Fractal Softworks Forum

Starsector => Mods => Modding => Topic started by: Alex_Sans on March 14, 2022, 10:05:02 PM

Title: [0.96a] Sunrider 0.4.2c update: Vanguard Cannon's true power
Post by: Alex_Sans on March 14, 2022, 10:05:02 PM
https://youtu.be/2tkIIa3ZFuo

Safe to add to ongoing saves, but will break saves if removed and not safe to update from 0.2.2 to 0.4!

If you're concerned about copyright: part of Love in Space inc. staff is aware of the existence of this mod and is fine with it!

Anyway, have you ever dreamt that one day, the Ceran assault carrier, the Sunrider would show up in the Persean Sector? That dream has come true! This mod adds a quest for you to recover her, ripped to shreds from a previous battle. Her 7 Ryders: Bianca, Black Jack, Havoc, Liberty, Paladin, Phoenix and Seraphim are included, but not their pilots. On the other hand, Ava Crescentia is the key to get started.

Warnings:

1: do NOT skip dialogues too fast after interacting with the derelict Sunrider. Doing so will result in an audio bug that can only be fixed by closing and reopening the game.

2: The NPC that triggers the mission will appear after 800 days ingame. If you activated the mod in an ongoing playthrough where that much time has passed, the quest can be started immediately (unless a certain event has already happened)

3: Be very careful in the bar because if any quest involving Ava is rejected in the bar event where she appears, it is GONE FOREVER!

Known issues:
Only Sunrider herself and PACT Battleship have finished sprites;
If Jinta Suzuki tells you that the derelict is in an inhabited system (pirate, pather and society bases do not count), it will not spawn.

The ship and Ryders:
Spoiler
(https://cdn.discordapp.com/attachments/527932867511058442/957436775566028830/unknown.png)
[close]

The key person:
Spoiler
(https://cdn.discordapp.com/attachments/384485918788026378/949360135640322108/unknown.png)
[close]

She won't just be given away; she shall be yours once you prove yourself worthy!
Spoiler
(https://cdn.discordapp.com/attachments/384485918788026378/952714094258040852/unknown.png)
[close]

0.2 Update: New ships Added.

PACT
Spoiler
(https://cdn.discordapp.com/attachments/384485918788026378/1021603717130227803/unknown.png)
[close]

Others
Spoiler
(https://cdn.discordapp.com/attachments/384485918788026378/1021604812145557564/unknown.png)
[close]

New ryders (currently not used by other fleets)
Spoiler
(https://cdn.discordapp.com/attachments/384485918788026378/1021606936736694292/unknown.png)
[close]


0.4 Update: Mining Union Battleship added and Alliance Battleship changed

Spoiler
(https://cdn.discordapp.com/attachments/527932867511058442/1099900619311034428/image.png)
[close]



Strenghts: Major ballistic focus;
High frontal firepower;
Many ships have built-in energy and/or missile weapons;
All ships and Ryders with shields have 360ยบ omni shield;
All ships have at least one vanilla hullmod built-in, in addition to Fallen Outsider, which increases resistance against solar coronas and hyperspace storms, slightly faster active venting and reduced energy damage to shields;

Weakenesses: All energy (mount and damage) weapons are built-in;
All beam weapons are built-in, face foward, fire like Phase/Tachyon Lance and cannot turn (except those used by ryders).
With one exception, all missile weapons are built-in and with no exceptions, all missiles deal High-Explosive damage;
Fragmentation weapons and phase ships are inexistent;   
Most hulls do not have rear-facing weapons, making them vulnerable to attacks from behind;
Some ships have clustered weapons mounts, which makes ion/arc damage more dangerous;
Fallen Outsider also increases maintenance and overload duration.


Credits: 

Love in Space inc. for the ship and mech models and for approving the existence of this mod.

Histidine for making the entire coding and improving the written story script.

Sincronic for graphic polishing and hullmods.

Requirements: MagicLib and  (https://fractalsoftworks.com/forum/index.php?topic=13718.0) LazyLib (https://fractalsoftworks.com/forum/index.php?topic=5444.0)

Recommended: WhichMod (https://fractalsoftworks.com/forum/index.php?topic=22367.0) and Custom Battle Music (https://fractalsoftworks.com/forum/index.php?topic=24663.0).

Download (https://drive.google.com/file/d/1tfICsIuV9ZMlchCJM0IcA54fqygHf8w8/view?usp=sharing)


Changelogs:

Spoiler
0.4.2c hotfix:

Fixed a certain monochrome illustration that looked kinda cursed ingame and almost made me have a stroke because the program I use to edit sprites and illustrations decided to save it in 8bits.

0.4.2b hotfix: The same issue with Persean League also happened to Sindrian Diktat and Lion's Guard (sorry about that).

Delete <st>SunriderPactBattleship</st> on Sindrian Diktat and Lion's Guard priority ship doctrines in your save file for the fix.

Reminder: No action needs to be taken if starting a new save.

 0.4.2 changelog:

Fixed Persean League using no capitals other than Machiavelli.
For it to take effect on an ongoing save, update the mod, edit your save file and find this:
Code
<priorityShips z="19571">
<st>SunriderAllianceBattleship</st>
</priorityShips>
delete the middle line and make it look like this:
Code
<priorityShips z="19571"></priorityShips>
If another mod adds more ships to this priority list, delete only the <st>SunriderAllianceBattleship</st> line.

Added effects to Sunrider's Mother skill:
Normal: -25% monthly supply cost to piloted ship if it's from sunrider universe (-5% total due to Fallen Outsider hullmod penalty);
Elite: same as above, but only for Sunrider itself (-15,555.....% total due to stacking with the above effect, Fallen Outsider and Advanced Ceran Engineering hullmods' penalties).


0.4.1 Changelog (compatible with both .95 and .96 versions of the game). Safe to update midsave from 0.4.0, but hullmods that are no longer built-in may overflow the ship's OP on existing saves.

"Fallen Outsider" hullmod will now replace solar shielding and resistant flux conduits on ALL ships and wings added by this mod.
+40% resistance to solar coronas and hyperspace storms;
+10% active venting rate;
-20% energy damage taken by shields (not armor or hull);
+20% overload duration;
+25% monthly supply cost;

"Ryder Resilience" will be added to all wings.
+50% weapon and engine durability
+40% weapon and engine repair speed

Advanced Ceran Engineering hullmod now also increases monthly supply upkeep by 25% and maximum Combat Rating by 30% (CR will be 100% even without Crew Training and Combat Cndurance);
Short Range Warp hullmod now also halves sensor profile.

Sunrider (ship) No longer has Command Center hullmod;
Fuel/ly doubled from 10;
Required resources to recover the ship (after the bosses are defeated) increased from 250 supplies to 600;

First Arrival quest delay from game start increased to 800 days.

Vanguard Cannon:
Damage has been essentially tripled (no change to description or shown damage in refit screen);
Due to an oversight on numbers within its code, it was dealing way less damage than 4000;
Cooldown increased from 25 to 30 seconds;
Flux cost increased from 8000 to 10000;

Iron Will shipsystem duration halved and number of charges increased from 2 to 3.

Agatha Christie Cruiser armor reduced from 1300 to 1000.

Guppy Cruiser armor increased from 1000 to 1100;
Hull integrity reduced from 10000 to 9000.

Ironhog, Gunboat, Kakapo and Boi DP cost reduced by 1.

PACT Support A and B engagement range increased from 500 to 2000.


0.4 Changelog

Added crossmod interaction with PAGSM (https://fractalsoftworks.com/forum/index.php?topic=24215.0): if you have at least 30 reputation with Yunris Kween, Origins can be completed through her at the cost of 1 gamma core. If she has given you the Iapetus 20000, she'll do it for free.

New quest: "Nightmare Breakdown", can trigger on any market 40 days after First Arrival is completed. No objectives, or anything to do; you simply talk to Ava about the enemies encountered in First Arrival.

Sunrider spawn distance reduced from 25-40 to 20-30 ly;

Delay between First Arrival's end and Origins' start increased from 45 to 120 days; Origins does not require Nightmare Breakdown to have occurred, and both can be active simultaneously.

New quest: "Son of Iniquity", has a battle harder than First Arrival, delay from Origins is 30 days, will end in the same market it started, regardless of the faction and is a big *ss example of what VNSector means.


Equippable weapon and wing prices drastically reduced (except Evolved Ceran Saviors).

Battleship Barrage renamed to Battleship Helldarts;
Alliance Missile launcher: ammo count increased from 10 to 15;
Pirate Missile launcher: cooldown increased from 10 to 15 and ammo count reduced from 9 to 4;
Advanced Ryder Missile Launcher: Ammo count reduced from 20 to 10;

Added Expanded Missile Racks to Black Jack, Havoc and PACT Elite wings.

Alliance Trooper wing: OP cost reduced from 16 to 12 and refit time reduced from 15 to 10.

PACT Bomber: OP cost reduced from 11 to 10

PACT Elite: OP cost reduced from 20 to 15 and refit time reduced from 27 to 20.

Pirate Bomber: OP cost reduced from 15 to 12 and refit time reduced from 20 to 15.

Boi Frigate:
Cargo capacity increased from 100 to 150;
Fuel cost/ly halved;
(Histidine) added mining stats, kinda forgot about it until someone mentioned...

Marte Frigate and Julian Destroyer:
DP cost reduced to 1;
Added unboardable tag;
Removed from sindrian/lion/heg fleet doctrines and from PACT blueprint package;
Will only appear as enemies on quests related to the mod and will no longer be obtainable by default;

Veniczar Battleship:
Skeleton crew increased from 200 to 280;

Machiavelli Battleship:
Spoiler
GOD DAMN IT, I AM STILL NOT SATISFIED BY THE EDIT ON THE MODEL AND IT IS STILL CURSED DESPITE NOT BEING FLIPPED TO THE SIDE ANYMORE;
[close]
Drastic change to sprite and weapon mounts;
Added battleship helldarts;
DP increased from 60 to 70;
Skeleton crew increased from 250 to 350;
Flux dissipation increased from 1000 to 1500;
Accelerated Ammo Feeder replaced by Plasma Burn;
New shipsystem: Iron Will; A mix of Damper Field and Accelerated Ammo Feeder (right-click to activate);
No longer compatible with Makeshift Shield Generator.

All Azure beams speed doubled to 8000 and level 4 (Decimator) added.

New ship known only by independents: Sandworm-class Mining Battleship;
Slightly larger than Machiavelli, has very high logistics and mining stats (nexerelin), and burn drive + damper field systems.

New weapon: Mining Union Cannon. Has mining stats, high HE damage per hit, but long cooldown and lower range than Storm Needler.
New weapon: Gray Stinger. PD weapon similar to LDMG.

Ava Crescentia:
Several (but not all) frames of dialogues now have an illustration of her instead of the portrait (but I'm 10/10 sad that there's no facepalm sprite in Liberation Day);
Will now ignore player saturation bombardments (or boggled PKD) if the victim is Legio Infernals or Hiver Swarm.
Polarized Armor, Combat Endurance and Field Modulation skills removed;
Target Analysis, Systems Expertise and Sunrider's Mother skills added;

Sunrider's Mother skill effects:
Normal: flux dissipation increased by 15% and shipsystem flux cost reduced by 100%. Elite: wings gain 20% speed and damage reduction;

The chance of any ship added by this mod to appear in npc fleets has been reduced.


0.2.2 Changelog (safe to update midsave):

Veniczar Battleship: DP cost increased from 50 to 60 and maneuverability slightly reduced.
Machiavelli Battleship: DP reverted to 60.
Agatha Christie logistic stats tweaked. You'll probably see a lot of them being used by Persean League's and Tri-Tachyon's Mercanilite Convoys.

Bianca wing: ...I forgot to give her Solar Shielding.
Paladin wing: Now has Flux Shunt hullmod...
Pirate Bomber wing: OP cost reduced from 19 to 13.
PACT Mook, PACT Bomber wing and Pirate Grunt wings: OP cost reduced by 2.
PACT Elite OP cost reduced from 23 to 20.
Alliance Trooper wing: hull increased from 950 to 1000 and armor doubled.

Advanced Ryder Missile Launcher: refire delay increased from 9 to 40. Black Jack, PACT Bomber and PACT Elite make use of this weapon, meaning that they'll take significantly more time to dock on the carrier to reload.

All Ryders (except Phoenix) max speed increased by ~25-30.
PACT Quantum Rocket: Description and sprite changed, improved tracking, health increased, ammo capacity increased from 2 to 3, fires every 25 seconds (was 30) and recharges once every 73 seconds (was 90), and damage reduced from 3500 to 3000.
PACT Missile Launcher: Removed hardpoint sprite because it's rather pointless due to its original model, ammo capacity increased from 24 to 30 and fires every 7.5 seconds (was 10).

Marte Frigate: DP cost reduced from 5 to 4.
Battleship Barrage, PACT Quantum Rocket and PACT Missile Launcher now have 2000 range.
Evolved Ceran Saviors price increased from 10000 to 40000 credits.
All Savior weapons volume lowered.
PACT and Alliance Blueprint packages fixed (was incorrectly giving a few wings as hulls to build in colonies).

Changelog 0.2.1: PACT Elite Laser range halved (bruh I didn't see that High Scatter Amplifier doesn't reduce range on fighter beam weapons, what the heck!);
Machiavelli and Veniczar DP cost reduced by 5;
Guppy and Agatha Christie DP cost reduced by 2;
Slight text change on First Arrival start.
Removed omega from Shikire Cruiser (Thanks to Underdrown and Arashu for the report) - for this specific fix to take effect in an ongoing save, VERY CAREFULLY remove any <st>SunriderRyuvianCruiser</st> lines from your save file after updating the mod.
Now has integration with Laroustine's Custom Battle Music mod.

0.2 Changelog:
Spoiler
Sickbay dialogue drastically changed......
[close]

(Maybe for now) vanilla factions will rarely use and sell PACT and Solar Alliance ships and weapons so you can fight, recover or buy then play with them, but for SR storyline, everyone will act as if they don't exist here;

Vanilla factions will also have access to a few more weapons and hullmods;

New feature involving Ava Crescentia, but you probably don't want to trigger it (some people probably won't care, some will never see it :P :P :P);

New quest that rewards a powerful large ballistic weapon blueprint: Evolved Ceran Saviors.`

Sunrider ship: Increased derelict spawn distance to 25-30LY;
Sprite is significantly smaller;
several changes to weapon mounts;
Hull integrity reduced from 24000 to 20000;
Armor rating reduced from 2000 to 1600;
Vanguard Cannon flux cost increased from 7500 to 8000;
damage reduced from 5000 to 4000, hits enemy shields/hulls every 100 units and is not affected by projectile speed modifiers;
Short Range Warp cooldown increased from 40 to 60 seconds and teleporting time halved;
Now shares a built-in missile weapon with PACT Battleship.

Most non-missile weapons in all Ryders have a sprite, angle and turn rate. As a result, all of their hitboxes were reduced (this excludes Seraphim);
Weapons from Ryders with shields no longer require flux to fire.

Ryuvian Bosses: Tweaked multiple stats, but still the same difficulty overall.

Several tweaks to all of Sunrider's built-in wings.


0.1.3 Changelog:
Sunrider ship: A notable change to the sprite, improving its depth perspetive, by Sincronic;
Skeleton and maximum crew reduced by 20;
Cargo capacity increased from 250 to 300
Vanguard Cannon: Does not deal damage to friendly ships anymore (the projectile will pass through them harmlessly)
Increased damage from 4000 to 5000;
Increased flux cost from 6500 to 7500;
Increased cooldown from 18 to 24 seconds.

Seraphim: Removed shield (really, the fighter can hit like a truck now);
Reverted role to support;
Awaken shipsystem is now fully functional and added back to the fighter. Doubles projectile speed, range and damage per hit for Seraphim's gun;
Seraphim's gun: cooldown reverted from 5 to 6 seconds.

0.1.2:
Fixed some more typos (I'm brazilian... that's the only excuse I have to tell you why it's never going to be perfect!);
Slightly changed dialogue with Ava Crescentia;
Removed some unecessary junk from files;
Ava Crescentia no longer appears in Luddic Path markets.

Sunrider ship: ballistic, beam and hybrid base variants added to autofit;
Now has Operations Center hullmod built-in (if you happen to have built it in for any reason, that's a lost S-mod slot. Sorry);
Vanguard Cannon sound effect doesn't destroy your ears anymore.

Bianca's Shotgun: Reduced damage per shot from 270 to 120, removed flux cost;
Phoenix: Changed role to interceptor and added Integrated Point-Defense AI hullmod;
Seraphim: Changed role to escort;
Removed Awaken shipsystem because unfortunately, the fighter refuses to use it (and I'm pretty sure it's not because the pilot is someone other than Sola. Black Jack can activate her Awaken... erm, I mean Temporal Shell just fine). Replacing it for High Energy Focus didn't help;
Seraphim's gun cooldown reduced from 6 to 5 seconds.

0.1.1
General:
Fixed some typos.
First objective of the quest has a little more detailed information in accepted missions tag.
Removed omega tag from all weapons to prevent them from being available in Midnight Dissonant.

Short Range Warp shipsystem cooldown reduced from 45 to 40.
Vanguard Cannon projectile speed reduced from 7000 to 6000.
Black Jack's missile: now ignores flares.
Havoc: Flux capacity reduced from 800 to 500, added ammo feed shipsystem.
Paladin: reduced replacement time from 36 to 33.
Ryuvian automated defenses: Increased difficulty.
[close]

Ava best girl.
Title: Re: [0.95.1a] The Sunrider
Post by: Sincronic on March 14, 2022, 10:12:45 PM
Congrats on the release  8)
Title: Re: [0.95.1a] The Sunrider
Post by: LinWasTaken on March 15, 2022, 03:32:37 AM
YEA BABY!
the Sunrider mask of Arcadius opening theme is already stuck in my head just from seeing this mod.
good job.
Title: Re: [0.95.1a] The Sunrider
Post by: tomatopaste on March 15, 2022, 05:02:11 AM
anime
Title: Re: [0.95.1a] The Sunrider
Post by: ssd21345 on March 15, 2022, 08:24:03 AM
anime
yes
Title: Re: [0.95.1a] The Sunrider
Post by: dk1332 on March 15, 2022, 03:56:53 PM
Damn, when was the last time I've heard of Sunrider. Wish the ryders are using Armaa's strikecraft script but this is good too. Is this safe to install on a middle of a playthrough?
Title: Re: [0.95.1a] The Sunrider
Post by: SpaceDrake on March 15, 2022, 06:08:54 PM
Damn, when was the last time I've heard of Sunrider. Wish the ryders are using Armaa's strikecraft script but this is good too. Is this safe to install on a middle of a playthrough?

Safe to add to ongoing saves, but not safe to remove afterwards.

Also

anime

'tis glorious
Title: Re: [0.95.1a] The Sunrider
Post by: kokuto on March 15, 2022, 10:33:13 PM
Are there any specific faction markets where the NPC will spawn at?
Title: Re: [0.95.1a] The Sunrider
Post by: AppleMarineXX on March 15, 2022, 11:44:31 PM
Huh, how'd you make it safe to add mid-save? I was under the impression that adding new objects (ships/weapons/music/etc) mid-save caused bad things to happen.
Title: Re: [0.95.1a] The Sunrider
Post by: hydremajor on March 16, 2022, 02:09:18 AM
Huh, how'd you make it safe to add mid-save? I was under the impression that adding new objects (ships/weapons/music/etc) mid-save caused bad things to happen.

Guessing it doesn't add a new system, so theses things show up in any old market, also means you'll run into thoses just about every fight though
Title: Re: [0.95.1a] The Sunrider
Post by: Superharem on March 16, 2022, 04:44:47 AM
I see anime waifu I download
Title: Re: [0.95.1a] The Sunrider
Post by: Ramiel on March 16, 2022, 08:42:09 AM
Huh...still remember that game...awesome! Is Sola in this mod?
Title: Re: [0.95.1a] The Sunrider
Post by: Nym on March 16, 2022, 08:55:25 AM
Is the mod even working?
I've spent 3 hours flying back to back to the persean held markets and nothing new.
No descriptions on where or how to encounter or get a hint.
Is this an inside joke I'm missing or something?
Because even the description here says nothing about how to encounter it.
Title: Re: [0.95.1a] The Sunrider
Post by: AppleMarineXX on March 16, 2022, 09:12:21 AM
Is the mod even working?
I've spent 3 hours flying back to back to the persean held markets and nothing new.
No descriptions on where or how to encounter or get a hint.
Is this an inside joke I'm missing or something?
Because even the description here says nothing about how to encounter it.

From the Discord mod announcement:

I got the mod, but I can't find a clue about the ship. What happened? - The NPC that triggers the mission can only appear about a cycle after the starting date of the game. If you activated the mod in an ongoing playthrough where that much time or more has passed, the quest can be started immediately
Title: Re: [0.95.1a] The Sunrider
Post by: NGTM-1R on March 16, 2022, 09:56:41 AM
"Talk to a pirate boss" is...frustratingly nonspecific and I'm wandering around with my transponder off checking pirate bases and comm queues. Is this another bar dialogue run or what?
Title: Re: [0.95.1a] The Sunrider
Post by: Nym on March 16, 2022, 10:14:41 AM
Is the mod even working?
I've spent 3 hours flying back to back to the persean held markets and nothing new.
No descriptions on where or how to encounter or get a hint.
Is this an inside joke I'm missing or something?
Because even the description here says nothing about how to encounter it.

From the Discord mod announcement:

I got the mod, but I can't find a clue about the ship. What happened? - The NPC that triggers the mission can only appear about a cycle after the starting date of the game. If you activated the mod in an ongoing playthrough where that much time or more has passed, the quest can be started immediately

 
Ah...! Thank you for that notification, I'm just so lost starting out my new game. Been trading back and forth between persean for a while before taking a break, I thought the quest is tied to a story about the mod's inspired game, which I haven't played.
And again, my humblest apologies for being a fool.
Title: Re: [0.95.1a] The Sunrider
Post by: Alex_Sans on March 16, 2022, 11:15:38 AM
"Talk to a pirate boss" is...frustratingly nonspecific and I'm wandering around with my transponder off checking pirate bases and comm queues. Is this another bar dialogue run or what?

I updated the mod description a little, you have to look for a boss in comms.
Title: Re: [0.95.1a] The Sunrider
Post by: IGdood on March 17, 2022, 09:39:20 AM
The Sunrider ship AI tends to disregard friendly fire, and sometimes will use the Vanguard to shoot through its own allies if it means damaging the enemy.

Leads to a lot of accidental casualties.  Any way it can be toned down?
Title: Re: [0.95.1a] The Sunrider
Post by: Alex_Sans on March 17, 2022, 08:49:43 PM
The Sunrider ship AI tends to disregard friendly fire, and sometimes will use the Vanguard to shoot through its own allies if it means damaging the enemy.

Leads to a lot of accidental casualties.  Any way it can be toned down?

Perhaps if I find a way to give it a no friendly-fire code or script despite being a piercing weapon.
Otherwise, don't give it to AI because not every ship will be as good with them. Take VIC Apollyon as an example... it's very powerful in a good player's hands but very suicidal when piloted by aggressive AI
Title: Re: [0.95.1a] The Sunrider
Post by: IGdood on March 18, 2022, 12:00:38 PM
The Sunrider ship AI tends to disregard friendly fire, and sometimes will use the Vanguard to shoot through its own allies if it means damaging the enemy.

Leads to a lot of accidental casualties.  Any way it can be toned down?

Perhaps if I find a way to give it a no friendly-fire code or script despite being a piercing weapon.
Otherwise, don't give it to AI because not every ship will be as good with them. Take VIC Apollyon as an example... it's very powerful in a good player's hands but very suicidal when piloted by aggressive AI

True, but I like having Ava pilot her own ship.  Feels right. 
It's not too big of an issue
Title: Re: [0.95.1a] The Sunrider
Post by: nekoworkshop on March 19, 2022, 08:09:43 PM
The Sunrider ship AI tends to disregard friendly fire, and sometimes will use the Vanguard to shoot through its own allies if it means damaging the enemy.

Leads to a lot of accidental casualties.  Any way it can be toned down?

Perhaps if I find a way to give it a no friendly-fire code or script despite being a piercing weapon.
Otherwise, don't give it to AI because not every ship will be as good with them. Take VIC Apollyon as an example... it's very powerful in a good player's hands but very suicidal when piloted by aggressive AI


Just thinking off the top of my head after a quick read on the weapon script. Have you tried a different collision class for the DamagingExplosionSpec? Maybe HITS_SHIPS_ONLY_NO_FF?
Title: Re: [0.95.1a] The Sunrider
Post by: Alex_Sans on March 27, 2022, 01:34:22 PM
0.1.3 Changelog: (Safe to add or update in existing saves)
Sunrider ship: A notable change to the sprite, improving its depth perspetive, by Sincronic;
Skeleton and maximum crew reduced by 20;
Cargo capacity increased from 250 to 300

Vanguard Cannon: Does not deal damage to friendly ships anymore (the projectile will pass through them harmlessly)
Increased damage from 4000 to 5000;
Increased flux cost from 6500 to 7500;
Increased cooldown from 18 to 24 seconds.

Seraphim: Removed shield (really, the fighter can hit like a truck now);
Reverted role to support;
Awaken shipsystem is now fully functional and added back to the fighter. Doubles projectile speed, range and damage per hit for Seraphim's gun;
Seraphim's gun: cooldown reverted from 5 to 6 seconds.

Note: Next update will be major, so it'll take a while to be released.

The Sunrider ship AI tends to disregard friendly fire, and sometimes will use the Vanguard to shoot through its own allies if it means damaging the enemy.

Leads to a lot of accidental casualties.  Any way it can be toned down?

Don't worry, it's now harmless when it hits friendly ships or stations... includes allied units (yellow) when joining a battle.
Title: Re: [0.95.1a] The Sunrider
Post by: SpaceDrake on March 27, 2022, 03:46:14 PM
Note: Next update will be major, so it'll take a while to be released.

Dare we hope for full Arma Armatura integration for that sweet WINGCOM action?

Also the updated sprite looks a lot better. I'll give this a shot for a future playthrough!
Title: Re: [0.95.1a] The Sunrider
Post by: Rei Akiba on April 08, 2022, 05:57:18 AM
hei, i really love the mod, really like some VN eroge stuff in SS. i want to give an ideas for the future content update. i think you should add more storyline between the player and Ava, so after you found her, recover her ship and joined you, after sometime in-game time like 2-6 months have passed, it need to trigger a dialog with her to make a bonding between her and the player, increase the relationship and intimacy. i think its a great idea, and plus after defeating many fleets she will starts a dialog with us again, and so on and on and on, until many times and many cycles has passed your relationship with Ava are getting closer until it reached at least cooperative, uh no i have an idea, i think you need to have a higher tier than cooperative like "intimate" or "romantic" regardless of gender the player is whether youre male or female, and make it higher than 100 points of relation like 150 or 200 ( i think thats too high, but you get the gist). plus in those storyline you need to add a story mission like unknown fleet chasing us or unknown vessel or fleet not identified in any domain database and surprise its another nightmare or the antagonist faction from sunrider, and maybe some story mission involving sunrider upgrades and those mechs.

Last but not least, you dont need to bring those sunrider characters like the MC (kayato shields, Claude, and any other heroines) just you Ava, and our officers, yeah you heard me, our officers, if you have at least 7 officer (player included 1 is you, and other 6 is your officer) at some point in the game, you guys will make a bond with each other, getting to know them etc, like in the franchise. And just in case if i forgot, a romance between a player and Ava is gonna be great, add some cuteness, and romantic scenes (you can add some raunchy stuff in the dialogue like an adult novel storytelling does, hell if you want to go bold and go big balls move and being a chad, add some "ecchi" scenes XD), yeah basically like that, if your character is a male character, its going to be a normal, ecchi and kinda lewd cute romance, BUT if your character is a female, youre gonna get a girl on girl, yuri romance, and yes ecchi and lewd too (i think theres gotta be a limit somehow, dont want ppl in discord community going craazy bcs of this, i dont want some other bad drama TvT )

i think thats all for now, remember this is all just an ideas and suggestion, the choice is yours to make, your mod i gonna be amazing if you keep continuing it. Damn almost forgot, you need to add her in the player contact list in-game, so players will always see her, our relationships, and many other things in there, and maybe some request from her


Title: Re: [0.95.1a] The Sunrider
Post by: nukularpower on May 05, 2022, 03:36:48 PM
Using the newest version of this, the main cannon (vangaurd cannon, I think?)  does not do any damage to enemies :/

The ship is still pretty badass without it, so whatev, but just wanted to mention it
Title: Re: [0.95.1a] The Sunrider
Post by: Alex_Sans on May 06, 2022, 06:29:20 PM
Using the newest version of this, the main cannon (vangaurd cannon, I think?)  does not do any damage to enemies :/

The ship is still pretty badass without it, so whatev, but just wanted to mention it

Are you sure it's not dealing damage to any enemy? Either you're trying to hit something as small as a fighter (which the description already clarifies) or didn't pay attention to damage when hitting a large foe like onslaught.
Title: Re: [0.95.1a] The Sunrider
Post by: mrpras on May 07, 2022, 02:38:58 PM
Thanks for this, great mod. Well done!
Title: Re: [0.95.1a] The Sunrider
Post by: miu on August 09, 2022, 09:27:45 AM
Do I have to restart to a new save to play this mod?

Dare we hope for full Arma Armatura integration for that sweet WINGCOM action?
Also this
Title: Re: [0.95.1a] The Sunrider
Post by: Brainwright on August 09, 2022, 05:07:29 PM
No, you can add this mod to an ongoing save, but you can't remove it afterward.
Title: Re: [0.95.1a] The Sunrider
Post by: Oni on August 27, 2022, 02:04:37 PM
Lovely ship, my default flagship in fact (once I get it).

If I had a complaint, it'd be that it's a bit low on the PD weapon mounts for such a large ship. Bit odd that.
Title: Re: [0.95.1a] The Sunrider
Post by: Psyentific on September 20, 2022, 05:30:41 AM
[deleted]
Title: Re: [0.95.1a] The Sunrider
Post by: Alex_Sans on September 25, 2022, 06:17:09 PM
Changelog 0.2.1: PACT Elite Laser range halved (bruh I didn't see that High Scatter Amplifier doesn't reduce range on fighter beam weapons, what the heck!);
Machiavelli and Veniczar DP cost reduced by 5;
Guppy and Agatha Christie DP cost reduced by 2;
Slight text change on First Arrival start.
Removed omega from Shikire Cruiser (Thanks to Underdrown and Arashu for the report) - for this specific fix to take effect in an ongoing save, VERY CAREFULLY remove any <st>SunriderRyuvianCruiser</st> lines from your save file after updating the mod.
Now has integration with Laroustine's Custom Battle Music mod.
Title: Re: [0.95.1a] The Sunrider
Post by: nukularpower on September 26, 2022, 07:28:53 AM
any good strats for killing the guardian mechs?   Getting my ass handed to me no matter what I try with them, with 400DP worth of ships :D
Title: Re: [0.95.1a] The Sunrider
Post by: Oni on September 26, 2022, 01:53:36 PM
any good strats for killing the guardian mechs?   Getting my ass handed to me no matter what I try with them, with 400DP worth of ships :D
I use a Prometheus IED (Luddic Enhancement mod I think), just make sure you give it makeshift shields and a swarm of expendable fodder for cover. It should let you take at least one of them out. Then overwhelm the second... be prepared for casualties.
Title: Re: [0.95.1a] The Sunrider
Post by: ebolamorph on October 03, 2022, 07:24:50 PM
Using the ceran savior blueprint unlocks bothing. Whatdo i do
Title: Re: [0.95.1a] The Sunrider
Post by: Alex_Sans on October 04, 2022, 04:01:05 AM
Using the ceran savior blueprint unlocks bothing. Whatdo i do

Have you tried making one in your colonies after building a heavy industry?
Title: Re: [0.95.1a] The Sunrider
Post by: DecimaMASAdmiral on October 12, 2022, 02:32:48 PM
Hello friend. Outstanding work on this mod! While im sure you have your own plans for the mod, I think it would be very cool to add prominent officers or Ryders through similar encounters like with Ava? Would be very nice to have Arma style Ryder Squadrons. And I am not just saying this because Sola is my waifu and I WILL glass your planet if I do not get my stoic sniper wife! Looking forward to the mods progress and your planet not being turned to cinders.
Title: Re: [0.95.1a] The Sunrider
Post by: Ramiel on October 22, 2022, 07:49:14 PM
Have to say....Machiavelli is perhaps my favorite ship now....you should put more effort into it....
Title: Re: [0.95.1a] The Sunrider
Post by: Alex_Sans on October 25, 2022, 04:24:34 AM
0.2.2 Changelog (safe to update midsave):

Veniczar Battleship: DP cost increased from 50 to 60 and maneuverability slightly reduced.

Machiavelli Battleship: DP reverted to 60.

Agatha Christie logistic stats tweaked. You'll probably see a lot of them being used by Persean League's and Tri-Tachyon's Mercanilite Convoys.

Bianca wing: ...I forgot to give her Solar Shielding.

Paladin wing: Now has Flux Shunt hullmod...

Pirate Bomber wing: OP cost reduced from 19 to 13.

PACT Mook, PACT Bomber and Pirate Grunt wings: OP cost reduced by 2.

PACT Elite OP cost reduced from 23 to 20.

Alliance Trooper wing: hull increased from 950 to 1000 and armor doubled.

Advanced Ryder Missile Launcher: refire delay increased from 9 to 40. Black Jack, PACT Bomber and PACT Elite make use of this weapon, meaning that they'll take significantly more time to dock on the carrier to reload.

All Ryders (except Phoenix) max speed increased by ~25-30.

PACT Quantum Rocket: Description and sprite changed, improved tracking, health increased, ammo capacity increased from 2 to 3, fires every 25 seconds (was 30) and recharges once every 73 seconds (was 90), and damage reduced from 3500 to 3000.

PACT Missile Launcher: Removed hardpoint sprite because it's rather pointless due to its original model, ammo capacity increased from 24 to 30 and fires every 7.5 seconds (was 10).

Marte Frigate: DP cost reduced from 5 to 4.

Battleship Barrage, PACT Quantum Rocket and PACT Missile Launcher now have 2000 range.

Evolved Ceran Saviors price increased from 10000 to 40000 credits.

All Savior weapons volume lowered.

PACT and Alliance Blueprint packages fixed (was incorrectly giving a few wings as hulls to build in colonies).

Hello friend. Outstanding work on this mod! While im sure you have your own plans for the mod, I think it would be very cool to add prominent officers or Ryders through similar encounters like with Ava? Would be very nice to have Arma style Ryder Squadrons. And I am not just saying this because Sola is my waifu and I WILL glass your planet if I do not get my stoic sniper wife! Looking forward to the mods progress and your planet not being turned to cinders.

Sorry to disappoint you friend, but the only SR character in the fleet will be Ava... no Kayto, no Asaga, no Sola...

Have to say....Machiavelli is perhaps my favorite ship now....you should put more effort into it....

Woah I didn't think I'd see someone liking Machiavelli more than Veniczar even though it's not even close to a final version.
Title: Re: [0.95.1a] The Sunrider
Post by: Alex_Sans on November 01, 2022, 03:38:51 AM
Announcement:

My IRL situation has turned to a worse within one week, and it WILL last for years, unless unexpected events occur. I'd rather not give details in public, but in short, I will have significantly less time to work on the mod and I don't know when, or even if the next update is coming.
Title: Re: [0.95.1a] The Sunrider
Post by: Ramiel on November 01, 2022, 07:38:26 AM
Good luck, hopefully it will get better in time...
Title: Re: [0.95.1a] The Sunrider
Post by: nukularpower on November 01, 2022, 11:30:31 AM
Hope all is well, or becomes so quickly
Title: Re: [0.95.1a] The Sunrider
Post by: DecimaMASAdmiral on November 09, 2022, 05:23:01 AM
My heart goes out to you my friend, I hope whatever is afflicting you is resolved quickly and pleasantly.
Title: Re: [0.95.1a] The Sunrider
Post by: Alex_Sans on January 14, 2023, 01:08:31 PM
The quest chain I plan for the mod has 9 parts: 1 and 2 are already implemented, I have already wrote the 3, will write the 4's dialogue and (not luddic) path for the next week and release both together when they're properly tested and ready. There's no real objective or anything to do in the 3rd, so I'm skipping 0.3.x versions for the greater good, but the 4th's fight will be harder than the 1st (no ryuvians though), with another unique reward.

Note: 0.4 update may be released by February.
Title: Re: [0.95.1a] The Sunrider
Post by: DecimaMASAdmiral on January 16, 2023, 07:22:07 AM
Oh *** our boy is back! It is good to have you back friend!
Title: Re: [0.95.1a] The Sunrider
Post by: TheArchange on January 19, 2023, 05:36:49 PM
Righto, so, how do I unlock the quest and where? Been looking everywhere and found nothing
Title: Re: [0.95.1a] The Sunrider
Post by: Alex_Sans on January 22, 2023, 03:12:25 PM
Righto, so, how do I unlock the quest and where? Been looking everywhere and found nothing

Is it activated?
is the game date at cycle 207 or later?
did you check non-path/pirate bar?
(content spoiler warning)
Spoiler
do/did you refrain from satbombing?
[close]

if all answers are "yes" and you're still unable to start First Arrival quest, something is not right...

Title: Re: [0.95.1a] The Sunrider
Post by: CountV on January 23, 2023, 12:55:03 AM
Noticed an inconsistency, the Evolved Ceran Saviors are described as kinetic weapons during the quest dialogue text, but the actual weapon received is a high explosive type weapon.
Title: Re: [0.95.1a] The Sunrider
Post by: Alex_Sans on January 23, 2023, 12:06:41 PM
Noticed an inconsistency, the Evolved Ceran Saviors are described as kinetic weapons during the quest dialogue text, but the actual weapon received is a high explosive type weapon.

I'll correct the text next update, but the damage-type being HE unlike the green and red saviors is intended. Thanks for the heads-up.
Title: Re: [0.95.1a] The Sunrider
Post by: CountV on January 24, 2023, 12:54:50 AM
Went back to take a look at the original Sunrider game, I'd completely forgotten that that series referred to their ships' ballistic cannons as 'Kinetics'. So I guess Ava's technically being consistent with her source material when she refers to the Sunrider's batteries as kinetic cannons.

It's only confusing when thinking about it in terms of Starsector's mechanics.
Title: Re: [0.95.1a] The Sunrider
Post by: Nanoelite001 on January 25, 2023, 05:42:03 AM
Hi! I noticed that the pirate ryder missile launcher has a burst of 4 missiles, but an ammo capacity of 9. I was wondering if this was intentional?
Title: Re: [0.95.1a] The Sunrider
Post by: Psyentific on February 08, 2023, 01:19:30 PM
(https://cdn.discordapp.com/attachments/537191061156659200/1072989877416775680/image.png)

WHEN

Title: Re: [0.95.1a] The Sunrider
Post by: Alex_Sans on February 10, 2023, 11:15:58 AM
Hi! I noticed that the pirate ryder missile launcher has a burst of 4 missiles, but an ammo capacity of 9. I was wondering if this was intentional?

should've been 8, thanks for the heads up

WHEN

...Of course someone had to post a screenshot of CR here literally minutes after it was released smh.
.
.
.
I'll give you a 'maybe.'
Title: Re: [0.95.1a] The Sunrider
Post by: Frederickfromph on February 11, 2023, 10:56:34 AM
I just finished the Origin quest, so uh is that is only for now in this version or there are more? that i just havent found yet
Title: Re: [0.95.1a] The Sunrider
Post by: Ramiel on February 16, 2023, 10:48:06 AM
Just to repeat, I really appreciate Ava being a character, with her own set of morals and beliefs....
Title: Re: [0.95.1a] The Sunrider
Post by: TheArchange on March 03, 2023, 12:26:39 PM
Righto, so, how do I unlock the quest and where? Been looking everywhere and found nothing

Is it activated?
is the game date at cycle 207 or later?
did you check non-path/pirate bar?
(content spoiler warning)
Spoiler
do/did you refrain from satbombing?
[close]

if all answers are "yes" and you're still unable to start First Arrival quest, something is not right...


I was a moron and didn't notice the 207 cycle requirement, it works just fine lmfao.
Title: Re: [0.95.1a] The Sunrider
Post by: sonicbow72 on March 10, 2023, 09:18:06 PM
I got a question about the mod. Would it be possible to just have a Sunrider and not the other ships? Don't get me wrong, you're doing a fine job on the graphic. I just develop a headcanon that only Sunrider was transported to Persean Sector.
Title: Re: [0.95.1a] The Sunrider
Post by: Alex_Sans on March 11, 2023, 09:01:53 AM
Folks, I wanted to release the 0.4 update before the end of February, but two things said nope:
One is that the document with all the text for the 4th quest has more than 3 thousand words right now, but it's not even finished yet.
And I had three weeks of night work shift in a row... quite brutal.


I got a question about the mod. Would it be possible to just have a Sunrider and not the other ships? Don't get me wrong, you're doing a fine job on the graphic. I just develop a headcanon that only Sunrider was transported to Persean Sector.

If I were to do that, then I'd have not done anything past 0.1.x update, and the planned quest chain would have to be almost completely discarded. No, the Sunrider is far from the only ship warped here in one or two pieces, and Ava is not the only person that made it here alive either.

But if you want the other ships gone anyway, simply delete the "world" folder in mod files and never learn PACT or Solar Alliance blueprint packages ingame.
Title: Re: [0.95.1a] The Sunrider
Post by: DecimaMASAdmiral on March 11, 2023, 09:39:11 AM
Folks, I wanted to release the 0.4 update before the end of February, but two things said nope:
One is that the document with all the text for the 4th quest has more than 3 thousand words right now, but it's not even finished yet.
And I had three weeks of night work shift in a row... quite brutal.


I got a question about the mod. Would it be possible to just have a Sunrider and not the other ships? Don't get me wrong, you're doing a fine job on the graphic. I just develop a headcanon that only Sunrider was transported to Persean Sector.

If were to do that, then I'd have not done anything past 0.1.x update, and the planned quest chain would have to be almost completely discarded. No, the Sunrider is far from the only ship warped here in one or two pieces, and Ava is not the only person that made it here alive either.

But if you want the other ships gone anyway, simply delete the "world" folder in mod files and never learn PACT or Solar Alliance blueprint packages ingame.

Hey boss dont worry your health is the most important thing to look after, trust from a guy who works in up to 120F heat in the middle east on 12 hr shifts (I really need to change my job). Plus its important to keep a good pace dont want to have burn out because you want to meet a deadline.
Title: Re: [0.95.1a] The Sunrider
Post by: sonicbow72 on March 11, 2023, 07:22:21 PM
Folks, I wanted to release the 0.4 update before the end of February, but two things said nope:
One is that the document with all the text for the 4th quest has more than 3 thousand words right now, but it's not even finished yet.
And I had three weeks of night work shift in a row... quite brutal.


I got a question about the mod. Would it be possible to just have a Sunrider and not the other ships? Don't get me wrong, you're doing a fine job on the graphic. I just develop a headcanon that only Sunrider was transported to Persean Sector.

If were to do that, then I'd have not done anything past 0.1.x update, and the planned quest chain would have to be almost completely discarded. No, the Sunrider is far from the only ship warped here in one or two pieces, and Ava is not the only person that made it here alive either.

But if you want the other ships gone anyway, simply delete the "world" folder in mod files and never learn PACT or Solar Alliance blueprint packages ingame.

Ah, ha. Thank you for the answer! Take care of yourself!
Title: Re: [0.95.1a] Sunrider 0.4 update: Son of Iniquity
Post by: Alex_Sans on April 23, 2023, 08:56:36 PM
0.4 Changelog

Added crossmod interaction with PAGSM (https://fractalsoftworks.com/forum/index.php?topic=24215.0): if you have at least 30 reputation with Yunris Kween, Origins can be completed through her at the cost of 1 gamma core. If she has given you the Iapetus 20000, she'll do it for free.

New quest: "Nightmare Breakdown", can trigger on any market 40 days after First Arrival is completed. No objectives, or anything to do; you simply talk to Ava about the enemies encountered in First Arrival.

Sunrider spawn distance reduced from 25-40 to 20-30 ly;

Delay between First Arrival's end and Origins' start increased from 45 to 120 days; Origins does not require Nightmare Breakdown to have occurred, and both can be active simultaneously.

New quest: "Son of Iniquity", has a battle harder than First Arrival, delay from Origins is 30 days, will end in the same market it started, regardless of the faction and is a big *ss example of what VNSector means.


Equippable weapon and wing prices drastically reduced (except Evolved Ceran Saviors).

Battleship Barrage renamed to Battleship Helldarts;
Alliance Missile launcher: ammo count increased from 10 to 15;
Pirate Missile launcher: cooldown increased from 10 to 15 and ammo count reduced from 9 to 4;
Advanced Ryder Missile Launcher: Ammo count reduced from 20 to 10;

Added Expanded Missile Racks to Black Jack, Havoc and PACT Elite wings.

Alliance Trooper wing: OP cost reduced from 16 to 12 and refit time reduced from 15 to 10.

PACT Bomber: OP cost reduced from 11 to 10

PACT Elite: OP cost reduced from 20 to 15 and refit time reduced from 27 to 20.

Pirate Bomber: OP cost reduced from 15 to 12 and refit time reduced from 20 to 15.

Boi Frigate:
Cargo capacity increased from 100 to 150;
Fuel cost/ly halved;
(Histidine) added mining stats, kinda forgot about it until someone mentioned...

Marte Frigate and Julian Destroyer:
DP cost reduced to 1;
Added unboardable tag;
Removed from sindrian/lion/heg fleet doctrines and from PACT blueprint package;
Will only appear as enemies on quests related to the mod and will no longer be obtainable by default;

Veniczar Battleship:
Skeleton crew increased from 200 to 280;

Machiavelli Battleship:
Spoiler
GOD DAMN IT, I AM STILL NOT SATISFIED BY THE EDIT ON THE MODEL AND IT IS STILL CURSED DESPITE NOT BEING FLIPPED TO THE SIDE ANYMORE;
[close]
Drastic change to sprite and weapon mounts;
Added battleship helldarts;
DP increased from 60 to 70;
Skeleton crew increased from 250 to 350;
Flux dissipation increased from 1000 to 1500;
Accelerated Ammo Feeder replaced by Plasma Burn;
New shipsystem: Iron Will; A mix of Damper Field and Accelerated Ammo Feeder (right-click to activate);
No longer compatible with Makeshift Shield Generator.

All Azure beams speed doubled to 8000 and level 4 (Decimator) added.

New ship known only by independents: Sandworm-class Mining Battleship;
Slightly larger than Machiavelli, has very high logistics and mining stats (nexerelin), and burn drive + damper field systems.

New weapon: Mining Union Cannon. Has mining stats, high HE damage per hit, but long cooldown and lower range than Storm Needler.
New weapon: Gray Stinger. PD weapon similar to LDMG.

Ava Crescentia:
Several (but not all) frames of dialogues now have an illustration of her instead of the portrait (but I'm 10/10 sad that there's no facepalm sprite in Liberation Day);
Will now ignore player saturation bombardments (or boggled PKD) if the victim is Legio Infernals or Hiver Swarm.
Polarized Armor, Combat Endurance and Field Modulation skills removed;
Target Analysis, Systems Expertise and Sunrider's Mother skills added;

Sunrider's Mother skill effects:
Normal: flux dissipation increased by 15% and shipsystem flux cost reduced by 100%. Elite: wings gain 20% speed and damage reduction;

The chance of any ship added by this mod to appear in npc fleets has been reduced.
Title: Re: [0.95.1a] Sunrider 0.4 update: Son of Iniquity
Post by: Hatios on April 23, 2023, 09:34:20 PM
Nice beefy changelog, the new quest stuff looks interesting so Ill be looking forward to that.
Title: Re: [0.95.1a] Sunrider 0.4 update: Son of Iniquity
Post by: Luftwaffles on April 30, 2023, 02:05:50 PM
Can we get a toggle to prevent Ryuvian ships from appearing in the hypershunt encounter? The Shikire class cruisers are way too weak compared to the ships they're replacing, no matter how many you stuff in there. Plus, having anything Omega-adjacent be recoverable just feels weird.

Alternatively, you could massively buff them somehow. The main thing is that compared to a Dorito, the Shikire doesn't have the mobility or firepower density to be really threatening. Even with Omega weapons, they get held back by their limited slots, and although they have destroyer-tier mobility, it's not enough to do the hit-and-run tactics Omega weapons are built for. Basically, fighting them feels like fighting a faster Eagle - dangerous, sure, but nothing especially notable. Also, they stay down when you kill them, which is kind of a disappointment since most of a Dorito's threat comes from the fighters it spawns.

Honestly, you could probably replace each Shikire one for one with a Nightmare from First Arrival and it would be way closer in difficulty to the original double Dorito fight.
Title: Re: [0.95.1a] Sunrider 0.4 update: Son of Iniquity
Post by: Guardsmen83 on April 30, 2023, 08:38:49 PM
oh this is SO COOL played the demo eons back
Title: Re: [0.95.1a] Sunrider 0.4 update: Son of Iniquity
Post by: Alex_Sans on May 01, 2023, 09:52:03 AM
Can we get a toggle to prevent Ryuvian ships from appearing in the hypershunt encounter? The Shikire class cruisers are way too weak compared to the ships they're replacing, no matter how many you stuff in there. Plus, having anything Omega-adjacent be recoverable just feels weird.

Alternatively, you could massively buff them somehow. The main thing is that compared to a Dorito, the Shikire doesn't have the mobility or firepower density to be really threatening. Even with Omega weapons, they get held back by their limited slots, and although they have destroyer-tier mobility, it's not enough to do the hit-and-run tactics Omega weapons are built for. Basically, fighting them feels like fighting a faster Eagle - dangerous, sure, but nothing especially notable. Also, they stay down when you kill them, which is kind of a disappointment since most of a Dorito's threat comes from the fighters it spawns.

Honestly, you could probably replace each Shikire one for one with a Nightmare from First Arrival and it would be way closer in difficulty to the original double Dorito fight.

You are playing the only patch version that has this issue: 0.2.0
If you updated the mod from 0.2.x to 0.4 midsave, I made it clear that it's not safe.
Title: Re: [0.96a] Sunrider 0.4 update: Son of Iniquity
Post by: Alex_Sans on May 05, 2023, 11:22:30 AM
small hotfix: changed required game version to 0.96a and GraphicsLib is no longer a requirement.
Title: Re: [0.96a] Sunrider 0.4 update: Son of Iniquity
Post by: kokuto on May 10, 2023, 07:58:56 AM
Will there eventually be the introduction of the Ryuvia - 001 Maray for the ship lineup of this mod?
Title: Re: [0.96a] Sunrider 0.4 update: Son of Iniquity
Post by: Alex_Sans on June 09, 2023, 12:17:33 PM
0.4.1 Changelog (compatible with both .95 and .96 versions of the game). Safe to update midsave from 0.4.0, but hullmods that are no longer built-in may overflow the ship's OP on existing saves.


"Fallen Outsider" hullmod will now replace solar shielding and resistant flux conduits on ALL ships and wings added by this mod.
+40% resistance to solar coronas and hyperspace storms;
+10% active venting rate;
-20% energy damage taken by shields (not armor or hull);
+20% overload duration;
+25% monthly supply cost;


"Ryder Resilience" will be added to all wings.
+50% weapon and engine durability
+40% weapon and engine repair speed


Advanced Ceran Engineering hullmod now also increases monthly supply upkeep by 25% and maximum Combat Rating by 30% (CR will be 100% even without Crew Training and Combat Cndurance);
Short Range Warp hullmod now also halves sensor profile.


Sunrider (ship) No longer has Command Center hullmod;
Fuel/ly doubled from 10;
Required resources to recover the ship (after the bosses are defeated) increased from 250 supplies to 600;


First Arrival quest delay from game start increased to 800 days.


Vanguard Cannon:
Damage has been essentially tripled (no change to description or shown damage in refit screen);
Due to an oversight on numbers within its code, it was dealing way less damage than 4000;
Flux cost increased from 8000 to 10000;
Cooldown increased from 25 to 30 seconds.


Iron Will shipsystem duration halved and number of charges increased from 2 to 3.


Agatha Christie Cruiser armor reduced from 1300 to 1000.


Guppy Cruiser armor increased from 1000 to 1100;
Hull integrity reduced from 10000 to 9000.


Ironhog, Gunboat, Kakapo and Boi DP cost reduced by 1.


PACT Support A and B engagement range increased from 500 to 2000.


Will there eventually be the introduction of the Ryuvia - 001 Maray for the ship lineup of this mod?


When Psyentific asked, I said "maybe", but after talking to Love in Space community manager about SR4 models, he replied that the only way to get them right now is through Patreon (https://www.patreon.com/posts/sunrider-4-model-78750034) and it is quite expensive in my currency (https://cdn.discordapp.com/attachments/527932867511058442/1116801289137954910/image.png), so the final answer is "never" unless LiS makes them more accessible.
Title: Re: [0.96a] Sunrider 0.4 update: Son of Iniquity
Post by: Oni on June 10, 2023, 03:46:51 PM
....Sunrider (ship) No longer has Command Center hullmod;.....

Nooooo.... my flagship.  :(
Title: Re: [0.96a] Sunrider 0.4.1 update: Vanguard Cannon's true power
Post by: Alex_Sans on June 16, 2023, 09:58:16 AM
0.4.2 changelog:

Fixed Persean League using no capitals other than Machiavelli.
For it to take effect on an ongoing save, update the mod, edit your save file and find this:
Code
<priorityShips z="(number)">
<st>SunriderAllianceBattleship</st>
</priorityShips>
delete the middle line and make it look like this:
Code
<priorityShips z="(number)"></priorityShips>

Note: (number) will vary between saves, so it is required to find Persean League doctrine to make the changes.

If another mod adds more ships to the priority list, delete only the <st>SunriderAllianceBattleship</st> line.

Edit: 0.4.2b version: Also do so for <st>SunriderPactBattleship</st> on Sindrian Diktat and Lion's Guard priority ships. Sorry about that!

Edit 2: 0.4.2c version: Fixed a certain monochrome illustration that looked kinda cursed ingame and almost made me have a stroke because the program I use to edit sprites and illustrations decided to save it in 8bits.

Added effects to Sunrider's Mother skill:
Normal: -25% monthly supply cost to piloted ship if it's from sunrider universe (-5% total due to Fallen Outsider hullmod penalty);
Elite: same as above, but only for Sunrider itself (-15,555.....% total due to stacking with the above effect, Fallen Outsider and Advanced Ceran Engineering hullmods' penalties).
Title: Re: [0.96a] Sunrider 0.4.1 update: Vanguard Cannon's true power
Post by: Oni on August 12, 2023, 02:37:21 PM
.... Added effects to Sunrider's Mother skill:
Normal: -25% monthly supply cost to piloted ship if it's from sunrider universe (-5% total due to Fallen Outsider hullmod penalty);
Elite: same as above, but only for Sunrider itself (-15,555.....% total due to stacking with the above effect, Fallen Outsider and Advanced Ceran Engineering hullmods' penalties).
Pity those of us who like commanding the Sunrider ourselves won't get much benefit from that Elite skill...

Though, that does bring to mind something I wanted to suggest for a future possibility: What if, instead of hiring Ava as a normal (if high level) piloting officer, you could instead hire her as the Executive Officer of the Sunrider itself? Essentially it'd add on another innate Hullmod to the ship that confers a number of benefits, with more/greater ones if the Sunrider is your flagship piloted by the player.

It'd be an interesting alternative.
Title: Re: [0.96a] Sunrider 0.4.2c update: Vanguard Cannon's true power
Post by: Plazaz on August 26, 2023, 10:24:18 PM
I'm not sure if anyone else is having this problem but I can't active vent with the Sunrider. I have disabled all of my other mods and the only enabled mods are the requirements and console commands.
Title: Re: [0.96a] Sunrider 0.4.1 update: Vanguard Cannon's true power
Post by: Alex_Sans on August 28, 2023, 08:40:18 AM
Pity those of us who like commanding the Sunrider ourselves won't get much benefit from that Elite skill...

Though, that does bring to mind something I wanted to suggest for a future possibility: What if, instead of hiring Ava as a normal (if high level) piloting officer, you could instead hire her as the Executive Officer of the Sunrider itself? Essentially it'd add on another innate Hullmod to the ship that confers a number of benefits, with more/greater ones if the Sunrider is your flagship piloted by the player.

It'd be an interesting alternative.

Sorry, but I am not giving a flagship-exclusive skill to the player, neither undoing Ava as officer.


I'm not sure if anyone else is having this problem but I can't active vent with the Sunrider. I have disabled all of my other mods and the only enabled mods are the requirements and console commands.

(https://cdn.discordapp.com/attachments/384485918788026378/1145743687708586024/image.png)
Title: Re: [0.96a] Sunrider 0.4.2c update: Vanguard Cannon's true power
Post by: Xalimur on September 17, 2023, 07:57:41 AM
How to do this? I have went through every place where it told me too but there is no option to scan the sunrider memory
Title: Re: [0.96a] Sunrider 0.4.2c update: Vanguard Cannon's true power
Post by: Alex_Sans on September 24, 2023, 07:13:10 PM
i dont know if this is against the rules but i think you guys who like this mod and expect an update should know: i have adhd since i was a child... and recently got myself into a major depression that only gets worse since the end of 2022... the more time it passes the more i feel like a worthless piece of human crap, the more i lose motivation to start or continue any project or go out and make some friends because my mother says with increasing frequency that im useless, that i don't have talent to even use a broom... and even goes saying to other people in front of me that i dont use my intelligence for anything at all, and a lot other stuff. to make things worse, everytime i get a job, i get fired the day the evaluation period ends which means i cant move out and stay away from her unless i intend to be homeless... so if you never see me again, it wont be because i left ss modding, itll be because i decided to not be a dead weight in the world anymre... just dead


as for starsector itself, i didnt even start writting the script for quest 5 and already lost the motivation to continue developing sunrider mod... i dont know when or even if i will get it back... in addition, ((im not going to say who is involved, nor get into details but)) i made a mistake out of impulse this year, then afterwards, my issues with concentration and focusing combined with the words my mom doesnt stop repeating in my head made the other party angry, and for that i lost in a single day multiple friends i made thanks to this game because anything i run the risk of losing ((friends, jobs, whatever else))... i just lose and let go because my self-esteem is close to nothing


dont even think of suggesting me to talk to her about it because whenever she loudly grumbles or complains about the silliest thing i did or not, or simply forgot about ((because of my mental illness)), she pretends im not even nearby for the next 10 minutes and gets angry if i dare to insist even if she is being nonsense. don't suggest me to move out either... i already said why i cant


i know its all my own personal problems but i wanted to at least let you folks that like sunrider mod know that these are being some of if not the worst years of my life and idk if i have a way out of it


tldr i dont feel like updating this mod or doing anything at all, i feel like shtt, lost friends even in ss community cuz im a retardeed dumbass ((to those, im still sorry, i did all i could to try fix it but i guess its too friggin late...)) and unless my mom stops bombarding me with more and more frequent demotivational phrases, ill stop developing this mod permanently by stopping to bother her or anyone else with my pointless existence. thats all.
Title: Re: [0.96a] Sunrider 0.4.2c update: Vanguard Cannon's true power
Post by: Xalimur on September 24, 2023, 09:00:00 PM
You are not useless Alex. What your mother thinks of you doesn't matter. I hope your situation get better. For now stay away from modding etc and improve your life.
Title: Re: [0.96a] Sunrider 0.4.2c update: Vanguard Cannon's true power
Post by: Oni on September 25, 2023, 10:06:41 AM
Alex, relax. No worries.

Mods are done for fun, if you're not having fun then take a break and get back to it later once you feel better.
There's no reason to stress yourself out or beat yourself up over it. Just take a step back, do some hobbies you enjoy, and concentrate on getting your life back on track.

We'll all still be here later, so we'll see you then. Hopefully once you feel better.

Just remember: while life has problem, those problems can get better. As long as you don't give up on trying to make things better.

Stay calm, stay strong.
Title: Re: [0.96a] Sunrider 0.4.2c update: Vanguard Cannon's true power
Post by: DecimaMASAdmiral on October 27, 2023, 03:23:37 PM
Keep your chin up chief. A strangers opinion might not count for much but I am at least here with you man. Stay strong and remember that you count.
Title: Re: [0.96a] Sunrider 0.4.2c update: Vanguard Cannon's true power
Post by: Baren on December 25, 2023, 07:08:49 PM
I'm here to report a crossmod bug. It is very rare and specific, but is easily solvable, i'm posting it here incase anyone else is experiencing it.

If you installed the experimental hull modification from the 'experimental hull modifications' mod. You won't be able to complete the origin quest. As it seems technically speaking, the sunrider became a different type of ship. As such, if you approach a secretary or an administrator, the dialogue to ask for a data recovery team wont appear, as the ceran sunrider ship is technically not in your fleet.

This can be solved by simply removing the hullmod when you're doing the quest. And once you're done, you can install the hullmod back.
Title: Re: [0.96a] Sunrider 0.4.2c update: Vanguard Cannon's true power
Post by: Wildfemale on February 11, 2024, 05:31:40 PM
TBH I would have never think someone would add a mod of that game, but I am glad you did
Title: Re: [0.96a] Sunrider 0.4.2c update: Vanguard Cannon's true power
Post by: kokuto on February 15, 2024, 05:22:21 AM
Hopefully this one gets updated eventually too
Title: Re: [0.96a] Sunrider 0.4.2c update: Vanguard Cannon's true power
Post by: Ramiel on March 05, 2024, 10:49:37 PM
Yikes.....I hope everything will turn out for the better eventually.....