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Starsector => Mods => Topic started by: Amazigh on November 19, 2021, 05:27:13 PM

Title: [0.97a] Kyeltziv Technocracy [1.10.3]
Post by: Amazigh on November 19, 2021, 05:27:13 PM
(https://i.imgur.com/qkpun66.png)


Download Mod (1.10.3) (https://github.com/Bare-Poles/Kyeltziv-Technocracy/releases/download/v1.10.3/Kyeltziv.Technocracy.1.10.3.zip)


Requires:
LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)
MagicLib (http://fractalsoftworks.com/forum/index.php?topic=13718.0)

Supports
Commissioned Crews (https://fractalsoftworks.com/forum/index.php?topic=16677)
Starship Legends (https://fractalsoftworks.com/forum/index.php?topic=15321)
Combat Chatter (https://fractalsoftworks.com/forum/index.php?topic=10399)
Nexerelin (https://fractalsoftworks.com/forum/index.php?topic=9175.0)
Industrial.Evolution (https://fractalsoftworks.com/forum/index.php?topic=18011.0)

Kyeltziv Technocracy is a Faction Mod that includes a selection of ships and weapons with a focus on drone shipsystems and long range combat.

Ship Preview
(https://i.imgur.com/Ik3SNin.png)
(https://i.imgur.com/C0woqor.png)
(https://i.imgur.com/V0RLRi8.png)
(https://i.imgur.com/W0mN8Xw.png)

(https://i.imgur.com/IIPW8Gi.png)

(https://i.imgur.com/Pml51BO.png)
The Symmetrist Bureau is a 3-bounty chain, Offered by enemies to the Kyeltziv Technocracy, the two later bounties require the previous ones to be beaten and 90/150 days to be elapsed in-game.
Khoronit - "Project Freefall" - Offered by enemies to the Kyeltziv Technocracy, minimum player level 6, 100 days elapsed, fleet size 200.
[close]

Gameplay Guide
Faction Overview:
- A focus on long range fire, helped by the fact that with their integral hullmod their ships will typically outrange opponents.
- Vulnerable to flanking by merit of very narrow shield arcs and limited weapons coverage to the sides and rear.
- Drones or Built-in wings on all ships that either provide fire support, or grant some sort of buff while deployed.

Ships:
- Efficient, but narrow shields making them excel in line warfare, but are vulnerable to flanking.
- Limited numbers of weapon mounts, this is compensated to an extent by having above average quality weaponry, but they can suffer from an extended time to kill.
- Carriers have limited numbers of flight decks, but Kyeltziv Strikecraft LPCs can typically compensate for this by being above average in performance.
- Rather decent armour, but poor hull.
- Drone shipsystems will slowly rebuild lost drones, so it can be a perfectly reasonable tactic to use them as ablative armour against inbound torpedoes or other high-damage munitions.
- The Variable Weapon Booster system is not tremendously strong, but offers modest and highly appreciated improvements to weapon power/flux management on the ships that mount it.
- Some ships are cheap to maintain and deploy for their hull size but typically lack in armament in exchange. These ships can work well to help fill out the battle line or act as escorts and prevent more valuable vessels from being flanked.
- Phase vessels receive improved ballistic weapon performance as hard flux goes up, encouraging you to deliver a decisive blow when you attack, as it can be hard to retreat safely when high on hard flux.

Weapons:
- Ballistics tend towards longer ranges, and are typically highly efficient at suppression, but in general have relatively poor capability against heavier armour.
- Missile weapons cover a variety of roles, the Kinetic and HE options exist to support your primary ballistic armament in dealing with that which it suffers against.
- The Thap and Vedha line of missile weapons are general purpose support weapons, with regenerating ammo, making them valuable in protracted engagements, but are a mix of highly specialised and poor damage output.
- A couple of ships feature a built in Shock-Driver, a long ranged kinetic cannon with limited guidance, while vulnerable to PD weaponry they can also deliver a sizable EMP effect on hull impacts.
- All but one of their energy weapons are PD options, with the dischargers being the cheaper options, and while the stutter beam, graviton sweeper and smart blaster are all premium options, they are not necessarily better in all situations.

Fighters:
- The normal fighters have a high craft count per wing, but in exchange have much higher OP costs than comparable common wings of the same role.
- The corvette wings are very much on the high end for OP costs and unlike the other Kyeltziv strikecraft you only get one or two per wing, but they are very durable for fighters and pack impressive weapon loads.
- All fighters are unmanned drones, that have reduced engagement range over more common fighters.

Specialisation Hullmods
These allow for customization of Kyeltziv vessels, with a focus on specific combat roles.
- The Assault Package is a departure from typical Kyeltziv doctrine, sacrificing weapon range for speed and improved armour.
- The Support Package focuses on shield effectiveness and point defense capability, making a ship more capable of holding the line of fire against all kinds of threats.
- The Siege Package improves venting and resistance to kinetic damage in exchange for removed mobility, very much a tradeoff to install but very effective on backline vessels that are flux limited.
- The Assault Loader increases ballistic damage output and flux efficiency, in exchange for reduced performance against armour and increased shot spread, good for pure aggression at shorter ranges.
- The Siege Loader increases ballistic per-shot damage, range and velocity, in exchange for lower fire rate and reduced flux efficiency, ideal for long range suppressive bombardment.
- The Autoforge Loader increases shipsystem drone rebuild rate, and improves missile rate of fire, damage and munition health, a situational choice that is best for carriers or vessels that otherwise focus more heavily on missiles.
[close]

Credits:
The Starsector Discord - For being a help with script errors, spriting tips and assorted balance feedback.

Upcoming Content:
 Additional Ships
 Additional Weapons
 And More

Changelog:
Spoiler
1.10.3
- Variant tweaks for 0.97

1.10.1
-Added Version Checker Compatibility
-Added GraphicsLib material maps thanks to a mysterious donor
-Added GraphicsLib custom projectile/beam lights

1.10
- Vassily
- Perun
-- Drones changed from Targeting to Piper

- Ilya
-- System Changed to Variable Weapon Booster

- Dazhbog
- Strekoza
-- System Changed to Variable Weapon Booster
-- Built-in fighter wing added

- Prochnyi
-- Assault Package now gives the platform 4 drones armed with Bellis SRMs, rather than 2 armed with Packet Ribaldequins

- Asteryx Fighter Drone
- Ilex Fighter Drone
- Cirsium Interceptor Drone
-- No longer modular, and are now built-in on specific ships

- Avtomat Drumfire Missile
-- Fixed issue with missile flaming out before entering final attack phase.

- Shock Culverin
-- Damage lowered from 65 to 60
-- EMP damage increased from 10 to 15
-- Flux cost reduced from 60 to 54
-- Arc chance raised from 5-30 to 10-30
-- Arc damage increased from 10/20 to 15/30

- Twin Shock Culverin
- Twin Fusion Buster
-- Removed

- Packet Ribaldequin
- Shock Cranequin
-- Reworked, now medium mount weapons.

- Shock Fougasse
-- Reworked, now an emp/disruption shotgun rather than an "assault" shotgun

- Light Killcloud Projector
-- changed from 30x 10 damage, to 15x 20 damage
-- spread pattern tweaked

- Heavy Killcloud Projector
-- changed from a mixed spread of projectiles, to instead fire 16x 50 damage proximity fused warheads
-- spread pattern tweaked

- Particle Discharger
-- Range increased from 350 to 400
-- Reload time reduced from 0.8s to 0.75s

- Heavy Particle Discharger
-- Range increased from 450 to 500
-- Per shot damage reduced from 35 to 30
-- Reload time reduced from 0.8s to 0.6s

- Smart Blaster
-- Range increased from 500 to 550

- Vedha Pulse Rocket Launcher (small)
-- Range reduced from 2500 to 2000

- Perennis Shock Missile Pod
-- Arc chance increased from 10-40% to 10-50%

- All Fusion weapons
-- OnHit effect changed from 100% chance of random bonus HE damage to random chance of flat bonus Energy damage.

- Assorted script reworks to make things "neater" on a code front

- Variants adjusted to match 0.96 hullmod costs / changed faction doctrines


1.9
- New Bounty
-- Khoronit - "Project Freefall"

- Station Tweaks
-- Main Modules
--- medium missile mounts changed to ballistic
--- small synergy mounts changed to missile
--- Core focus on ballistics, with notably reduced missile mounting ability
--- Gains a spotter drone shipsystem
-- Tip modules
--- One large missile mount downsized to a medium
--- Both medium ballistic turrets changed to missile type
--- Now explicitly designed as a missile support module
--- Gains a targeting drone shipsystem

- Fixed bug with Vassily (P) System

1.8.5
- New Ships
-- Vassily (P)
-- Ruslan (P)
-- Perun (P)
-- Zlatko (P)

- Updated faction flag

- Minor updates to most ship sprites

- Twin Shock Culverin
-- Flux/shot reduced from 60 to 57 (flux/dam from 0.92 to 0.88)

- Shock Drivers (all)
-- Improved muzzle vfx

- Particle Dischargers (both)
-- Statcard display improved.

- Smart Blaster
-- Reload time reduced from 1.25s to 1s (120DPS to 150DPS)
-- Projectile Trail VFX tweaked

- Ruslan
-- DP reduced from 6 to 5

- Prochnyi
-- Linnake Gun Platform
--- Main weapon traverse rates normalised to 32
---- Assault Loader Fusion Houfnice
----- RoF reduced

- Katsoja
-- Shock Mine Strike
--- Base charge count reduced from 8 to 5.

- Ilkut
-- Acceleration reduced from 35 to 32
-- Turn acceleration reduced from 12 to 10

1.8.4
- Ruslan
- Yinglong
- Xiezhi
- Xinzang
- Prochnyi
- Bystro
- Pyralid
- Ilkut
- Narva
-- Shield Flux/Damage increased from 0.6 to 0.7

- Ilkut
-- Armour reduced from 1400 to 1300

- Prochnyi
-- Linnake Gun Platform
--- Armour reduced from 500 to 300
--- Vedha Pulse Rocket Pod Cycle time Increased from 10s to 12s

- Vedha (all)
-- VFX tweaked to be less "impactful"

- Light Ion Repeater
-- EMP damage reduced from 100 to 80
-- Arc damage reduced from 15/50 to 10/40

1.8.3

- Kyeltziv Rangefinders
-- Range bonus changed from +10% to +100(Flat)
--- Now more useful on weapons with shorter rangse, and less impactful on weapons with over 1000 base range

- Assault Loader
-- RoF bonus increased from 50% to 60%
-- Damage reduction increased from 20% to 25%
-- Flux cost reduction increased from 25% to 30%
--- "Raw DPS" increase remains at 20%
--- A minor improvement to flux/damage stats of modified weapons

- Siege Loader
-- RoF malus increased from 25% to 30%
-- Damage bonus increased from 35% to 40%
-- Flux cost increase increased from 40% to 50%
--- Now slightly reduces DPS rather than slightly raising it
--- Retains a 5% increase to weapon flux/sec cost
-- Velocity bonus reduced from 20% to 15%
-- Now doubles the range bonus of Kyeltziv Rangefinders rather than adding its own seperate range bonus.
-- Now also reduces ballistic ammo regeneration by 15%

--- The two above hullmods have been tweaked to be more specialised into their intended roles.

- Assault Package
-- Speed Bonus reduced from 10% to 5%
-- Now grants +8% Base Flux Dissipation
-- Now also halves the range bonus of Kyeltziv Rangefinders

- Vedha Pulse Rockets (all)
-- Reworked
--- Custom Missile AI added: Slightly worse tracking overall, and are less able to swerve around and attempt to hit their target again if they miss.
--- Damage profile altered, now deals lower per-shot damage in exchange for more shots per-burst and dealing some bonus soft-flux damage
--- Visuals tweaked
-- Flux/damage changed from 0.125 to 0.25
-- Time to reload a burst increased from 30s to 32s
-- Top Speed Reduced from 650 to 600
-- Projectile hitpoints reduced from 100 to 70

- Helianthus
-- Now mounts a Vedic Pulse Rocket Rack
--- Slower, short ranged, higher damage Vedha derivative
-- Projectile hitpoints raised to 120

- Ilkut
-- Flux Dissipation reduced by 50

- Narva
-- Flux Dissipation reduced by 50

1.8.2

- Nok Rocket Rack tracking/lifetime improved, should solve tracking issues experienced in some specific cases.

- Bakot Kinetic Kill Missile (Small)
-- Damage increased from 450 to 500
-- Reload time reduced from 4 seconds to 3 seconds
- Bakot Kinetic Kill Missile Pod (Medium)
-- Damage increased from 450 to 500
-- Reload time increased from 9 seconds to 10 seconds

- Vedha Pulse Rocket Launchers
-- Missile health lowered from 120 to 100
-- Time to reload a burst increased from 24 seconds to 30 seconds

- Garaj Cruise Missile
-- Impact VFX improved

- Avtomat Drumfire
-- Ammo increased from 3 to 4
-- Bullet Count increased from 24 to 30
-- Impact damage increased from 160 to 200
-- Total per missile damage increased from 1000 to 1250

- Cirsium Interceptor Drone
-- Main gun replaced with a Pilvi Flak Projector
--- Fewer projectiles fired but they have proximity detonation
--- dps is lower, but it is more consistent at dealing damage

- Asteryx Fighter Drone
-- Armor increased from 100 to 120
-- Top Speed increased from 220 to 225

- Vahlia Assault Corvette
-- Automated hull repair rate lowered
-- Main gun replaced with a Light Packet Cycler
--- Lower Ammo regeneration rate and ammo capacity Compared to a standard Packet Cycler

- Helianthus Bomber Drone
-- Range reduced from 1400 to 1200
-- Burst delay increased from 0.25 to 0.3
-- Missile health lowered from 100 to 90

- Cynara Strike Corvette
-- Lowered damage bonus from 30% to 25%

- Paimen
-- Shipsystem drones changed
--- Only deploys 12 drones, rather than 16
--- Drones are marginally more durable than previous drones
--- Drone weapon is weaker and slightly shorter ranged

- Dobrynya
-- Shipsystem drone changed
--- Now deploys a single heavy drone rather than two light ones
--- Carries the same guns as the two single drones, along with a shock tapanca
--- Has improved PD capability compared to previous drones

- Zlatko
-- DP increased from 10 to 11
-- Shipsystem drones changed
--- Only deploys 2 drones, rather than 4
--- Drones are notably more durable than previous drones
--- Each drone is armed with a Light Shock Springald and an ESP beam
--- Reduced hardflux damage capability, and removal of all PD capability in exchange for the drones gaining a turreted beam weapon

- Xinzang
-- DP increased from 10 to 11

- Xinzang (KE)
-- DP increased from 10 to 11

- Prochnyi
-- DP increased from 10 to 11

- Katsoja
-- Minor Sprite Update
-- Shipsystem base range reduced from 1000 to 800

- Package Hullmod rarity teaked to be more common

- Targeting Drones now also provide +5% Ballistic Projectile Velocity for each drone deployed

- Piper Drones
-- Flares now have ammo/regeneration
-- previously simply had a 6 second cooldown, but now:
--- 7.5 second cooldown between uses
--- Stores 3 uses
--- takes 20 seconds to reload a use

- Paistaa will now spawn in fleets


1.8.1

- Fixed improper Narva Variant

1.8

- Removed:
-- Otkryt

- New Ships:
-- Otkryt (KE)
-- Yinglong (KE)
-- Xinzang (KE)
-- Podenka (KE)

- New [REDACTED]

- New Weapons:
-- Shock Cranequin
-- Avtomat Drumfire Missile

Bellis Missile Pod reworked into Bellis Canister Launcher
- Now a "MIRV-adjacent" missile

Minor sprite update on Export variants

Halke ASM impact vfx improved

Engagement range for all fighter and bomber wings reduced from 3000 to 2500

Stachys and Cirisum refit time increased from 5 seconds to 7 seconds
Asteryx and Ilex refit time increased from 10 seconds to 12 seconds
Vahlia, Cynara and Wolffia refit time increased from 25 seconds to 30 seconds


1.7.2
- Garaj
-- Trail VFX Added.
-- Reworked:
--- Now constantly deploys chaff while in flight, rather than a single burst shortly before impact.

- Zlatko
-- Missile Mounts changed from being erroneously sized as medium to being correctly sized as small.
-- Shield flux/damage from 0.5 to 0.6

- Kiilto
-- DP from 11 to 10
-- Armour from 550 to 600
-- Flux Capacity from 4000 to 4500
-- Shield Arc from 70 to 80

- Shock Springald
-- EMP Damage from 200 to 180

- Light Shock Springald (Drone mounted)
-- Damage from 100 to 90
-- EMP Damage from 180 to 100
-- Spread from 5-10 to 6-12

Heavy Killcloud Projector
-- Range Increased from 400 to 450
-- Reload from 1.0 to 0.8 (DPS from 800 to 1000)
-- Projectile spread Reduced.
-- Pellet count halved, per-pellet damage increased. (total per "shot" damage is unchanged)


1.7.1
- Minor compatibility patch

1.7
New Ships:
-- Paimen
-- Zlatko

New Weapons:
-- Smart Blaster
-- ESP Beam
-- Compact Shock-Driver

New MagicBounty Chain:
-- The Symmetrist Bureau

Other Changes:
- Mod now Features Industrial.Evolution Compatibility.
- Removed Commerce from Kuzminki and Yasenevo.
- Refining moved from Yasenevo to Solntsevo.
- Kiusa Drone weapon swapped from Niitti Autogun to Piikki Burst Rifle.
- Perennis Shock Missile Pod - New Sprite.
- Katsoja - Sprite Updated.
- Minor Station tweaks, altered armament on "blocker" and should be more aggressive with missile usage.
- Shock-Driver and Shock Palliser shield/hull OnHit vfx improved.
- Shock-Driver shells no longer turn into funny hyper knockback projectiles when hit by an EMP arc or in the "fizzled" state past max range.
- Lorentz Rifle (both single and twin)
-- Kinetic Subprojectile range from 850 to 800

1.6
New Weapon:
-- Fusion Houfnice
Balance Changes:
- Shipsystem drones now feature different PD weapons per type
-- Targeting Drones, feature Shock Tapanca/Avtomat
-- Spotter Drones, feature Single/Twin Niitti autoguns
-- Piper Drones, Improved Siren Flare Launch reliability
- Lakeija drone now features a rear facing Niitti Autogun
- Sorkkia drone now features a Micro Stutter Beam
- Support Package Energy Weapon range bonus now scales down as flux levels increase, like with the rangefinder hullmod.
- Shock Mines now deal some EMP damage that can generate arcs
- Pereskia
-- Tappi Autogun replaced with a Micro Stutter Beam
-- Thap Support Missile (Fighter) Range increased from 2000 to 2500
-- OP cost reduced from 18 to 16
- Solanum
-- Tappi Autogun replaced with a Micro Stutter Beam
-- Galvanic Mortar range increased from 1000 to 1200
-- OP cost reduced from 24 to 22
- Cynara Armour increased from 180 to 220
- Vassily
-- Speed increased from 150 to 160
-- DP reduced from 4 to 3
- Ilya
-- DP reduced from 5 to 4
- Perun
-- Speed increased from 110 to 115
-- DP reduced from 7 to 6
- Kiilto
-- DP reduced from 12 to 11
- Podenka
-- Speed increased from 70 to 75
-- DP reduced from 14 to 13
- Ilkut
-- Minor boost to maneuverability
- All Fusion Busters
-- Reworked to no longer have random detonation chance before reaching max range, and instead deal a bonus variable damage explosion on impact.
-- Flux/Damage raised to 1.0 to compensate for new onHit explosion damage.
- Fusion Buster
-- Reload from 0.95 to 1.0 (DPS from 173.9 to 166.66)
- Shock Palliser
-- Damage from 220 to 250
-- Reload from 0.65 to 0.666 (DPS from 338 to 375)
-- Shield hit bonus damge from 30 to 50
-- Base EMP from 30 to 40
-- OP cost reduced from 25 to 22
- Lorentz Rifles (Both)
-- Cycle time from 1.1 to 1.2 (DPS from 363/727 to 333/666)
-- Fragment damage from 30 to 25
-- EMP from 80 to 50
- Packet Ribaldequin
-- Ammo Regeneration from 1 to 0.833333 (Sustained DPS from 60 to 50)
- Tappi Autogun
-- Range from 200 to 240
- Niitti Autogun
-- Range from 300 to 320
- Heavy Particle Discharger
-- Flux/Shot reduced from 119 to 105
- Stutter Beam
-- Ammo from 4 to 6
- Halke ASM (Small)
-- OP cost reduced from 4 to 3
- Halke ASM (all)
-- Top speed from 300 to 350
-- Overall engine performance improved
- Bellis Missile Pod
-- OP reduced from 10 to 8

1.5
New Ships:
- Vartio Frigate
- Xinzang Artillery Destroyer
Kyeltziv Technocracy planets now feature a custom station.
New Weapon:
- Packet Ribaldequin
Balance Changes:
- Helianthus Armour increased from 40 to 60
-- Missile placement tweaked to look better
- Asteryx Speed increased from 200 to 220 (shipsystem removed, but now has a significant improvement to base maneuverability)
-- Weapon damage from 50 to 55 per shot
- Ilex Speed increased from 160 to 180
-- Weapon damage from 40 to 45 per shot
- Carriers now have the Parallel Nanoforge Processor hullmod, reducing fighter replacement times.
- Mass of both capitals increased moderately
- Ilkut OP increased by 15
- Narva OP increased by 15
- Strekoza OP increased by 10
- Bystro OP increased by 5
- Podenka OP increased by 5
- Dazhbog OP increased by 5
- Xiezhi OP increased by 5
- Yinglong OP increased by 5
- Perun OP increased by 5
- Znatok OP increased by 5
-- Armour from 450 to 500
-- Fuel capacity from 80 to 120
-- Fuel/ly from 3 to 2
- Ruslan OP increased by 5
- Otkryt Rarity changed to 0.8
- Shock Culverin reload reduced from 0.5 to 0.4 (DPS from 130 to 162.5)
- Fusion Buster flux/shot from 50 to 45 (from 1.0 to 0.9 flux/dam)
- Twin Fusion Buster:
-- Damage from 65 to 70
-- Reload from 1 to 1.15 (1.45 second cycle to 1.6 second, DPS from 358 to 350)
-- Flux/shot from 60 to 58 (from 0.92 to 0.82 flux/dam)
- Particle Discharger flux/shot from 75 to 60
- Heavy Particle Discharger flux/shot from 160 to 119
Other:
- Kyeltziv Rangefinders UI icon now renders correctly
- Katsoja Shock Mine explosion effects improved
- Assigned all ships System ports to determine shipsystem drone launch location
- Added Magictrail to all Fusion Buster shots
- Visual effects on both Particle Dischargers Improved

1.4
New ships:
- Otkyrt Frigate
- Narva Carrier (Capital)
New Weapon:
- Garaj Cruise Missile Launcher
New Strikecraft Wings:
- Ophrys Interceptor Corvette
- Vahlia Assault Corvette
- Cynara Strike Corvette
- Wolffia Support Corvette
Other:
- Added 0.5 second cooldown between jumps for the Peikkos Phase Skipper
- Improved Katsoja mine explosion effects
- Rangefinder range boost reduced from 15% to 10%
- Vedha Rocket health lowered from 150 to 120
- Salvage Pod Tappi autogun swapped for a Niitti Autogun

1.3
New ships:
- Strekoza Cruiser
- Peikko Phase Frigate
- Katsoja Phase Destroyer
New Weapons:
- Shock Springald
- Lorentz Rifle
- Twin Lorentz Rifle
New Hullmod:
- Kyeltziv Siege Package
Other:
- Some variants altered to use the new weapons and Hullmod.
- Fixed installation bugs with the package hullmods.

1.2.1
- Hotfix for Commander Skill crash.
1.2
New Ship:
- Xiezhi Siege Destroyer
New Weapons:
- Packet Cycler
- Shock Fougasse
- Bellis Missile Pod
- Perennis Shock Missile Pod
New Hullmods:
- Kyeltziv Assault Package
- Kyeltziv Support Package
- Kyeltziv Assault Loader
- Kyeltziv Siege Loader
- Kyeltziv Autoforge Loader
Other:
- Assorted Variants Updated.
- Rangefinder Hullmod changed from 10% bonus to 15% bonus.
- Shock weapon EMP arcs now deal more EMP damage.
- Ilkut OP increased from 210 to 225
- Graviton Sweeper Sprite Updated.
- Valkyrie (KT) Sprite Updated.
- New [REDACTED]

1.1
New ship:
- Dobrynya Drone Tender
Export Models of the following vessels:
- Ilya
- Perun
- Dazhbog
Ships
- Increased shield arcs by 10 degrees on all combat ships other than the Pyralid and Ruslan
Weapons
- Thap (Small and Medium versions)
-- EMP damage from 80 to 200
-- Range increased from 2000 to 2400
-- Ammo capacity increased by 50%
-- Burst cycle time improved from 4sec to 3sec
-- Increased chaff count from 2 to 3
-- Altered chaff deployment logic, will now always eject to the "rear" of the missile rather than in a completely random direction
- Galvanic Bombard
-- Damage increased from 600 to 700
-- Chargedown from 1.2 to 1.3
-- Flux Efficiency is now 1.1
-- Spread increased from 0-10 to 2-12
-- OP increased from 26 to 27
- Galvanic Howitzer
-- Damage increased from 300 to 320
-- Flux Efficiency is now 1.05
-- Spread increased from 0-10 to 2-12
- Light Galvanic Howitzer
-- Damage increased from 150 to 150
-- Flux Efficiency is now 1.0
-- Spread increased from 0-10 to 2-12
- Galvanic mortar (Solanum)
-- Damage increased from 120 to 130
-- Flux Efficiency is now 1.0
-- Spread increased from 2-14 to 6-16
- Galvanic Arquebus (Loinen/Lajeika)
-- Damage increased from 80 to 90
-- Flux Efficiency is now 1.0
-- Spread increased from 4-16 to 6-16
- Shock Culverin
-- Damage increased from 60 to 65
- Twin Shock Culverin
-- Damage increased from 60 to 65
-- OP increased from 12 to 13
- Shock Palliser
-- Damage increased from 200 to 220
- Fusion Buster
-- Burst delay reduced from 1.4 to 0.95 (DPS from 125 to 174)
-- Spread increased from 0-12 to 2-16
-- OP reduced from 8 to 7
- Twin Fusion Buster
-- Flux/shot reduced from 65 to 60
-- Burst delay reduced from 1.35 to 1 (DPS from 289 to 359)
-- Spread increased from 0-14 to 2-18
-- OP reduced from 15 to 14
Strikecraft:
- Pereskia
-- Missile damage down from 400 to 250
-- Missile EMP up from 80 to 100
-- Range increased from 1800 to 2000
-- Reload time down from 10 to 6
-- Projectile also has the new chaff deployment logic, but only fires 2 chaff projectiles rather than the 3 of a standard Thap
Other:
- The potency of all EMP arcs should now scale with any damage modifiers to the firing weapons.

1.02
-  Minor patch to fix Nanoforge spawning
1.01
- Minor compatibility patch
1.0
- Initial Release
[close]

Like the mod and want to throw some money my way for some reason? Then here's a donate button.
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(https://i.creativecommons.org/l/by-nc-sa/4.0/88x31.png) (http://creativecommons.org/licenses/by-nc-sa/4.0/)
Kyeltziv Technocracy Mod by Amazigh is licensed under a
Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License (http://creativecommons.org/licenses/by-nc-sa/4.0/).
Any derivative work must also comply with Starsector's EULA
Title: Re: [0.95a] Kyeltziv Technocracy [1.0]
Post by: Great Wound on November 19, 2021, 05:39:26 PM
Lookin' good.

Can't wait to give 'em a try.
Title: Re: [0.95a] Kyeltziv Technocracy [1.0]
Post by: MrMagolor on November 19, 2021, 06:01:41 PM
I'm not sure how much you care about Chinasector, but I know that Yinglong is already used by Approlight+.
Title: Re: [0.95a] Kyeltziv Technocracy [1.0]
Post by: Helldiver on November 19, 2021, 07:06:49 PM
I like the colors and shapes on those ships. I like how most seem derived from a same base per class, I'm a sucker for ships that are variants/evolutions of each other. Will be trying this out for sure.
Title: Re: [0.95a] Kyeltziv Technocracy [1.0]
Post by: Thedudemans on November 19, 2021, 10:46:12 PM
Man this feels like it was made for how I play, I absolutely love how the ship designs look like they were made following their doctrine. Can't wait to play around with them!
Title: Re: [0.95a] Kyeltziv Technocracy [1.0]
Post by: hydremajor on November 20, 2021, 12:16:29 AM
Is there a system where one can reliably procure them ships in the campaign or is it available sector wide and you just have to get lucky ?
Title: Re: [0.95a] Kyeltziv Technocracy [1.0]
Post by: Corelious on November 20, 2021, 04:55:14 PM
I really want to play this mod - but it disables Yunru's Hullmods which is pretty much mandatory for me.  Though for some reason, I can no longer locate the files for this mod on the forum.  If I send you the files, can you patch this mod to be compatible?  The ships and lore are really cool.
Title: Re: [0.95a] Kyeltziv Technocracy [1.0]
Post by: Yunru on November 20, 2021, 06:15:25 PM
I really want to play this mod - but it disables Yunru's Hullmods which is pretty much mandatory for me.  Though for some reason, I can no longer locate the files for this mod on the forum.  If I send you the files, can you patch this mod to be compatible?  The ships and lore are really cool.
From what you said in the other thread, it's not one of mine, but I too can't find it. It gave bonuses to less expensive hullmods when S-Modded, right?

Edit: Buried really far back, but I think I found it?
https://fractalsoftworks.com/forum/index.php?topic=22670.0
Title: Re: [0.95a] Kyeltziv Technocracy [1.0]
Post by: Corelious on November 20, 2021, 07:15:04 PM
After digging through my mod list I thought yours was it - but I stand corrected, thank you so much for finding this and setting me straight!
Title: Re: [0.95a] Kyeltziv Technocracy [1.0]
Post by: Corelious on November 20, 2021, 07:18:01 PM
Anyway, as it would turn out something in this mod disables Better Deserved S Mods.
Title: Re: [0.95a] Kyeltziv Technocracy [1.01]
Post by: Amazigh on November 20, 2021, 08:42:36 PM
Anyway, as it would turn out something in this mod disables Better Deserved S Mods.
So tuns out the IDE tutorial i was using had me recompiling all of the vanilla scripts (for some reason)
See the OP for a 1.01 version that fixes compatibility with Better Deserved S Mods.

Is there a system where one can reliably procure them ships in the campaign or is it available sector wide and you just have to get lucky ?
The mod introduces a faction to the campaign with their own system, (located to the north west of the core) where you can reliably gain access to the ships and weapons from the mod.

I'm not sure how much you care about Chinasector, but I know that Yinglong is already used by Approlight+.
The name wasn't in use on the used name spreadsheet, (https://fractalsoftworks.com/forum/index.php?topic=9550.0) so as such i consider it fair game.
Title: Re: [0.95a] Kyeltziv Technocracy [1.01]
Post by: Corelious on November 21, 2021, 07:59:10 AM
Nice! Thanks!
Title: Re: [0.95a] Kyeltziv Technocracy [1.01]
Post by: hydremajor on November 21, 2021, 11:19:04 AM
The mod introduces a faction to the campaign with their own system, (located to the north west of the core) where you can reliably gain access to the ships and weapons from the mod.

you might wanna add that to the mod loader's description and in the first post's "gameplay guide" ?
Title: Re: [0.95a] Kyeltziv Technocracy [1.01]
Post by: Gabloc on November 21, 2021, 03:42:45 PM
Kyeltziv Technocracy currently has no heavy industry in any of their markets, so all of their ships suffer severe D-mod penalties. Is that by design?
Title: Re: [0.95a] Kyeltziv Technocracy [1.01]
Post by: Amazigh on November 21, 2021, 05:39:21 PM
Kyeltziv Technocracy currently has no heavy industry in any of their markets, so all of their ships suffer severe D-mod penalties. Is that by design?
Looked into this, and while they have an orbital works, turns out that my script to give it a corrupted nanoforge wasn't firing correctly, uploaded a 1.02 patch to correct this.
Save compatible, but requires a new save in order to have Kyeltziv Technocracy get the nanoforge they are meant to have.

The mod introduces a faction to the campaign with their own system, (located to the north west of the core) where you can reliably gain access to the ships and weapons from the mod.

you might wanna add that to the mod loader's description and in the first post's "gameplay guide" ?
The fact that it's described as a "Faction Mod" in the OP should be clue enough that it adds a faction to the campaign. And like any other faction mod, it can be assumed that new markets and/or systems will be added where you can gain access to the content.
Title: Re: [0.95a] Kyeltziv Technocracy [1.02]
Post by: N3V3R on November 24, 2021, 05:10:54 PM
 Imo the fusion buster group of weapons don't match the faction whatsoever and seem lackluster/useless with the limited testing ive done with them

The Thap missile family need a bit longer range and for the AI to treat them like salamanders and fire them on CD while dropping their damage and upping the EMP might be better overall

The Pereskia is too much OP for what it does while the limited hangar space means it isnt as viable imo also the helianthus needs a bit more to be worth the OP so i would put a thap on it to help it disengage after a bombing run (use after it fires its full barrage so the flares only help it run away / other bombing runs

I would love to see cruiser or bigger size cargo/fuel ships in the factions theme as I love the look overall

The Galvanic family of weapons are super interesting if you have a line ship to shoot over while they hold the enemy back but the faction doesn't really have that imo

love the idea of a drone focused faction that doesn't just use them to swarm but support each ship for their role in the battle

Overall love the faction and great work making them.

don't take my minor critiques as me not liking the faction and i still haven't done full playtesting with everything in large battles yet either

Title: Re: [0.95a] Kyeltziv Technocracy [1.02]
Post by: Amazigh on November 28, 2021, 06:43:55 PM
Imo the fusion buster group of weapons don't match the faction whatsoever and seem lackluster/useless with the limited testing ive done with them

The Thap missile family need a bit longer range and for the AI to treat them like salamanders and fire them on CD while dropping their damage and upping the EMP might be better overall

The Pereskia is too much OP for what it does while the limited hangar space means it isnt as viable imo

Going to have a look at the Fusion Buster and Thap (and by extension Pereskia) weapon groups, they might be getting some changes, though some improvements to flare deployment angle of the Thap on-hit script are definitely in the pipeline for one thing.

also the helianthus needs a bit more to be worth the OP so i would put a thap on it to help it disengage after a bombing run (use after it fires its full barrage so the flares only help it run away / other bombing runs

The Helianthus is fine where it is. Buffs would make it rather OP imo. My reasoning:
It's pretty fast for a bomber, and has long launch range (1200) this combined makes them decently survivable in my experience.
One wing deals 4800 Energy damage across the whole salvo, this is more damage to shields than a longbow wing does per-strike, and they also perform very well against light to medium armour.
They can hit small/moving targets quite reliably thanks to guided munitions.

But thanks for the feedback, update is coming Soon™
Title: Re: [0.95a] Kyeltziv Technocracy [1.02]
Post by: Helldiver on December 02, 2021, 12:44:17 PM
The more I look at and use Kyeltziv ships the more I like them. Vanilla friendly but immediately recognizable, good faction identity both in looks gameplay, and matching design elements across all major ships. The overall hull shapes with the single vertical drone bay behind the bridge reminds me of modern frigates with helipads, very "ship-like".
One small gripe I have is with the Bystro. The fighter bay area that takes a whole front corner of the hull makes the ship feel very fragile in a way, more so than other carriers. I have no good idea on how it should be changed though, as adding some "hull" connecting to the tip of the corner might break the intended silhouette for the ship and make it less "special" looking.
Title: Re: [0.95a] Kyeltziv Technocracy [1.1]
Post by: Amazigh on December 08, 2021, 01:55:05 PM
Update 1.1
New ship, Dobrynya Drone Tender.
(https://cdn.discordapp.com/attachments/701343552449282068/915420189259096124/kyeltziv_dobrynya.png)
Export Models of Ilya/Perun/Dazhbog now exist and are (somewhat uncommon) in Persean League, Sindran Diktat, and Scavenger fleets.
Assorted balance changes.

Full Changelog:
Spoiler
New ship:
- Dobrynya Drone Tender
Export Models of the following vessels:
- Ilya
- Perun
- Dazhbog
Ships:
- Increased shield arcs by 10 degrees on all combat ships other than the Pyralid and Ruslan
Weapons:
- Thap (Small and Medium versions)
-- EMP damage from 80 to 200
-- Range increased from 2000 to 2400
-- Ammo capacity increased by 50%
-- Burst cycle time improved from 4sec to 3sec
-- Increased chaff count from 2 to 3
-- Altered chaff deployment logic, will now always eject to the "rear" of the missile rather than in a completely random direction
- Galvanic Bombard
-- Damage increased from 600 to 700
-- Chargedown from 1.2 to 1.3
-- Flux Efficiency is now 1.1
-- Spread increased from 0-10 to 2-12
-- OP increased from 26 to 27
- Galvanic Howitzer
-- Damage increased from 300 to 320
-- Flux Efficiency is now 1.05
-- Spread increased from 0-10 to 2-12
- Light Galvanic Howitzer
-- Damage increased from 150 to 150
-- Flux Efficiency is now 1.0
-- Spread increased from 0-10 to 2-12
- Galvanic mortar (Solanum)
-- Damage increased from 120 to 130
-- Flux Efficiency is now 1.0
-- Spread increased from 2-14 to 6-16
- Galvanic Arquebus (Loinen/Lajeika)
-- Damage increased from 80 to 90
-- Flux Efficiency is now 1.0
-- Spread increased from 4-16 to 6-16
- Shock Culverin
-- Damage increased from 60 to 65
- Twin Shock Culverin
-- Damage increased from 60 to 65
-- OP increased from 12 to 13
- Shock Palliser
-- Damage increased from 200 to 220
- Fusion Buster
-- Burst delay reduced from 1.4 to 0.95 (DPS from 125 to 174)
-- Spread increased from 0-12 to 2-16
-- OP reduced from 8 to 7
- Twin Fusion Buster
-- Flux/shot reduced from 65 to 60
-- Burst delay reduced from 1.35 to 1 (DPS from 289 to 359)
-- Spread increased from 0-14 to 2-18
-- OP reduced from 15 to 14
Strikecraft:
- Pereskia
-- Missile damage down from 400 to 250
-- Missile EMP up from 80 to 100
-- Range increased from 1800 to 2000
-- Reload time down from 10 to 6
-- Projectile also has the new chaff deployment logic, but only fires 2 chaff projectiles rather than the 3 of a standard Thap
Other:
- The potency of all EMP arcs should now scale with any damage modifiers to the firing weapons.
[close]

Imo the fusion buster group of weapons don't match the faction whatsoever and seem lackluster/useless with the limited testing ive done with them
Busters are meant as "low penetration high DPS" and with the changes in this patch, they should be more worthwhile options to pick.
On a per-shot basis they are not the best option for their mount size, but launch a decently sized burst of shots which can strip light armour very effectively but start to fall off in effectiveness against tougher armour.
Title: Re: [0.95a] Kyeltziv Technocracy [1.1]
Post by: Deageon on December 08, 2021, 02:15:40 PM
Good to see the shield wideness got a tiny bit buffed, seemed like the ships were barely being covered previously. Thanks!
Title: Re: [0.95a] Kyeltziv Technocracy [1.1]
Post by: Hauda on December 14, 2021, 08:02:16 AM
Just tried to download this and it triggered a severe trojan alert on my system :S
Title: Re: [0.95a] Kyeltziv Technocracy [1.2.1]
Post by: Amazigh on December 26, 2021, 02:37:31 PM
Update 1.2.1
New ship, Xiezhi Siege Destroyer.
(https://cdn.discordapp.com/attachments/512356777451323393/923073219412508692/playerbait.png)
New Weapons, a pair of assault role weapons, and two anti-fighter/anti-small-craft missile pods.
New Hullmods that allow for role specialisation of Kyeltziv combat vessels.

Full Changelog:
Spoiler
1.2.1
- Hotfix for Commander Skill crash.
1.2
New Ship:
- Xiezhi Siege Destroyer
New Weapons:
- Packet Cycler
- Shock Fougasse
- Bellis Missile Pod
- Perennis Shock Missile Pod
New Hullmods:
- Kyeltziv Assault Package
- Kyeltziv Support Package
- Kyeltziv Assault Loader
- Kyeltziv Siege Loader
- Kyeltziv Autoforge Loader
Other:
- Assorted Variants Updated.
- Rangefinder Hullmod changed from 10% bonus to 15% bonus.
- Shock weapon EMP arcs now deal more EMP damage.
- Ilkut OP increased from 210 to 225
- Graviton Sweeper Sprite Updated.
- Valkyrie (KT) Sprite Updated.
[close]

Just tried to download this and it triggered a severe trojan alert on my system :S
This sounds like an issue with your anti-virus tbh, no idea why my mod would set off a trojan alert.
Title: Re: [0.95.1a] Kyeltziv Technocracy [1.3]
Post by: Amazigh on January 07, 2022, 05:38:24 PM
Update 1.3
New ships:
- Strekoza Cruiser
- Peikko Phase Frigate
- Katsoja Phase Destroyer
New Weapons, a selection of "support" weapons that have low flux cost for their slot size, and provide effective mid-long range value.
New Hullmod, final one in the role specialisation set.

Full Changelog:
Spoiler
1.3
New ships:
- Strekoza Cruiser
- Peikko Phase Frigate
- Katsoja Phase Destroyer
New Weapons:
- Shock Springald
- Lorentz Rifle
- Twin Lorentz Rifle
New Hullmod:
- Kyeltziv Siege Package
Other:
- Some variants altered to use the new weapons and Hullmod.
- Fixed installation bugs with the package hullmods.
[close]
Title: Re: [0.95.1a] Kyeltziv Technocracy [1.3]
Post by: Helldiver on January 07, 2022, 05:53:02 PM
Those phase ships look awesome. Was wondering what KT phase was gonna look like and the "belt" phase coil took me by surprise, very cool.
Title: Re: [0.95.1a] Kyeltziv Technocracy [1.3]
Post by: WolfPriest on January 17, 2022, 03:20:00 AM
Had to scroll too much to find this mod, it deserves to be much higher. Absolutley brilliant, but still can use more stuff.
Title: Re: [0.95.1a] Kyeltziv Technocracy [1.4]
Post by: Amazigh on January 28, 2022, 08:53:09 PM
Update 1.4
New ships:
- Otkyrt Frigate
- Narva Carrier (Capital)
New Weapon:
- Garaj Cruise Missile Launcher
New Strikecraft Wings:
- Ophrys Interceptor Corvette
- Vahlia Assault Corvette
- Cynara Strike Corvette
- Wolffia Support Corvette

New Weapon is a "support" classed large missile for long range suppression, and the corvette wings are high OP cost, but very good at their designated roles.

Full Changelog:
Spoiler
1.4
New ships:
- Otkyrt Frigate
- Narva Carrier (Capital)
New Weapon:
- Garaj Cruise Missile Launcher
New Strikecraft Wings:
- Ophrys Interceptor Corvette
- Vahlia Assault Corvette
- Cynara Strike Corvette
- Wolffia Support Corvette
Other:
- Added 0.5 second cooldown between jumps for the Peikkos Phase Skipper
- Improved Katsoja mine explosion effects
- Rangefinder range boost reduced from 15% to 10%
- Vedha Rocket health lowered from 150 to 120
- Salvage Pod Tappi autogun swapped for a Niitti Autogun
[close]
Title: Re: [0.95.1a] Kyeltziv Technocracy [1.4]
Post by: Tyrant11 on January 28, 2022, 09:17:51 PM
Update 1.4
New ships:
- Otkyrt Frigate
- Narva Carrier (Capital)
New Weapon:
- Garaj Cruise Missile Launcher
New Strikecraft Wings:
- Ophrys Interceptor Corvette
- Vahlia Assault Corvette
- Cynara Strike Corvette
- Wolffia Support Corvette

New Weapon is a "support" classed large missile for long range suppression, and the corvette wings are high OP cost, but very good at their designated roles.

Full Changelog:
Spoiler
1.4
New ships:
- Otkyrt Frigate
- Narva Carrier (Capital)
New Weapon:
- Garaj Cruise Missile Launcher
New Strikecraft Wings:
- Ophrys Interceptor Corvette
- Vahlia Assault Corvette
- Cynara Strike Corvette
- Wolffia Support Corvette
Other:
- Added 0.5 second cooldown between jumps for the Peikkos Phase Skipper
- Improved Katsoja mine explosion effects
- Rangefinder range boost reduced from 15% to 10%
- Vedha Rocket health lowered from 150 to 120
- Salvage Pod Tappi autogun swapped for a Niitti Autogun
[close]
Is the update save compatible?
Title: Re: [0.95.1a] Kyeltziv Technocracy [1.4]
Post by: MeinGott on January 30, 2022, 10:05:47 AM
Quote
Is the update save compatible?
Thats the one question I wish authors would always include in their changelogs by default, since it is 100% certain that it will be asked at some point   ;D

Amazigh, great ships and original, consistent look. Thought Id write it so you can have more positive assurance in your thread.

Also, Im attempting to update right now, so if I dont reply within an hour, then, dear readers, you can assume it is compatible ;)
Title: Re: [0.95.1a] Kyeltziv Technocracy [1.4]
Post by: Helldiver on February 08, 2022, 03:48:33 AM
Feedback: Kyeltziv ships with drone systems don't have a system "weapon" set, causing drones to appear from the center of the ship instead of the drone bays visible on their sprites. Setting a hidden system weapon there fixes the issue.
Title: Re: [0.95.1a] Kyeltziv Technocracy [1.4]
Post by: balordezul on February 28, 2022, 07:46:04 AM
I have yet to play your faction but have enjoyed fighting against them.  I did run into an interesting interaction and you can do whatever you want with it.  This is a mod interacting with another mod but it will likely have other game physics impacts too.

The Ai does a great job creating a battle line but I found that a number of the Kyeltziv Technocracy ships have a mass value issue.  I discovered that the Xhan Ouggom ship with the Magnetic Impulse completely destroys a Kyeltziv Technocracy fleet.  When the power is activated the Kyeltziv Technocracy ships are thrown around much more then they should be.  I'm not sure if it is to much mass or to little mass but something is off. 

I bet that ramming interactions will also see some oddities.  You might want to double check your mass or whatever calculates that compared other ships of the same class.   

Beautiful faction and keep up the good work.  I'm likely going to try them out soon vs just fighting against them.
Title: Re: [0.95.1a] Kyeltziv Technocracy [1.4]
Post by: Amazigh on March 02, 2022, 01:23:50 PM
Feedback: Kyeltziv ships with drone systems don't have a system "weapon" set, causing drones to appear from the center of the ship instead of the drone bays visible on their sprites. Setting a hidden system weapon there fixes the issue.
Noted, Currently working on an update for Rotcesrats, but i'll add this to the list of things i'm gonna sort out for the next Kyeltziv update.

I bet that ramming interactions will also see some oddities.  You might want to double check your mass or whatever calculates that compared other ships of the same class.
Did a check of the mass values of the ships, and they are pretty much in line with vanilla content. So no idea why this is happening for you.
One thing is that Kyeltziv ships are extremely reliant on their shields for survivability, so being "hit" from the sides/rear with the collisions from the magnetic impulse is going to give them a bad time even without any weird mass/speed issues.
Title: Re: [0.95.1a] Kyeltziv Technocracy [1.4]
Post by: balordezul on March 02, 2022, 02:32:43 PM
Thanks for checking and that must have been it, beautiful faction and fun to fight against. It is on my list to use them as a main playthrough, keep up the good work.
Title: Re: [0.95.1a] Kyeltziv Technocracy [1.4]
Post by: ArbuzBudesh on March 16, 2022, 07:16:52 PM
Hey i've being breaking my head over doing minor DIY modifcation to this mod. Issue im having by default mod adds a system which still present in Nexerlin random core system, and i'd prefer Kyeltziv being random as all other factions. I've had similar issue few other mods in the past but managed to somehow rip out the system\planets from gen, while here im kind of stuck removing it from generation without crashing the game.
Can i get a tip what i need to edit\delete to achieve this?
Title: Re: [0.95.1a] Kyeltziv Technocracy [1.5]
Post by: Amazigh on March 18, 2022, 04:37:17 PM
Update 1.5

(https://cdn.discordapp.com/attachments/825068217361760306/954524025122603129/station_preview.png)

New Ships:
- Vartio Frigate
- Xinzang Artillery Destroyer
Kyeltziv Technocracy planets now feature a custom station.
New Weapon:
- Packet Ribaldequin
Various Balance Changes and Tweaks

New weapon is a somehwat inaccurate anti-armour weapon, serving as a sidegrade alternative to the small slot Fusion Buster.

Update is Save Compatible, but Kyeltziv colonies will not have the custom station unless you start a new game.

Full Changelog:
Spoiler
1.5
New Ships:
- Vartio Frigate
- Xinzang Artillery Destroyer
Kyeltziv Technocracy planets now feature a custom station.
New Weapon:
- Packet Ribaldequin
Balance Changes:
- Helianthus Armour increased from 40 to 60
-- Missile placement tweaked to look better
- Asteryx Speed increased from 200 to 220 (shipsystem removed, but now has a significant improvement to base maneuverability)
-- Weapon damage from 50 to 55 per shot
- Ilex Speed increased from 160 to 180
-- Weapon damage from 40 to 45 per shot

- Carriers now have the Parallel Nanoforge Processor hullmod, reducing fighter replacement times.
- Mass of both capitals increased moderately
- Ilkut OP increased by 15
- Narva OP increased by 15
- Strekoza OP increased by 10
- Bystro OP increased by 5
- Podenka OP increased by 5
- Dazhbog OP increased by 5
- Xiezhi OP increased by 5
- Yinglong OP increased by 5
- Perun OP increased by 5
- Znatok OP increased by 5
-- Armour from 450 to 500
-- Fuel capacity from 80 to 120
-- Fuel/ly from 3 to 2
- Ruslan OP increased by 5
- Otkryt Rarity changed to 0.8
- Shock Culverin reload reduced from 0.5 to 0.4 (DPS from 130 to 162.5)
- Fusion Buster flux/shot from 50 to 45 (from 1.0 to 0.9 flux/dam)
- Twin Fusion Buster:
-- Damage from 65 to 70
-- Reload from 1 to 1.15 (1.45 second cycle to 1.6 second, DPS from 358 to 350)
-- Flux/shot from 60 to 58 (from 0.92 to 0.82 flux/dam)
- Particle Discharger flux/shot from 75 to 60
- Heavy Particle Discharger flux/shot from 160 to 119
Other:
- Kyeltziv Rangefinders UI icon now renders correctly
- Katsoja Shock Mine explosion effects improved
- Assigned all ships System ports to determine shipsystem drone launch location
- Added Magictrail to all Fusion Buster shots
- Visual effects on both Particle Dischargers Improved
[close]

Hey i've being breaking my head over doing minor DIY modifcation to this mod. Issue im having by default mod adds a system which still present in Nexerlin random core system, and i'd prefer Kyeltziv being random as all other factions. I've had similar issue few other mods in the past but managed to somehow rip out the system\planets from gen, while here im kind of stuck removing it from generation without crashing the game.
Can i get a tip what i need to edit\delete to achieve this?
Full source is included with the mod so you can look at that, but you'd have to go into data/scripts/world/kyeltzivGen.java and stop it from running kyeltziv_koltsevayaGen and then recompile the .jar
Title: Re: [0.95.1a] Kyeltziv Technocracy [1.6]
Post by: Amazigh on May 05, 2022, 12:33:11 PM
Update 1.6

Mostly a wide range of balance tweaks, but also adds one new weapon.
The new weapon is a long(ish) range HE weapon, with higher-end performance against heavier armour, in exchange for having DPS on the lower end of the spectrum.

Update is Save Compatible.

Full Changelog:
Spoiler
1.6
New Weapon:
-- Fusion Houfnice

Balance Changes:
- Shipsystem drones now feature different PD weapons per type
-- Targeting Drones, feature Shock Tapanca/Avtomat
-- Spotter Drones, feature Single/Twin Niitti autoguns
-- Piper Drones, Improved Siren Flare Launch reliability

- Lakeija drone now features a rear facing Niitti Autogun
- Sorkkia drone now features a Micro Stutter Beam

- Support Package Energy Weapon range bonus now scales down as flux levels increase, like with the rangefinder hullmod.

- Shock Mines now deal some EMP damage that can generate arcs


- Pereskia
-- Tappi Autogun replaced with a Micro Stutter Beam
-- Thap Support Missile (Fighter) Range increased from 2000 to 2500
-- OP cost reduced from 18 to 16

- Solanum
-- Tappi Autogun replaced with a Micro Stutter Beam
-- Galvanic Mortar range increased from 1000 to 1200
-- OP cost reduced from 24 to 22

- Cynara Armour increased from 180 to 220

- Vassily
-- Speed increased from 150 to 160
-- DP reduced from 4 to 3

- Ilya
-- DP reduced from 5 to 4

- Perun
-- Speed increased from 110 to 115
-- DP reduced from 7 to 6

- Kiilto
-- DP reduced from 12 to 11

- Podenka
-- Speed increased from 70 to 75
-- DP reduced from 14 to 13

- Ilkut
-- Minor boost to maneuverability


- All Fusion Busters
-- Reworked to no longer have random detonation chance before reaching max range, and instead deal a bonus variable damage explosion on impact.
-- Flux/Damage raised to 1.0 to compensate for new onHit explosion damage.
- Fusion Buster
-- Reload from 0.95 to 1.0 (DPS from 173.9 to 166.66)

- Shock Palliser
-- Damage from 220 to 250
-- Reload from 0.65 to 0.666 (DPS from 338 to 375)
-- Shield hit bonus damge from 30 to 50
-- Base EMP from 30 to 40
-- OP cost reduced from 25 to 22

- Lorentz Rifles (Both)
-- Cycle time from 1.1 to 1.2 (DPS from 363/727 to 333/666)
-- Fragment damage from 30 to 25
-- EMP from 80 to 50

- Packet Ribaldequin
-- Ammo Regeneration from 1 to 0.833333 (Sustained DPS from 60 to 50)

- Tappi Autogun
-- Range from 200 to 240

- Niitti Autogun
-- Range from 300 to 320

- Heavy Particle Discharger
-- Flux/Shot reduced from 119 to 105

- Stutter Beam
-- Ammo from 4 to 6

- Halke ASM (Small)
-- OP cost reduced from 4 to 3
- Halke ASM (all)
-- Top speed from 300 to 350
-- Overall engine performance improved

- Bellis Missile Pod
-- OP reduced from 10 to 8
[close]
Title: Re: [0.95.1a] Kyeltziv Technocracy [1.6]
Post by: Lightning Dog on May 05, 2022, 09:59:54 PM
I just want to make mention I'm a huge fan of the faction weapons, I love the electric-themed ballistics and it puts a really solid image in my head for how they work. Cool mod, keep going!
Title: Re: [0.95.1a] Kyeltziv Technocracy [1.6]
Post by: Big Bee on May 06, 2022, 03:28:20 AM
I like this mod! It's a solid faction with fairly distinct looking ships and a unique battle-style and identity. Also shock drivers are great.
Title: Re: [0.95.1a] Kyeltziv Technocracy [1.6]
Post by: balordezul on May 06, 2022, 01:18:18 PM
Only got a chance to try out the changes for about an hour but overall this is very much welcome.  The top three changes for me are the Pereskia, Shock Palliser and the Fusion weapons.  The Pereskia OP change makes it more competitive and the extra 500 range on the Thap lets the Pereskia keep firing even when sitting behind Ilkut or a Narva.  The shock palliser went from the worst time to kill out of the large weapons to now being the fastest.  The galvanic large is still good with the range and special ability but now falls into second place.  The twin Lorentz has a worse TTK but at 20 OP and the constant rain of fire it is still a good weapon plus when paired with a twin fusion blaster they create a great anti fighter/missile stream between the target the ship. 

The change to the fusion weapons feels good and variable damage is a neat system.  The Fusion Houfnice is cheaper and slightly lower damage than the twin fusion blaster but when paired with armor weapon mounts for the improved recoil they work fairly well even at long range. 

The Cynara still die to enemy fire but they can take a few hits now.  In a set of 4 simming vs an onslaught I would lose between 1 to 3 of them now vs all 4 going down every in the past. 
Title: Re: [0.95.1a] Kyeltziv Technocracy [1.7.1]
Post by: Amazigh on June 22, 2022, 02:34:34 PM
Update 1.7.1
A minor compatibility patch for linux users.

Update 1.7

Two new ships and three new weapons. Alongside various smaller updates, being a combination of QoL and balance. Also Ind.Evo (https://fractalsoftworks.com/forum/index.php?topic=18011.0) support and a Magicbounty Chain.

The new ships are:
The Paimen is a combat freighter frigate that deploys a swarm of Kiusa drones, most effective as a point defense escort if actually deployed into a battle.
The Zlatko adds another option for use as a line-combat destroyer, with a good shield and a pack of escort gun drones.

The new weapons are:
A medium-slot PD blaster with tracking projectiles, highly effective against fast/evasive targets.
A mid-long range beam weapon that can slow/disable ships with concentrated fire.
A medium-slot modular shock-driver that acts as long range kinetic damage, albeit with lowish DPS.

Update is Save Compatible.

Full Changelog:

Spoiler
1.7.1
- Minor compatibility patch

1.7
New Ships:
-- Paimen
-- Zlatko

New Weapons:
-- Smart Blaster
-- ESP Beam
-- Compact Shock-Driver

New MagicBounty Chain:
-- The Symmetrist Bureau

Other Changes:
- Mod now Features Industrial.Evolution Compatibility.
- Removed Commerce from Kuzminki and Yasenevo.
- Refining moved from Yasenevo to Solntsevo.
- Kiusa Drone weapon swapped from Niitti Autogun to Piikki Burst Rifle.
- Perennis Shock Missile Pod - New Sprite.
- Katsoja - Sprite Updated.
- Minor Station tweaks, altered armament on "blocker" and should be more aggressive with missile usage.
- Shock-Driver and Shock Palliser shield/hull OnHit vfx improved.
- Shock-Driver shells no longer turn into funny hyper knockback projectiles when hit by an EMP arc or in the "fizzled" state past max range.
- Lorentz Rifle (both single and twin)
-- Kinetic Subprojectile range from 850 to 800

New Ships:
-- Paimen
-- Zlatko

New Weapons:
-- Smart Blaster
-- ESP Beam
-- Compact Shock-Driver

New MagicBounty Chain:
-- The Symmetrist Bureau

Other Changes:
- Mod now Features Industrial.Evolution Compatibility.
- Removed Commerce from Kuzminki and Yasenevo.
- Refining moved from Yasenevo to Solntsevo.
- Kiusa Drone weapon swapped from Niitti Autogun to Piikki Burst Rifle.
- Perennis Shock Missile Pod - New Sprite.
- Katsoja - Sprite Updated.
- Minor Station tweaks, altered armament on "blocker" and should be more aggressive with missile usage.
- Shock-Driver and Shock Palliser shield/hull OnHit vfx improved.
- Shock-Driver shells no longer turn into funny hyper knockback projectiles when hit by an EMP arc or in the "fizzled" state past max range.
- Lorentz Rifle (both single and twin)
-- Kinetic Subprojectile range from 850 to 800
[close]
Title: Re: [0.95.1a] Kyeltziv Technocracy [1.7.1]
Post by: travhill20 on June 22, 2022, 09:27:50 PM
I love new faction mods. I see this one is actually old but its new to ME! Somehow I've missed it. I check the mod page literally every day. Anyway, I like your other ship pack. Going to give this a try. I love the ship designations/names. Using very governmental letters and numbers for the ships is strangely super rare. Everyone uses a "class" name. I like what you've done.
Title: Re: [0.95.1a] Kyeltziv Technocracy [1.7.2]
Post by: Amazigh on July 09, 2022, 02:11:44 PM
Update 1.7.2

QoL, Balance and Tweaking patch.

Update is Save Compatible.

Full Changelog:

Spoiler
1.7.2
- Garaj
-- Trail VFX Added.
-- Reworked:
--- Now constantly deploys chaff while in flight, rather than a single burst shortly before impact.

- Zlatko
-- Missile Mounts changed from being erroneously sized as medium to being correctly sized as small.
-- Shield flux/damage from 0.5 to 0.6

- Kiilto
-- DP from 11 to 10
-- Armour from 550 to 600
-- Flux Capacity from 4000 to 4500
-- Shield Arc from 70 to 80

- Shock Springald
-- EMP Damage from 200 to 180

- Light Shock Springald (Drone mounted)
-- Damage from 100 to 90
-- EMP Damage from 180 to 100
-- Spread from 5-10 to 6-12

Heavy Killcloud Projector
-- Range Increased from 400 to 450
-- Reload from 1.0 to 0.8 (DPS from 800 to 1000)
-- Projectile spread Reduced.
-- Pellet count halved, per-pellet damage increased. (total per "shot" damage is unchanged)
[close]
Title: Re: [0.95.1a] Kyeltziv Technocracy [1.8.1]
Post by: Amazigh on September 06, 2022, 01:41:20 PM
Update 1.8.1

A broadened selection of export hulls, and a new kinetic weapon with better anti-armour performance than typical for most anti-shield armaments, and a novel kinetic suppression missile.

Not Save Compatible

Full Changelog:

Spoiler
1.8.1

- Fixed improper Narva Variant

1.8

- Removed:
-- Otkryt

- New Ships:
-- Otkryt (KE)
-- Yinglong (KE)
-- Xinzang (KE)
-- Podenka (KE)

- New [REDACTED]

- New Weapons:
-- Shock Cranequin
-- Avtomat Drumfire Missile

Bellis Missile Pod reworked into Bellis Canister Launcher
- Now a "MIRV-adjacent" missile

Minor sprite update on Export variants

Halke ASM impact vfx improved

Engagement range for all fighter and bomber wings reduced from 3000 to 2500

Stachys and Cirisum refit time increased from 5 seconds to 7 seconds
Asteryx and Ilex refit time increased from 10 seconds to 12 seconds
Vahlia, Cynara and Wolffia refit time increased from 25 seconds to 30 seconds
[close]
Title: Re: [0.95.1a] Kyeltziv Technocracy [1.8.2]
Post by: Amazigh on September 23, 2022, 09:59:31 AM
Update 1.8.2

Balance patch, also some internal tweaks resulting in save incompatibility.

Not Save Compatible

Full Changelog:

Spoiler
1.8.2

- Nok Rocket Rack tracking/lifetime improved, should solve tracking issues experienced in some specific cases.

- Bakot Kinetic Kill Missile (Small)
-- Damage increased from 450 to 500
-- Reload time reduced from 4 seconds to 3 seconds
- Bakot Kinetic Kill Missile Pod (Medium)
-- Damage increased from 450 to 500
-- Reload time increased from 9 seconds to 10 seconds

- Vedha Pulse Rocket Launchers
-- Missile health lowered from 120 to 100
-- Time to reload a burst increased from 24 seconds to 30 seconds

- Garaj Cruise Missile
-- Impact VFX improved

- Avtomat Drumfire
-- Ammo increased from 3 to 4
-- Bullet Count increased from 24 to 30
-- Impact damage increased from 160 to 200
-- Total per missile damage increased from 1000 to 1250

- Cirsium Interceptor Drone
-- Main gun replaced with a Pilvi Flak Projector
--- Fewer projectiles fired but they have proximity detonation
--- dps is lower, but it is more consistent at dealing damage

- Asteryx Fighter Drone
-- Armor increased from 100 to 120
-- Top Speed increased from 220 to 225

- Vahlia Assault Corvette
-- Automated hull repair rate lowered
-- Main gun replaced with a Light Packet Cycler
--- Lower Ammo regeneration rate and ammo capacity Compared to a standard Packet Cycler

- Helianthus Bomber Drone
-- Range reduced from 1400 to 1200
-- Burst delay increased from 0.25 to 0.3
-- Missile health lowered from 100 to 90

- Cynara Strike Corvette
-- Lowered damage bonus from 30% to 25%

- Paimen
-- Shipsystem drones changed
--- Only deploys 12 drones, rather than 16
--- Drones are marginally more durable than previous drones
--- Drone weapon is weaker and slightly shorter ranged

- Dobrynya
-- Shipsystem drone changed
--- Now deploys a single heavy drone rather than two light ones
--- Carries the same guns as the two single drones, along with a shock tapanca
--- Has improved PD capability compared to previous drones

- Zlatko
-- DP increased from 10 to 11
-- Shipsystem drones changed
--- Only deploys 2 drones, rather than 4
--- Drones are notably more durable than previous drones
--- Each drone is armed with a Light Shock Springald and an ESP beam
--- Reduced hardflux damage capability, and removal of all PD capability in exchange for the drones gaining a turreted beam weapon

- Xinzang
-- DP increased from 10 to 11

- Xinzang (KE)
-- DP increased from 10 to 11

- Prochnyi
-- DP increased from 10 to 11

- Katsoja
-- Minor Sprite Update
-- Shipsystem base range reduced from 1000 to 800

- Package Hullmod rarity teaked to be more common

- Targeting Drones now also provide +5% Ballistic Projectile Velocity for each drone deployed

- Piper Drones
-- Flares now have ammo/regeneration
-- previously simply had a 6 second cooldown, but now:
--- 7.5 second cooldown between uses
--- Stores 3 uses
--- takes 20 seconds to reload a use

- Paistaa will now spawn in fleets
[close]
Title: Re: [0.95.1a] Kyeltziv Technocracy [1.8.2]
Post by: rarewhalerw on September 24, 2022, 07:13:39 AM
Update 1.8.2

Balance patch, also some internal tweaks resulting in save incompatibility.

Not Save Compatible

Full Changelog:

Spoiler
1.8.2

- Nok Rocket Rack tracking/lifetime improved, should solve tracking issues experienced in some specific cases.

- Bakot Kinetic Kill Missile (Small)
-- Damage increased from 450 to 500
-- Reload time reduced from 4 seconds to 3 seconds
- Bakot Kinetic Kill Missile Pod (Medium)
-- Damage increased from 450 to 500
-- Reload time increased from 9 seconds to 10 seconds

- Vedha Pulse Rocket Launchers
-- Missile health lowered from 120 to 100
-- Time to reload a burst increased from 24 seconds to 30 seconds

- Garaj Cruise Missile
-- Impact VFX improved

- Avtomat Drumfire
-- Ammo increased from 3 to 4
-- Bullet Count increased from 24 to 30
-- Impact damage increased from 160 to 200
-- Total per missile damage increased from 1000 to 1250

- Cirsium Interceptor Drone
-- Main gun replaced with a Pilvi Flak Projector
--- Fewer projectiles fired but they have proximity detonation
--- dps is lower, but it is more consistent at dealing damage

- Asteryx Fighter Drone
-- Armor increased from 100 to 120
-- Top Speed increased from 220 to 225

- Vahlia Assault Corvette
-- Automated hull repair rate lowered
-- Main gun replaced with a Light Packet Cycler
--- Lower Ammo regeneration rate and ammo capacity Compared to a standard Packet Cycler

- Helianthus Bomber Drone
-- Range reduced from 1400 to 1200
-- Burst delay increased from 0.25 to 0.3
-- Missile health lowered from 100 to 90

- Cynara Strike Corvette
-- Lowered damage bonus from 30% to 25%

- Paimen
-- Shipsystem drones changed
--- Only deploys 12 drones, rather than 16
--- Drones are marginally more durable than previous drones
--- Drone weapon is weaker and slightly shorter ranged

- Dobrynya
-- Shipsystem drone changed
--- Now deploys a single heavy drone rather than two light ones
--- Carries the same guns as the two single drones, along with a shock tapanca
--- Has improved PD capability compared to previous drones

- Zlatko
-- DP increased from 10 to 11
-- Shipsystem drones changed
--- Only deploys 2 drones, rather than 4
--- Drones are notably more durable than previous drones
--- Each drone is armed with a Light Shock Springald and an ESP beam
--- Reduced hardflux damage capability, and removal of all PD capability in exchange for the drones gaining a turreted beam weapon

- Xinzang
-- DP increased from 10 to 11

- Xinzang (KE)
-- DP increased from 10 to 11

- Prochnyi
-- DP increased from 10 to 11

- Katsoja
-- Minor Sprite Update
-- Shipsystem base range reduced from 1000 to 800

- Package Hullmod rarity teaked to be more common

- Targeting Drones now also provide +5% Ballistic Projectile Velocity for each drone deployed

- Piper Drones
-- Flares now have ammo/regeneration
-- previously simply had a 6 second cooldown, but now:
--- 7.5 second cooldown between uses
--- Stores 3 uses
--- takes 20 seconds to reload a use

- Paistaa will now spawn in fleets
[close]
my game crash when I try to load the mod heres the logs:
Fatal: Fatal: ship_system.csv is missing systems Check starsector.log for more info.
Title: Re: [0.95.1a] Kyeltziv Technocracy [1.8.2]
Post by: Amazigh on September 24, 2022, 04:44:46 PM
my game crash when I try to load the mod heres the logs:
Fatal: Fatal: ship_system.csv is missing systems Check starsector.log for more info.

Just that single line from the log doesn't give me anywhere near enough info to be sure what is causing the crash.

But at a guess: Try deleting the mod, and then re-extracting the .zip
(as a note you should always delete old versions of mods before installing newer versions, as it can and will cause issues like this)
Title: Re: [0.95.1a] Kyeltziv Technocracy [1.8.2]
Post by: rarewhalerw on September 25, 2022, 04:33:16 AM
my game crash when I try to load the mod heres the logs:
Fatal: Fatal: ship_system.csv is missing systems Check starsector.log for more info.

Just that single line from the log doesn't give me anywhere near enough info to be sure what is causing the crash.

But at a guess: Try deleting the mod, and then re-extracting the .zip
(as a note you should always delete old versions of mods before installing newer versions, as it can and will cause issues like this)
ok I will try thanks
Title: Re: [0.95.1a] Kyeltziv Technocracy [1.8.3]
Post by: Amazigh on November 14, 2022, 07:56:33 PM
Update 1.8.3

Balance patch, also a rework of the Vedha weapon line.

Save Compatible

Full Changelog:

Spoiler
1.8.3

- Kyeltziv Rangefinders
-- Range bonus changed from +10% to +100(Flat)
--- Now more useful on weapons with shorter rangse, and less impactful on weapons with over 1000 base range

- Assault Loader
-- RoF bonus increased from 50% to 60%
-- Damage reduction increased from 20% to 25%
-- Flux cost reduction increased from 25% to 30%
--- "Raw DPS" increase remains at 20%
--- A minor improvement to flux/damage stats of modified weapons

- Siege Loader
-- RoF malus increased from 25% to 30%
-- Damage bonus increased from 35% to 40%
-- Flux cost increase increased from 40% to 50%
--- Now slightly reduces DPS rather than slightly raising it
--- Retains a 5% increase to weapon flux/sec cost
-- Velocity bonus reduced from 20% to 15%
-- Now doubles the range bonus of Kyeltziv Rangefinders rather than adding its own seperate range bonus.
-- Now also reduces ballistic ammo regeneration by 15%

--- The two above hullmods have been tweaked to be more specialised into their intended roles.

- Assault Package
-- Speed Bonus reduced from 10% to 5%
-- Now grants +8% Base Flux Dissipation
-- Now also halves the range bonus of Kyeltziv Rangefinders

- Vedha Pulse Rockets (all)
-- Reworked
--- Custom Missile AI added: Slightly worse tracking overall, and are less able to swerve around and attempt to hit their target again if they miss.
--- Damage profile altered, now deals lower per-shot damage in exchange for more shots per-burst and dealing some bonus soft-flux damage
--- Visuals tweaked
-- Flux/damage changed from 0.125 to 0.25
-- Time to reload a burst increased from 30s to 32s
-- Top Speed Reduced from 650 to 600
-- Projectile hitpoints reduced from 100 to 70

- Helianthus
-- Now mounts a Vedic Pulse Rocket Rack
--- Slower, short ranged, higher damage Vedha derivative
-- Projectile hitpoints raised to 120

- Ilkut
-- Flux Dissipation reduced by 50

- Narva
-- Flux Dissipation reduced by 50
[close]
Title: Re: [0.95.1a] Kyeltziv Technocracy [1.8.4]
Post by: Amazigh on November 23, 2022, 05:24:17 PM
Update 1.8.4

Balance patch.

Save Compatible

Full Changelog:

Spoiler
1.8.4
- Ruslan
- Yinglong
- Xiezhi
- Xinzang
- Prochnyi
- Bystro
- Pyralid
- Ilkut
- Narva
-- Shield Flux/Damage increased from 0.6 to 0.7

- Ilkut
-- Armour reduced from 1400 to 1300

- Prochnyi
-- Linnake Gun Platform
--- Armour reduced from 500 to 300
--- Vedha Pulse Rocket Pod Cycle time Increased from 10s to 12s

- Vedha (all)
-- VFX tweaked to be less "impactful"

- Light Ion Repeater
-- EMP damage reduced from 100 to 80
-- Arc damage reduced from 15/50 to 10/40
[close]
Title: Re: [0.95.1a] Kyeltziv Technocracy [1.8.4]
Post by: WolfPriest on November 25, 2022, 09:22:39 AM
This mod is so good, I don't feel worthy of playing it.
Title: Re: [0.95.1a] Kyeltziv Technocracy [1.8.5]
Post by: Amazigh on December 09, 2022, 01:16:07 PM
Update 1.8.5

Balance/Polish patch, and some pirate versions of a few of the ships.

Save Compatible

Full Changelog:

Spoiler
1.8.5
- New Ships
-- Vassily (P)
-- Ruslan (P)
-- Perun (P)
-- Zlatko (P)

- Updated faction flag

- Minor updates to most ship sprites

- Twin Shock Culverin
-- Flux/shot reduced from 60 to 57 (flux/dam from 0.92 to 0.88)

- Shock Drivers (all)
-- Improved muzzle vfx

- Particle Dischargers (both)
-- Statcard display improved.

- Smart Blaster
-- Reload time reduced from 1.25s to 1s (120DPS to 150DPS)
-- Projectile Trail VFX tweaked

- Ruslan
-- DP reduced from 6 to 5

- Prochnyi
-- Linnake Gun Platform
--- Main weapon traverse rates normalised to 32
---- Assault Loader Fusion Houfnice
----- RoF reduced

- Katsoja
-- Shock Mine Strike
--- Base charge count reduced from 8 to 5.

- Ilkut
-- Acceleration reduced from 35 to 32
-- Turn acceleration reduced from 12 to 10
[close]
Title: Re: [0.95.1a] Kyeltziv Technocracy [1.8.5]
Post by: WolfPriest on December 09, 2022, 02:57:03 PM
I just started a new game, I'm glad it's save compatible.
Title: Re: [0.95.1a] Kyeltziv Technocracy [1.8.5]
Post by: Tty on December 13, 2022, 01:23:45 PM
Hi, I'm getting CTD with this in the log, is this mod the source of the problem or a compatibility issue?

75149737 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: kyeltziv_infernium_pulse]
java.lang.RuntimeException: kyeltziv_infernium_pulse]
   at com.fs.starfarer.loading.specs.oO0O.createSystemAI(Unknown Source)
   at com.fs.starfarer.combat.ai.BasicShipAI.<init>(Unknown Source)
   at com.fs.starfarer.combat.ai.BasicShipAI.<init>(Unknown Source)
   at com.fs.starfarer.launcher.ModManager.pickShipAIPlugin(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.super(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.?00000(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.DeploymentManager.if.super(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.DeploymentManager.?o0000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.DeploymentManager.?o0000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.AdmiralAI.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
Caused by: java.lang.NullPointerException
   at data.shipsystems.scripts.kyeltziv_infernium_pulse_stats.apply(kyeltziv_infernium_pulse_stats.java:38)
   at com.fs.starfarer.combat.ai.system.Z.<init>(Unknown Source)
   ... 21 more
Title: Re: [0.95.1a] Kyeltziv Technocracy [1.8.5]
Post by: Amazigh on December 13, 2022, 06:07:52 PM
Hi, I'm getting CTD with this in the log, is this mod the source of the problem or a compatibility issue?

It's caused by my mod, but not at all sure what is causing this crash.
I'd suggest that you check your version of starsector is game version 0.95.1a-RC6 and all of your library mods are updated and hopefully this will solve the issue.

If this doesn't solve your issue, then i'd need you can provide a more specific instance of when/where this crash occurs as i have been unable to replicate it myself.
Title: Re: [0.95.1a] Kyeltziv Technocracy [1.8.5]
Post by: Cuttlefish on December 14, 2022, 12:21:34 PM
I love the mod so much,
highly enjoying my playthorugh,
Thank you!

Title: Re: [0.95.1a] Kyeltziv Technocracy [1.8.5]
Post by: eidolad on December 14, 2022, 02:37:33 PM
Hi minor thing,

I traditionally start with a single frigate.

First install, new game start as Kyeltziv faction, with current mod version, with random core worlds: my starting fleet size does not include any single-ship options.

Workaround is to scuttle all but one.
Title: Re: [0.95.1a] Kyeltziv Technocracy [1.8.5]
Post by: EarthZiie on December 24, 2022, 12:07:20 AM
I also got crash as well

Fatal: kyeltziv_infernium_pulse
Cause: null

and it always crash when I try to join battle against pirate
Title: Re: [0.95.1a] Kyeltziv Technocracy [1.8.5]
Post by: WolfPriest on December 26, 2022, 08:49:24 AM
I also got crash as well

Fatal: kyeltziv_infernium_pulse
Cause: null

and it always crash when I try to join battle against pirate
Me, too, but I was in the battles against the pirates before, so I'm not sure why.
Title: Re: [0.95.1a] Kyeltziv Technocracy [1.8.5]
Post by: 603bill on December 26, 2022, 01:43:09 PM
I got that crash today as well.  In my case I joined a battle in progress with a friendly space station+ships against pirates. 
Title: Re: [0.95.1a] Kyeltziv Technocracy [1.8.5]
Post by: Zr0Potential on December 26, 2022, 05:52:50 PM
I also got crash as well

Fatal: kyeltziv_infernium_pulse
Cause: null

and it always crash when I try to join battle against pirate
Me, too, but I was in the battles against the pirates before, so I'm not sure why.

Same, one of the Kyeltziv (P) ships has that "infernium pulse" system, might want to skip the fight or in my case, go into the ship_data.csv and replace its system with burndrive as a hotfix  ;)
Title: Re: [0.95.1a] Kyeltziv Technocracy [1.8.5]
Post by: Demto on December 27, 2022, 06:25:12 AM
It's a pretty strange bug since it doesn't seem to have a consistent trigger so far. I've had it happen once, then once I tried the fight again it worked fine despite the same ship still being present. Isn't it just a variant of Coke Burn from DomHist too? Are there any reports of similar bugs for that mod, or any significant deviations from its script?
Title: Re: [0.95.1a] Kyeltziv Technocracy [1.8.5]
Post by: WolfPriest on December 28, 2022, 10:13:32 AM
I got that crash today as well.  In my case I joined a battle in progress with a friendly space station+ships against pirates.
Me, too, but here's the strange part.
I tried it a few times, it crashed every time.
But then, since it was 2 fleets, I tried figthing one before the "siege", and ti did not crash.
Title: Re: [0.95.1a] Kyeltziv Technocracy [1.9]
Post by: Amazigh on December 28, 2022, 03:54:42 PM
Update 1.9

Station Tweaks, New Bounty, and fix for the Vassily (P) bug.

Save Compatible

Full Changelog:

Spoiler
1.9
- New Bounty
-- Khoronit - "Project Freefall"

- Station Tweaks
-- Main Modules
--- medium missile mounts changed to ballistic
--- small synergy mounts changed to missile
--- Core focus on ballistics, with notably reduced missile mounting ability
--- Gains a spotter drone shipsystem
-- Tip modules
--- One large missile mount downsized to a medium
--- Both medium ballistic turrets changed to missile type
--- Now explicitly designed as a missile support module
--- Gains a targeting drone shipsystem

- Fixed bug with Vassily (P) System
[close]

----

It's a pretty strange bug since it doesn't seem to have a consistent trigger so far. I've had it happen once, then once I tried the fight again it worked fine despite the same ship still being present. Isn't it just a variant of Coke Burn from DomHist too? Are there any reports of similar bugs for that mod, or any significant deviations from its script?
This system uses vanilla burn drive AI, and coke burn uses a custom AI, and i'm pretty sure the cause of this crash was some obscure and esoteric bug caused by the vanilla burn drive AI triggering before the ship is spawned ??? This patch should divert all of the script components that could cause issues (crashes) with the AI into a hidden hullmod, meaning i can keep using the nice vanilla AI.
Title: Re: [0.95.1a] Kyeltziv Technocracy [1.9]
Post by: shoi on February 11, 2023, 03:37:01 PM
Got to run this fac for the first time recently. Great work all around!
Title: Re: [0.95.1a] Kyeltziv Technocracy [1.9]
Post by: Jishin on May 09, 2023, 09:58:23 AM
I love the russian style you gave to the faction, just great. I look forward to the update and you add music and portraits at some point.
Title: [0.96a] Kyeltziv Technocracy [1.10]
Post by: Amazigh on October 25, 2023, 01:49:57 PM
Update 1.10

0.96 update patch (better late than never) also features a wide range of balance/mechanical tweaks, most notable of which being the change of some ships to no-longer feature a drone shipsystem.

Not Save Compatible (if you've been running a version number tweak of 1.9)

Full Changelog:

Spoiler
1.10
- Vassily
- Perun
-- Drones changed from Targeting to Piper

- Ilya
-- System Changed to Variable Weapon Booster

- Dazhbog
- Strekoza
-- System Changed to Variable Weapon Booster
-- Built-in fighter wing added

- Prochnyi
-- Assault Package now gives the platform 4 drones armed with Bellis SRMs, rather than 2 armed with Packet Ribaldequins

- Asteryx Fighter Drone
- Ilex Fighter Drone
- Cirsium Interceptor Drone
-- No longer modular, and are now built-in on specific ships

- Avtomat Drumfire Missile
-- Fixed issue with missile flaming out before entering final attack phase.

- Shock Culverin
-- Damage lowered from 65 to 60
-- EMP damage increased from 10 to 15
-- Flux cost reduced from 60 to 54
-- Arc chance raised from 5-30 to 10-30
-- Arc damage increased from 10/20 to 15/30

- Twin Shock Culverin
- Twin Fusion Buster
-- Removed

- Packet Ribaldequin
- Shock Cranequin
-- Reworked, now medium mount weapons.

- Shock Fougasse
-- Reworked, now an emp/disruption shotgun rather than an "assault" shotgun

- Light Killcloud Projector
-- changed from 30x 10 damage, to 15x 20 damage
-- spread pattern tweaked

- Heavy Killcloud Projector
-- changed from a mixed spread of projectiles, to instead fire 16x 50 damage proximity fused warheads
-- spread pattern tweaked

- Particle Discharger
-- Range increased from 350 to 400
-- Reload time reduced from 0.8s to 0.75s

- Heavy Particle Discharger
-- Range increased from 450 to 500
-- Per shot damage reduced from 35 to 30
-- Reload time reduced from 0.8s to 0.6s

- Smart Blaster
-- Range increased from 500 to 550

- Vedha Pulse Rocket Launcher (small)
-- Range reduced from 2500 to 2000

- Perennis Shock Missile Pod
-- Arc chance increased from 10-40% to 10-50%

- All Fusion weapons
-- OnHit effect changed from 100% chance of random bonus HE damage to random chance of flat bonus Energy damage.

- Assorted script reworks to make things "neater" on a code front

- Variants adjusted to match 0.96 hullmod costs / changed faction doctrines
[close]
Title: Re: [0.96a] Kyeltziv Technocracy [1.10]
Post by: Helldiver on October 26, 2023, 07:59:32 AM
Good stuff. This is my favourite recent faction mod alongside Mags, I was scared not seeing any news for a while.
Title: Re: [0.96a] Kyeltziv Technocracy [1.10.2]
Post by: Amazigh on November 10, 2023, 04:35:47 PM
Update 1.10.2

Save Compatible

1.10.1

-Added Version Checker Compatibility
-Added GraphicsLib material maps thanks to a mysterious donor
-Added GraphicsLib custom projectile/beam lights

1.10.2

-Linux Fix
Title: Re: [0.96a] Kyeltziv Technocracy [1.10.2]
Post by: Popel on November 20, 2023, 08:45:45 AM
any plans to have cruiser or/and destroyer that is platform tender? xD
Title: Re: [0.96a] Kyeltziv Technocracy [1.10.2]
Post by: Amazigh on April 05, 2024, 03:46:05 PM
Update 1.10.3

- Variant tweaks for 0.97

----

any plans to have cruiser or/and destroyer that is platform tender? xD
At the moment this mod is not my top priority for new content. But when i get back to it i do think that another platform tender ship could be a possibility.
Title: Re: [0.97a] Kyeltziv Technocracy [1.10.3]
Post by: cyberinit on April 05, 2024, 07:23:14 PM
Always good to see this mod back, one of my favorites.