up a conversion market or interaction for BCR hulls; that would feel more thematic than just being able to buy them outright.
Title: Re: [0.95a] Magellan Protectorate v1.25a - New goodies, tweaks and fixes.
Post by: Corelious on November 21, 2021, 04:51:00 PM
I have only seen the Chenel, Kant, Talley, Pollard and Porey as BCR. I once found a Sky Tiger Chela and Jitte in market.... and that's across about 20 games.  I have not found any variations of the Kreshov, Sung, Capella (outside the salvage one), Dekker, Mazian, Janz, the one flying brick and the Edger.  The only variations outside of market are the Sky Tiger and they are not in store any where or outside the salvage pair of Chenels and the one Edger.
Title: Re: [0.95a] Magellan Protectorate v1.25a - New goodies, tweaks and fixes.
Post by: 5ColouredWalker on November 21, 2021, 07:31:42 PM
the Capella was working but crashed the game if it showed up in markets, so it’s a salvage goodie for now.

That makes me awfully sad. Since I don't see it in fleets I take it the method to prevent it showing up in stores stops them from building it? In which case I think Nex's the only source for them with a negotiator agent, but I don't think I've tried that.

Is the Keu also locked off or just a rare spawn?
Title: Re: [0.95a] Magellan Protectorate v1.25a - New goodies, tweaks and fixes.
Post by: Corelious on November 21, 2021, 07:35:37 PM
What's the Keu?
Title: Re: [0.95a] Magellan Protectorate v1.25a - New goodies, tweaks and fixes.
Post by: Corelious on November 21, 2021, 07:37:31 PM
ARE THERE SHIPS I DONT KNOW ABOUT!? :D
Title: Re: [0.95a] Magellan Protectorate v1.25a - New goodies, tweaks and fixes.
Post by: Harmful Mechanic on November 21, 2021, 07:43:39 PM
Kreshov,
(has no BCR variant)
Capella (outside the salvage one),
(was available in markets but was causing crashes that couldn't be fixed)
Dekker, Mazian, Janz,
(have no BCR variant)
the one flying brick
(this is not helpful)
Edger.
(has no BCR variant)
The only variations outside of market are the Sky Tiger and they are not in store any where or outside the salvage pair of Chenels and the one Edger.
My response to this is going to boil down, every time, to either 'I'm sorry the mod isn't finished and feature-complete yet' (I'm a hobbyist who isn't a trained programmer, there are hard limits on my time, and adding in new campaign-layer interactions sometimes takes me longer than it should) or 'I'm sorry that what you want and the mod I'm actually working on have divergent design goals' (eg, 'why is there not a (name) [BCR] skin' - well, not every subfaction is meant to have every ship hull).

I'm doing what I can about the former, including a spawning industry for the Skytigers. The latter is not a problem that can be solved except by creating your own mods to your own specifications.

Also, please don't double-post. Use the edit button.

the Capella was working but crashed the game if it showed up in markets, so it’s a salvage goodie for now.
That makes me awfully sad.
Tell Alex to fix some of the issues with SHIP_WITH_MODULE stuff? It makes me sad too, but it's out of my hands.
Since I don't see it in fleets I take it the method to prevent it showing up in stores stops them from building it?
It's just not a known BP for the Magellan Protectorate faction. It might be a known BP for a Blackcollar faction that's only used to spawn ships via script, but then I'm sure some tool will decide to give them a market via console commands and come whine about it when their game crashes.
Is the Keu also locked off or just a rare spawn?
It's just rare. It might be too rare, though.
Title: Re: [0.95a] Magellan Protectorate v1.25a - New goodies, tweaks and fixes.
Post by: Corelious on November 21, 2021, 07:48:54 PM
I think the flying brick is the Graft - my apologies I meant no offense.  I am just incredibly enthusiastic about this mod, I literally try to start other play throughs but I can't get away from the ship design and how they play. It's just so damn good.

I understand that your time is limited, so I understand the mod is not yet completed... and that is a process that takes time. 

Will use the edit post in the future.

Can someone link an image of Keu?  Curiosity is now killing me. 
Title: Re: [0.95a] Magellan Protectorate v1.25a - New goodies, tweaks and fixes.
Post by: The Soldier on November 21, 2021, 09:02:46 PM
The Keu is on the OP, just expand The Ships. It's a phase cruiser with a bunch of missile racks, Fast Missile Racks, and a BFG up front to terrorize things with. Long phase cooldown though, so use wisely!
Title: Re: [0.95a] Magellan Protectorate v1.25a - New goodies, tweaks and fixes.
Post by: Corelious on November 21, 2021, 09:33:38 PM
Ah right, I remember that now - they are rare. totally forgot what it was called.
Title: Re: [0.95a] Magellan Protectorate v1.3a - Update for 0.95.1
Post by: Harmful Mechanic on December 23, 2021, 05:29:31 PM
(https://i.imgur.com/1jzVwzG.png)

A big old balance and QoL update for 0.95.1, with a couple new things because, hey, it's the season.
Download [HERE] (https://bitbucket.org/StopTypingSoren/magellan-protectorate/downloads/Magellan_Protectorate_v1.3a.zip).

BREAKS SAVES
(new game required for some features).

1.3a - 0.95.1a compatibility.
Content:
- Added Rounder Wing - heavy fighter version to Mallory, and bomber version to Mallory [LV].
- Added small Balefire MRM Tube for 5OP.

Balance:
- Reduced Silverdart cost to 8OP.
- Adjusted Kreshov slot locations (swapped Composite and Ballistic mediums) and speed (55 down to 50).
- Changed Longfire LRM to 150 HE base damage, with a 750 Fragmentation AoE on-hit effect. Top speed and missile HP both improved.
- Removed direct armor damage on Bonesaw/Boneshaker weapon family, upped base per-shot damage considerably (120 to 200) to compensate.

Campaign:
- Added characters to Magellan markets.
- Added Skytiger Guard HQ to Annore, to spawn everybody's favorite semi-competent-aristo-brute-squad in all their garish finery.
- Fixed Starfarer starting reputation irregularities.
- Fixed arms-dealer tags for Magellan weapons, ships, and subfaction skins.
- Added minor dialogue interactions at nonecon markets for Blackcollars (Crucible Base) and Levellers (Rosebriar Station)
[close]
Title: Re: [0.95.1a] Magellan Protectorate v1.3a - Update for 0.95.1
Post by: Warnoise on December 25, 2021, 08:03:56 PM
I need some advice. I am playing a Magellan only game thus I am building a fleet using only Magellan ships.

I got to the stage where I fight against Remnant and my god they absolutely demolish my ships. I don't know if it is an issue of the ship AI, balance or my choice of armament so this is why I ask for advice

My fleet consists of:
1 Mazian
2 Sung
1 Kant
2 Kreshov
2 Chenel
1 Capella (I pilot it because it is by far the best Magellan ship)
1 Graff
And the rest are a bunch of Dekker and janz

The ships that I am particularly having issues with are the Kreshov, Graf and the pollard. They are slow, they are kinda bulky and their ship system makes them build flux way too fast without real significant damage sometimes.

I mostly use common weapons. I tried building around Magellan weapons but with no success. The only 2 Magellan weapons that I am still using are the Solenola and Bonesaw

Edit: Nevermind. It was my fault. I built them wrong. I changed some builds and now I can defeat Remnant ships with few casualties.

My only (small) complaint is that the pollard (the leveler one) class feels too slow and its ship system feels like would go better with a low tech ship. I would suggest raising base speed of the pollard (LV)

Other than that I am having tons of fun!

Title: Re: [0.95.1a] Magellan Protectorate v1.3a - Update for 0.95.1
Post by: Harmful Mechanic on December 26, 2021, 08:16:53 AM
Hotfix for some missing system tags.
Title: Re: [0.95.1a] Magellan Protectorate v1.3a - Update for 0.95.1
Post by: MagnusGrafSteiner on December 28, 2021, 08:00:48 AM
Hello Harmful Mechanic !!!!

O Great one !  could you please add to your weapons mod - yours  " Magnetic Hypergun" ?? which is currently only " built in option to the ship " and cant be  therefore found or bought on market.  I would love to add them to the other ships... :)
Maybe you could even add double or quad MAgnetic Hypergun weapon to the weapon list ?? .. :)
txh
Title: Re: [0.95.1a] Magellan Protectorate v1.3a - Update for 0.95.1
Post by: Harmful Mechanic on December 28, 2021, 08:07:55 AM
Those weapons are specifically balanced around being built-in only, on ships with limited or no other kinetic options. If I changed that, I'd have to also make them less powerful.

I have thought about giving the player a very small quantity of those weapons as a one-time campaign reward, though. That's the only way I'd do it.
Title: Re: [0.95.1a] Magellan Protectorate v1.3a - Update for 0.95.1
Post by: Mira Lendin on December 28, 2021, 08:09:43 AM
I like the ships but i think they need a lil buff, the weapons are balanced but give them better "trails"!
Thanks for this mod.
Title: Re: [0.95.1a] Magellan Protectorate v1.3a - Update for 0.95.1
Post by: Warnoise on December 29, 2021, 12:00:25 AM
My observation after a full campaign with Magellan ships. Note that I am not a pro at this game so bear with me if I come a stupid comment.

After fighting remnants and the dorritos, I feel like some Magellan ships could use a slight buff.

I dropped the kreshov and the pollard from my fleet because they are useless against Remnants or any fast ships tbh.

Also the sung is obsolete since the Dekker is way more useful in battle. Sung ship system isn't useful because it just makes it flux too quickly.

The Mazian for some reason always sways left and right ending up only using its frontal weapons (without going full broadside) Other than that it's an amazing ship.

The pollard needs some slight flux stats buff because as a line destroyer it reaches high Flux very quickly which isn't good in a battle against fast ships like the Remnants

The kreshov is...I don't know. I simply couldn't find it useful because of its ship system. It has no good frontal protection (like the dominator for example) and its main ballistic slots are way too far in the back losing a good chunk of range. It would be amazing if the rear slots could equip missiles or perhaps maybe a slight buff to OP.

Other than that, I like the rest of the ships.
Title: Re: [0.95.1a] Magellan Protectorate v1.3a - Update for 0.95.1
Post by: AsianGamer on January 04, 2022, 11:51:30 AM
Hey Harmful Mechanic!

I feel that levellers have a really good potential to make this mod shine. That said, I do hope you continue to expand on the faction and maybe add the levellers as a revivable faction in nexerelin (ie allow levellers to give commissions and allow the player to conquer/raid the Magellan Protectorate). All in all, I really like this mod (this and Dassault-Mikoyan) and hope you keep this up!
Title: Re: [0.95.1a] Magellan Protectorate v1.3a - Update for 0.95.1
Post by: Harmful Mechanic on January 04, 2022, 11:55:30 AM
Levellers are planned to be a full half of the story content of the mod, and building them up from their starting point is a big part of that. Right now, you can pump up rep by donating equipment; in the future, I'd like to make them a more unique presence in the Sector than just another playable faction.

I'll think about 'revivable'; right now, there's a very pro-forma starting option, but I'm not really focused on giving them too much more than that; I tend to do Nex features on the basis of what's easy.
Title: Re: [0.95.1a] Magellan Protectorate v1.3a - Update for 0.95.1
Post by: AsianGamer on January 04, 2022, 12:57:48 PM
Cool! I always like a good narrative to go along with a faction mod. Also, is there any way that I can get all Leveller blueprints, or do I have to use console commands?

Edit: I meant like the Mallory and the Leveller fighters and bombers that come with it
Title: Re: [0.95.1a] Magellan Protectorate v1.3a - Update for 0.95.1
Post by: AdmiralRem on January 04, 2022, 02:23:33 PM
Hey Mechanic I see you have a YouTube channel but no content. You have any timelapse of you making your ships? I would love to see that. Also a side question, do you know if it would be possible to have a passive hull or armor rep for a ship as a hull mod or something?
Title: Re: [0.95.1a] Magellan Protectorate v1.3a - Update for 0.95.1
Post by: Harmful Mechanic on January 04, 2022, 02:27:58 PM
Hey Mechanic I see you have a YouTube channel but no content. You have any timelapse of you making your ships? I would love to see that.
Yeah, that was set up a long time ago, and I've more or less forgotten about it. I've thought about doing a timelapse or two; it's pretty boring to me, but then, I've been doing it for a while.

Not gonna make promises, but I've been thinking about it, yeah.

Also a side question, do you know if it would be possible to have a passive hull or armor rep for a ship as a hull mod or something?
Sure - the Blackrock Imaginos did/does that, and there have been other implementations of the concept. I haven't done it yet... but I might later.
Title: Re: [0.95.1a] Magellan Protectorate v1.3a - Update for 0.95.1
Post by: Killsode on January 04, 2022, 09:49:50 PM
This may be a bit of a backburner issue but the list of magellan ships available through alternative means such as prism or operatives is absurdly restricted but for some reason includes the BCR Porey, i'm sure this is probably fixed for the next update but i thought it worth noting

that aside, i am very excited for the story, even just the little bits i've seen from the memorial locations are wonderful
Title: Re: [0.95.1a] Magellan Protectorate v1.3a - Update for 0.95.1
Post by: AdmiralRem on January 05, 2022, 04:20:03 AM
This may be a bit of a backburner issue but the list of magellan ships available through alternative means such as prism or operatives is absurdly restricted but for some reason includes the BCR Porey, i'm sure this is probably fixed for the next update but i thought it worth noting

that aside, i am very excited for the story, even just the little bits i've seen from the memorial locations are wonderful

Ya I thought the Blackrock thing was odd. I have to admit though I like it a lot less than the regular one. The beam is easier to hit with has better mobility and you can change the wing out to whatever you want. I don't really get the Blackrock version. I think it looks amazing! But a bit disappointed. Oh also I can never find carriers anywhere except if I were to get a commission. Luckily I got the BPs so no matter but wasn't sure if that was intentional.
Title: Re: [0.95.1a] Magellan Protectorate v1.3a - Update for 0.95.1
Post by: Piranhabunny on January 26, 2022, 02:28:57 AM
Is it possible to get the Mallory during gameplay? I started out as Magellan starfarers and i love the Mallory to bits. Cant help but want one more heh
Title: Re: [0.95.1a] Magellan Protectorate v1.3a - Update for 0.95.1
Post by: Killsode on January 26, 2022, 11:47:40 AM
Is it possible to get the Mallory during gameplay? I started out as Magellan starfarers and i love the Mallory to bits. Cant help but want one more heh

there is another mallory in the system south west of jeshad, its the same one as the starfarers, unfortunately the magellan and leveler ones are unique to their own starts, but honestly i think the starfarer one may actually be the best
Title: Re: [0.95.1a] Magellan Protectorate v1.3a - Update for 0.95.1
Post by: SpaceDrake on January 26, 2022, 03:41:16 PM
there is another mallory in the system south west of jeshad, its the same one as the starfarers, unfortunately the magellan and leveler ones are unique to their own starts, but honestly i think the starfarer one may actually be the best

Having played with all three, it's a bit debatable. In .95.1, the Leveller Mallory definitely misses out on doubling up on Ballistic Mastery + Targeting Implants for Maximum Range On A Cruiser shenanigans like the Classic Mallory or even Magellan Mallory can, unless you manage some specific shenanigans with treated-as-ballistic hybrid weapons. OTOH, both other Mallories have more flexibility in their fighter setup, and with fighters in general being a rarity for Magellan, that's significant. The Leveller Mallory in particular has very strong bombers, and the Swarmfighters are extraordinarily strong and cause no crew casualties on loss (and the Mallory can fart them out at maximum speed thanks to Classic Design). The Leveller Mallory can also use kind of a shocking number of missiles, depending on how you set it up. This being said, the Classic Mallory getting to start with its full kit, including a pair of Silverbolts, certainly feels potent and unique, and it is the only one to retain the surveying kit instead of the command center.

Anyway, yes, you will always find a second Mallory in [constellation] Secundus; it is guaranteed (iirc) to be at least a bit damaged, though, and will likely be missing some weapons, so getting it to the same standard as the starting Mallory may take some work.
Spoiler
However, if you want to fit it out with Silverbolts, the Skytiger Chenels in the same system usually end up having two Silverbolts between them, if your Mallory is missing both, so you can pull the guns off those wrecks.
[close]
Title: Re: [0.95.1a] Magellan Protectorate v1.3a - Update for 0.95.1
Post by: The Soldier on January 26, 2022, 04:24:16 PM
I'm putting in one for the Militarized Mallory, the one with Magellan markings. No built-in fighters, but it's got an additional medium Ballistic facing front and some extra OP to compensate. You can slap a Bastardsword or two in there to produce a nice PD screen for yourself, or a pair of Chelas to finish off hapless ships. The main selling point is the great big stonking Solenoid Quench Cannon mounted up front - it really is a force to be reckoned with, for all intents and purposes a more flux-efficient Gauss Cannon with a formidable frag crit. Plus I find the Militarized Mallory tends to get stuck in more and use it's guns more effectively than the other two variants, which try to hang back and be broadside ships.

Speaking of these variants, I find that Ballistic Rangefinder is almost impossible to mount on Magellan ships (especially skins, most of those mess with mount types), so it's difficult to squeeze all the extra range you can possibly get. A bit of a shame really, since a lot Magellan's weapons are in fact Hybrid weapons, which get double the bonus (Bonecrusher, Silverbolt, and Silverdart), which have to get used on other ship types to wring out that last bit of range.