Fractal Softworks Forum

Starsector => Mods => Topic started by: Amazigh on April 08, 2022, 05:08:06 PM

Title: [0.96a] Amazigh's Ship Foundry v1.1.0
Post by: Amazigh on April 08, 2022, 05:08:06 PM
(https://i.imgur.com/lgd8T2n.png) (https://github.com/Bare-Poles/A_S-F/releases/download/v1.1.0/A_S-F.1.1.0.zip)
Amazigh's Ship Foundry

Adds a Selection of Ships and Weapons.

Requires:
LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)
MagicLib (https://fractalsoftworks.com/forum/index.php?topic=25868.0)

Frigates
(https://i.imgur.com/C9zU8ci.png)
Auditor - Brawler? Monitor? why not a bit of both!
Exegetes - Narrow but super efficient shield backed by a respectable weapons load, don't get flanked.
Velox - High octane high tech.
Rinka - High power ballistic aggression... wait where's the PD.
Invigilator - Focused frontal firepower, but the secondaries can't join in on the fun.
Rinka (P) - Pirates saw the Rinka, and thought it wasn't aggressive enough.
Flogger - For Fast Flexible Firepower.
Misside - For when you want a frigate with more missiles.
Dunnock - A friendly little brick of guns and armour.
[close]

Destroyers
(https://i.imgur.com/aZ3eXKg.png)
Gaoler - Mid-tech carrier, has a supporting cluster of annoyance drones.
Bathory - Heavy sensor package, respectable armaments.
Buraq - Missile platform with incredible munitions storage for its single missile weapon.
Henki - High speed, high frontal firepower.
Peluda - A solid and flexible high-tech destroyer.
Morris - Guns guns guns!
[close]

Cruisers
(https://i.imgur.com/jcy6xaV.png)
Gemogee - Combat carrier, maintains the shielding of the Apogee.
Peryton - Lighter low-tech version of the Gryphon, features rapid fire but reduced missile damage.
Lanner - A large Ballistic mount and a spread of small missiles, compact and deadly.
Triarii - Drones, Shields and Armour. All the defensive measures you could ever want.
Phobia - The nightmare that keeps you up at night.
Initone - Advanced flux management, and a weapons load to match.
Ocklynge - Old, outdated, covered in guns.
Ecumenist - Compact and deadly.
[close]

Bounties
(https://i.imgur.com/3e5NTOr.png)
Lanner (P) - Offered by enemies to the Pirates, minimum player level 5, 100 days elapsed, fleet size 100.
Mancatcher - Offered by the Hegemony and allies, minimum player level 7, 130 days elapsed, fleet size 150.
Gutkeled - Offered by Tri-Tachyon and allies, minimum player level 5, 100 days elapsed, fleet size 120.
Nebel - Offered by Tri-Tachyon and allies, minimum player level 7, 120 days elapsed, fleet size 180.
Revizor - Offered by enemies to the Persean League.
Pneuma - Offered by the Independents and allies, minimum player level 2, 30 days elapsed.
Perytonne [Chillblain Catalyst Missile] - Offered by the Luddic Church and allies, minimum player level 10, 300 days elapsed.
Apologee [Spellbind Saturation Array] - Offered by the Sindrian Diktat and allies, minimum player level 10, 300 days elapsed.
Jorogumo - Offered by the Hegemony and allies, minimum player level 6, 100 days elapsed, fleet size 160.
Investigate Hyperspace Anomaly - Minimum player level 10
[close]

Weapons
(https://i.imgur.com/GoqJSTO.png)
Lamia DEM / Lerna MDEM - Standoff disruption missiles.
Bramble Smartbomb Rack - Point defense bomblet projector.
Thicket Smartbomb Launcher - Anti-fighter weapon, devastating against dense clusters.
Wasteland Smartbomb Complex - Mid-range anti-fighter solution.
Bipartisan LRM Launcher - Long range flanking missile, limited power but can maintain pressure for a long time.
Gimbal Micromissile Pod - Sustainable kinetic pressure.
Sprocket Heavy SRM - Jack of all trades, master of none. But at least it has a respectable ammunition reserve.
Destructor Rocket Artillery - Long range HE barrage fire.
Contradict Rocket Artillery - The Salamanders angrier direct-fire cousin, of sorts.
Omer Spread Missiles - Somewhat expensive swarming missiles.
Albatreos Cruise Missile - Premium anti-armour support missile.
Twister MIRV Rack - Light anti-armour spread munition.
Cockatrice DEM Torpedo - Raw EMP strike power.
Termite SRM Launcher - EMP saturation.
Cauldron Flux Shear Torpedo - EMP, Suffering, Agony.

Plasma Burster - Plasma Flak.
IR Autopulser - Simple rapid fire raw damage weapon.
X-Pulse Laser - High power general purpose laser.
Electro-Thermal Blaster - A reliable anti-armour punch in a small package.
Strobe Beam - Throw a rave, watch your enemies burn.
Micro-Pulse Repeater - It's an energy vulcan, only not.
Quad Multi-Lance - Reach out and torch someone, repeatedly.
Ion Driver - Sheer heavyweight ion burst damage.

Kaksos Autocannon - Raw kinetic assault firepower. Just watch the recoil.
Laaja Spreadcannon - It's a Shotgun.
Copperhead Gun-Launcher - Semi-guided "missiles", in a ballistic mount.
Sakset Naval Rifle - It's a Rifle.
Crockett Artillery - Heavy naval artillery.
Quicksand Machinecannon - Light anti-armour? Point Defense? why not both!
[close]

Wings
(https://i.imgur.com/gkJydS0.png)
Incisor - Relatively cheap light beam support.
Hecatocles - Lots of missiles, but costs a lot of OP.
Downfall - The warthogs bigger brother.
Naja - Pressure, Disruption, Pain.
[close]

Hullmods
(https://i.imgur.com/3TCZ2Ay.png)
Ungoverned Ballistic Loader - For those who always want more dakka.
Energy Conduit Overcharger - When you want more damage, and damn the consequences.
Exposed Flux Radiators - Safety? where we're going we don't need safety, we have flux.
Ungoverned Shield Emitter - With shields this good, who needs anything else.
Overclocked Targeting Unit - When you need all the reach you can get.
Electromagnetic Flux Stabiliser - Makes overloads shorter, at a cost of some self-EMP damage.
[close]

REDACTED
(https://i.imgur.com/XembNP3.png)
[DETAILS REDACTED BY HEGEMONY COMSEC]
[close]

Special
(https://i.imgur.com/9prHxBu.png)
Phantasmagoria - Unique Superfrigate, beat The Killing Trance to unlock as an optional supership start (requires nexerelin (https://fractalsoftworks.com/forum/index.php?topic=9175.0))
(https://i.imgur.com/B3wwxrg.png)
Transparence - Unique Superdestroyer, beat Pocketful of Rainbows to unlock as an optional supership start (requires nexerelin (https://fractalsoftworks.com/forum/index.php?topic=9175.0))
(https://i.imgur.com/8h7TXYy.png)
Rangda - Unique Superfrigate, beat Silent Line to unlock as an optional supership start (requires nexerelin (https://fractalsoftworks.com/forum/index.php?topic=9175.0))
(https://i.imgur.com/YNzVlYg.png)
Persenachia - Unique Superfrigate, beat A Lone Flower to unlock as an optional supership start (requires nexerelin (https://fractalsoftworks.com/forum/index.php?topic=9175.0))
(https://i.imgur.com/IH9pkA9.png)
Lafiel - Unique Destroyer, beat the test mission with a score of 75% higher and all other missions included in this mod with a score of 95% or higher to unlock the Lafiel as an optional custom start (requires nexerelin (https://fractalsoftworks.com/forum/index.php?topic=9175.0))
Note: all of the above require a game restart after beating the relevant mission(s) for the custom start unlock to fully register.

(https://i.imgur.com/NgIyB7c.png)
ArkTech - Available to be salvaged across the sector, attain a higher score on In search of the Ark to improve the salvage quality of the vessels when found.

Grandum
Giganberg
Gaderoga
Genbura
Gathima
Gatorbacker
Galsteel


Nieuport Linear Rifle
Salmson Burst Grenade Launcher
Lilin Missile Coil
Klabu Battle Cannon
Kabid Volley Gun
Kombeo Cluster Flak
Twin Kombeo Cluster Flak
Naxdin Anomaly Torpedo
Kufikiri Smartcannon
Sumake Magnegun
Nasibu Missile Projector
Silaha Linear Cannon
Persis Multi Seeker

[close]

Credits
The Unofficial Starsector Discord - For being a help with script errors, spriting tips and assorted balance feedback.
Dark Revenant - Script reference for Phantasmagoria shipsystem, and campaign unlock method.
[close]


Download Here (https://github.com/Bare-Poles/A_S-F/releases/download/v1.1.0/A_S-F.1.1.0.zip)

Update notes
Quote
v1.1.0
- New Ship
-- Morris

- New Skin
-- Morris (P)

- Sprocket HSRM
-- Ammo reduced from 16 to 12
-- Reload time increased from 6 to 8

- Silaha Linear Cannon
-- Damage reduced from 1000 to 900
-- Flux/Damage increased from 1.5 to 1.666

v1.0.2
Persenachia Mission Difficulty Patch

v1.0.1
Removed debug info display from Persenachia

v1.0.0
Version Checker Compatibility added

New MagicBounty
- Investigate Hyperspace Anomaly - minimum player level 10

New Ships
- Persenachia
- Edifice

New Skin
- Initone (LG)

New Weapons
- Silaha Linear Cannon
- Persis Multi Seeker
- Ion Driver
- Quad Multi-Lance

New [REDACTED]

Auditor
- Reworked
-- DP reduced from 6 to 5
-- Armour increased from 175 to 250
-- System changed to Maneuvering Jets
-- Small hybrid mount upgraded to a medium
-- Small universal mount removed
-- Shield efficiency improved from 0.8 to 0.7
-- Built-in weapon flux/damage improved from 0.75 to 0.666
-- Flux dissipation increased from 120 to 160

Revizor
- Reworked
-- DP reduced from 8 to 6
-- Hull increased from 1600 to 1800
-- Armour increased from 200 to 300
-- System changed to Maneuvering Jets
-- Shield efficiency improved from 0.7 to 0.6
-- Flux dissipation increased from 150 to 180

Grandum
- DP increased from 28 to 32

Giganberg
- Sprite Updated
- DP reduced from 32 to 28

Copperhead Gun-Launcher
- Projectile tracking improved by 25%

Sumake Magnegun
- Per shot damage increased from 50 to 60

Macron Cannon
- Flux per shot reduced from 16 to 15 (from 0.8 to 0.75 flux/dam)

Sakset Naval Rifle
- OnHit effect changed from an energy damage explosion and rearwards kinetic shrapnel, to an omnidirectional frag damage shrapnel burst.

Strobe Beam
- Damage profile slightly tweaked, should be a bit more reliable in terms of real-terms damage output matching listed statcard values.

Lilin Missile Coil
- Ammo increased from 4 to 5

Albatreos Cruise Missile
- Damage increased from 1250 to 1500
- Terminal tracking improved by ~30%

Cockatrice DEM Torpedo
- Ammo increased from 4 to 6
- Refire delay increased from 8 to 12
- Arc rate (rougly) doubled, arc damage halved

Added S-mod bonuses to the Anarchy Systems hullmods

v0.13
- New Ships
-- Ecumenist
-- Dunnock
- New Weapons
-- Crockett Artillery
-- Cauldron Flux Shear Torpedo
-- Quicksand Machinecannon

- Lustre
-- Base Shield arc increased from 120 to 150
-- Adaptive Systems no longer grants a shield arc increase as hull takes damage
-- Crash fix

- Sakset Naval Rifle
-- Turn rate reduced
-- Flux/shot increased from 850 to 900

- Termite SRM Launcher
-- Reload time increased from 6 seconds to 7.2 seconds

v0.12
- New Ship
-- Ocklynge

- New [REDACTED]

- New Weapons
-- Micropulser
-- Cockatrice DEM Torpedo
-- Termite SRM Launcher

- Exegetes
-- Deployment/Maintenange cost reduced from 8 to 6
-- Flux Dissipation increased from 200 to 250
-- Base Shield Arc increased from 30 to 50
-- Base Shield upkeep reduced from 550 to 100
-- Shield flux/damage increased from 0.2 to 0.5
-- Removed built-in Narrow Focus Shield Emitter / Stabilised Shields Hullmods

- Flogger
-- System active (acceleration) duration reduced from 1.5s to 1.4s

- Misside
-- DP reduced from 7 to 6

- Ilgryps
-- Renamed to Splendor
-- Sprite updated, with credit to Nia Tahl
-- Hull increased from 9000 to 10000
-- Flux Dissipation increased from 660 to 700
-- Shield upkeep reduced from 330 to 280
-- Shield arc increased from 200 to 210
-- Removed Built-in hullmod: Bulk Missile Storage
-- Built-in hullmod Arsenal Efficiency Overhaul renamed to Hybrid Weapons Integration
--- Removed weapon flux cost reduction
-- Added new built-in hullmod, Energy Bolt Converger (a weaker version of Energy Bolt Coherer)

- Nebel
-- Flux Dissipation increased from 660 to 700
-- Shield upkeep reduced from 198 to 175

- Jorogumo
-- Sprite tweaked

- Lafiel
-- Sprite updated, with credit to Nia Tahl

- Kaksos Autocannon
-- Flux per shot reduced from 100 to 84

- Copperhead Gun-Launcher
-- Flux per shot reduced from 88 to 72

- Laaja Spreadcannon
-- Flux per shot reduced from 68 to 60

- Pulsed Ion Beam
- Formia Sling
- Formia Storm
-- Sprites updated

- Coruscate
-- Macron Cannon (Single)
--- DPS reduced from 90 to 75
--- Range reduced from 1000 to 900

v0.11.1
- New Skin
-- Exegetes (LG)

- New Wing
-- Naja Bomber

- Phantasmagoria
-- Regulated Mode
--- Hull repair rate reduced by 20%
--- EMP resist reduced from 30% to 20%
--- Missile ammunition regeneration bonus reduced from 15% to 10%
--- Temporal Core damage resistance reduced from 40% to 30%
--- Temporal Core timescale reduced from 3x to 2.5x

- Velox
-- Flux Dissipation increased from 160 to 180

- Sakset Naval Rifle
-- Vfx/Sfx tweaked
-- Flux/shot increased from 800 to 850

v0.11
- New Ships
-- Misside
-- Initone
-- Lafiel

- New Weapons
-- Twister MIRV Rack
-- Electro-Thermal Blaster
-- Sakset Naval Rifle
-- Strobe Beam

- Exegetes
-- Sprite adjusted
-- Mounts adjusted
-- Hull reduced from 2500 to 2000
-- Armour increased from 300 to 350
-- Flux Capacity reduced from 3000 to 2000

- Lanner
-- Small turrets changed from energy to hybrid
-- Deployment point cost reduced from 23 to 20
-- Hull increased from 7000 to 7500
-- Flux capacity increased from 10000 to 11000
-- Flux dissipation increased from 525 to 650
-- Speed increased from 45 to 55
-- Turn Rate increased from 10 to 15
-- Cost reduced to 110000 from 120000

- Lanner (P)
-- Deployment point cost reduced from 26 to 22
-- Hull increased from 7500 to 8000
-- Flux capacity increased from 10000 to 11000
-- Flux dissipation increased from 500 to 600
-- Speed increased from 45 to 55
-- Turn Rate increased from 10 to 15
-- Cost inreased to 160000 from 120000

- Triarii
-- Per-Drone flat range bonus reduced from 3 to 2

- Niteo
-- Speed reduced from 75 to 70
-- Flux capacity reduced from 9000 to 8500

- Invigilator
-- Turret mount types swapped (now the rear turrets are synergy, and the front are energy)
-- Minor increase to arcs of front turrets

- Flogger
-- Infernium Afterburner
-- Charge regeneration time increased from 10 seconds to 12.5 seconds

- Phantasmagoria
-- Hull reduced from 1500 to 1250
-- Flux Capacity increased from 2500 to 3000
-- Both of the built-in weapons can now be cycled through a set of 3 options via a hullmod.
-- Core Mechanics reworked:
--- Features a "Regulator" hullmod, can be toggled on/off
---- When on: the ship is less powerful, but is easier to use and has a lower logistical overhead
---- When off: the ship displays its true potential, albeit at a cost of ease of use and a heavy logistical burden

- Transparence
-- Shield efficiency penalty when overcharged increased by 20%

- IR Autopulser
-- Flux/shot increased from 42 to 45

- Bramble Smartbomb Rack
-- Reworked, now a point defense flak-like weapon

- Thicket Smartbomb Launcher
-- Ammo/reload mechanics removed, instead now has a flat 12 second reload

- Wasteland Smartbomb Complex
-- Final submunition speed increased
-- Reload time reduced from 6 to 4
-- Ammo regeneration time reduced from 20 to 16

- Bipartisan LRM Launcher
- Gimbal Micromissile Pod
-- Sprites Updated

- Sprocket HSRM
-- Range reduced from 1500 to 1200
-- Damage reduced from 400 to 300

- Overclocked Targeting Unit
-- Range bonus reduced from 20% to 15%
-- Peak performance time reduction increased from 10% to 15%

v0.10.2
- New Weapon
-- Albatreos Cruise Missile

- Fixed Crash

v0.10.1
- Fixed crash

v0.10
- New Ships
-- Flogger
-- Phobia

- New MagicBounty
-- Jorogumo

- New [REDACTED]

- Salmson Cluster Grenade Launcher
-- Reworked (and renamed) to Salmson Burst Grenade Launcher
-- Removed ammo/regen mechanic
-- Now fires a 4 round burst
-- Each shot has lower total damage, but effective performance against armour is improved

- Sumake Magnegun
-- Damage/EMP increased from 40 to 50
-- Flux/damage reduced from 0.6 to 0.5

- Omer Spread Missiles
-- Reload time reduced from 8.9s to 4.5s (Burst DPS increased from 61 to 120)
-- Ammo regeneration time reduced from 9s to 4.5s (Sustained DPS increased from 20 to 40)

- Gleam
-- Front mount changed from Energy to Hybrid
-- Variants adjusted

- Lustre
-- Adaptive Systems Shield damage reduction maximum lowered from 70% to 40%.
-- Variants adjusted

- Fixed error with spawn rates of vessels in tri-tachyon fleets

v0.9.1
- New Weapons
-- Laaja Spreadcannon
-- Copperhead Gun-Launcher

- Plasma Burster
-- Flux/shot reduced from 48 to 45 (0.8 to 0.75 flux/damage)

- IR Autopulser
-- Range Increased from 500 to 550
-- Flux/shot reduced from 45 to 42 (0.75 to 0.7 flux/damage)

- X-Pulse Laser
-- Flux/shot reduced from 288 to 276 (1.2 to 1.15 flux/damage)

- Rinka
-- DP increased from 8 to 10
- Enhanced Ballistic Support Package
--- Range bonus reduced from 15% to 10%

- Rinka (P)
-- DP increased from 7 to 8

- Lustre
-- Adaptive Systems description updated to list details of the applied buffs

- Niteo
-- Turn Rate increased from 30 to 35
-- Turn Acceleration increased from 50 to 65

- Ungoverned Ballistic Loader
-- Now also increases Ballistic Ammo Regeneration rate by 10%.

v0.9
- New Ship
-- Triarii

- New Wing
-- Downfall Assault Fighter

- Revizor
-- Flux Dissipation reduced from 160 to 150
-- Flux Capacity reduced from 4500 to 4000
-- Shield Upkeep increased from 32 to 60

- Lanner
-- Acceleration increased from 30 to 40

- Niteo
-- Changed hulltype from Cruiser to Destroyer
-- Hull reduced from 7500 to 6500
-- Armour reduced from 750 to 700
-- Max flux reduced from 10000 to 9000
-- Flux Dissipation lowered from 700 to 600
-- OP reduced from 135 to 115
-- Speed increased from 70 to 75
-- Mass reduced from 2000 to 750
-- Cargo Capacity reduced from 80 to 60
-- Fuel Capacity reduced from 90 to 60
-- Fuel/LY reduced from 3 to 2
-- Base Value reduced from 240000 to 200000
-- Peak CR time reduced from 540 to 420
-- Deployment Cost reduced from 30 to 25
-- Engine repair rate bonus lowered from 50% to 40%
-- Added engine glows to vector thrusters
--- Akva Vit Graviton Missiles
---- New Weapon Sprite (with thanks to nia tahl)
---- Damage reduced from 50 to 30
---- Burst Size increased from 16 to 24
---- Reload time from 10 seconds to 9 seconds
---- Slightly lower per-burst damage, but DPS is unchanged

- Plasma Burster
-- Sprite Updated
-- Damage increased from 50 to 60
-- Burst size reduced from 6 to 5
-- Spread changed to a fixed pattern rather than random.
-- Trail VFX added

- Lerna MDEM
-- Improved MIRV behaviour, rear projectile should perform more reliably

- Contradict Rocket Artillery
-- Reload time reduced from 15 seconds to 12 seconds

- Omer Spread Missiles
-- OP cost reduced from 6 to 5

- Electromagnetic Flux Stabiliser
-- Overload duration bonus reduced from 60% to 50%
-- Instantaneous flux dissipation lowered from 20% to 15%

- Slightly lowered fleet spawnrates for Velox/Invigilator/Peluda

v0.8.1
- New [REDACTED]

-- Fixed repeated custom start addition issue.

- Exegetes
-- Top speed reduced from 160 to 120
-- Armour reduced from 350 to 300
-- Base shield upkeep increased from 500 to 550

- Lustre
-- Hull reduced from 6000 to 5500
-- Base shield upkeep increased from 140 to 175

- Pulsed Ion Beam
-- Arc rate increased
-- Arc damage reduced

- Formia Emitter
- Adaptive Burst
-- Projectile VFX improved
-- OnHit effect tweaked

- Electromagnetic Flux Stabiliser
-- VFX tweaked

v0.8
- New Ships:
-- Peluda
-- Rangda

- New Wing:
-- Hecatocles Heavy Bomber

- New Weapons:
-- Destructor Rocket Artillery
-- Contradict Rocket Artillery

- New Hullmods:
-- Ungoverned Ballistic Loader
-- Energy Conduit Overcharger
-- Exposed Flux Radiators
-- Ungoverned Shield Emitter
-- Overclocked Targeting Unit
-- Electromagnetic Flux Stabiliser

- Bathory
-- Flux Dissipation increased from 300 to 320

- Gutkeled
-- Flux Dissipation increased from 320 to 350

- Velox
-- DP increased from 5 to 6

- Klabu Battle Cannon
-- Trail effects tweaked

- Kabid Volley Gun
-- Trail/Muzzle Effects reworked

- Sumake Magnegun
-- Flux/Shot lowered from 28 to 24 (now at 0.6 flux/damage)

- IR Autopulser
-- "Jamming" issue on weapon disable should be fixed

- X-Pulse Laser
-- Flux/Shot lowered from 300 to 288 (now at 1.2 flux/damage)

- Sprocket HSRM
-- Projectile health lowered from 250 to 200

- Lamia DEM / Lerna MDEM
-- Flux cost removed
-- Per-bolt damage increased from 60 to 100
--- Lamia Ammo regeneration time from 60s to 40s
--- Lerna Ammo regeneration time from 80s to 50s

- Gimbal Micromissile Pod
-- Flux/Damage increased from 0.2 to 0.3

v0.7
- New Ship:
-- Rinka (P)

- New MagicBounty:
-- Apologee [Spellbind Saturation Array]

- Ilgryps Sprite Updated
- Nebel Sprite Updated
- Auspice Sprite Updated
- Gemogee Sprite Updated

- Lamia DEM + Lerna MDEM
-- Sprites Updated
-- Both converted to fire a spread of EMP bolts rather than a single strong bolt, now a disruption weapon, rather than a general purpose strike one

- Gimbal Micromissile Pod
-- Trail VFX made more distinct

- Naxdin Anomaly Torpedo
-- Ammo Regeneration time increased from 50 seconds to 60 seconds

- Nasibu Missile Projector Damage Corrected

- Chillblain Catalyst Missile
--- Should now drop properly from the bounty
-- Ammo increased from 7 to 8
-- Area of effect radius increased from 960 to 1200
-- Damage multiplier against capitals raised from 1.3 to 1.35
-- Damage of Pre-detonation arcs reduced by 20%
-- Damage dealt to friendly ships is reduced by 50%
--- Assorted other in-code changes, should be less destructive against module ships, and more dangerous to extremely large ships

- Chronostutter (Gleam Shipsystem)
-- Active Time reduced
-- Timescale Multiplier increased from 3x to 4x
--- A shorter but more intense timescale boost.

- Arktech weapons
-- No longer avaliable from Prism Freeport
-- Should now correctly be (rarely) used by scavenger fleets


v0.6.4
- Fixed Magicbounty portrait crash.

v0.6.3
- Fixed Magicbounty error.

v0.6.2
- Fixed sprite issue with Gaderoga, but properly this time.

v0.6.1
- Fixed sprite issue with Gaderoga.

v0.6
- New Ship:
-- Giganberg

- New Weapon:
-- Nasibu Missile Projector

- New MagicBounty:
-- Perytonne [Chillblain Catalyst Missile]

Changes:
- Phantasmagoria
-- Base Damage reduction from system usage reduced from 50% to 45%
-- Ship now gains up to +20% projectile velocity while system is active.

- Transparence
-- Base shield efficiency reduced from 0.4 to 0.6
-- Removed RoF bonuses from Photon Accelerator Core
-- Shield overchage penalty scaling changed from "80" to "100"
-- 50% reduced Photon Swell gain for 3 seconds after system use

ArkTech Ship and Weapon Tech Type changed from [Unknown] to [ArkTech]

Arkech weapon sprites updated, credit to Nia for suggestions

- Breaker Autocannon renamed to Vunja Autocannon.
- Rainstorm Missile Array renamed to Dhoruba Missile Array.

- Nieuport Linear Rifle
-- Reworked
-- Base damage reduced from 80 to 75
-- Base EMP reduced from 20 to 10
-- Flux/shot increased from 72 to 75
-- Spread calculation method changed, now maxes at a 20 degree spread.
-- EMP damage now scales up with the firing ships flux level.
-- Deals additional soft flux damage on shield hits scaling with the EMP damage of the shot.

- Zalak Jamming Array
-- Flux/beam from 500 to 400

- Lilin Missile Coil
-- Launch speed increased from 600 to 800
-- Projectile HP increased from 100 to 150
-- Acceleration increased from 300 to 400
-- Deceleration reduced from 100 to 80

- Twin Kombeo Cluster Flak
-- Refire delay reduced from 0.4 to 0.3

- Gimbal Micromissile Pod
-- Projectile Health reduced from 90 to 50

- IR Autopulser
-- Ammo/reload increased from 2 to 6 (Sustained DPS unchanged)


v0.5
- Added Ind.Evo Support

- New Ship:
-- Henki

- New Weapons:
-- X-Pulse Laser
-- Kaksos Autocannon

- New Magicbounty:
-- Pneuma

Changes:
- Bramble Smartbomb Rack
-- Sprite Updated.
-- OP cost from 5 to 4.
-- Burst Size from 2 to 1.
-- Cycle time from 6 seconds to 2 seconds.
-- Ammo from 4 to 8.
-- Ammo regen time from 30 seconds to 10 seconds.
-- Tracking speed from 80 to 100.

- Thicket Smartbomb Launcher
-- Sprite Updated.
-- Burst Size from 2 to 1.
-- Damage from 1600 to 2400 (splits into 3 smartbombs rather than 2)
-- Cycle time from 10 seconds to 5 seconds.
-- Ammo from 4 to 6.
-- Ammo regen time from 30 seconds to 16 seconds.

- Nieuport Linear Rifle
-- Flux cost reduced from 80 to 72.

- Salmson Cluster Grenade Launcher
-- Spread reduced from 8-24 to 4-16
-- Cluster AoE radius increased.

- Klabu Battle Cannon
-- OnHit bonus damage changed from 400 to 300.

- Naxdin Anomaly Torpedo
-- Base impact damage increased from 300 to 400.
-- Base impact EMP increased from 500 to 600.
-- Potential EMP/Energy damage caused by the Anomaly Field reduced by around 25%.
-- Anomaly Field duration increased by 20%.

- Gaderoga
-- Minor sprite update.

- Assorted Variant loadouts tweaked.

v0.4
- New Ships
-- Rinka
-- Transparence
-- Invigilator

- New [REDACTED]

- New Wing
-- Incisor Support Fighter

- New Weapons
-- Sprocket Heavy SRM
-- Sumake Magnegun
-- IR Autopulser

Changes:
-Gimbal Micromissile Pod
-- Ammo regen reduced from 4 per 5 secs to 4 per 8 secs
- Lamia DEM / Lerna MDEM
-- Flux Cost to fire Removed
- Ilgryps
-- Turn Rate changed from 20 to 25
-- Shield arc changed from 120 to 200
- Nebel
-- Shield upkeep changed from 0.5 to 0.3
- Lustre
-- Adaptive Systems Altered
-- Base shield arc increased from 90 to 120

v0.3
- New Weapon:
-- Kufikiri Smartcannon

Changes:
- Lilin Missile Coil
-- Damage changed from 450 Frag + 150 Energy to 250 Energy + 250 Frag
-- Refire Delay changed from 1.2 to 1.25
-- Ammo Regen changed from 1 per 6 seconds to 1 per 6.25 seconds

- Rainstorm Missile Array (Grandum Built-In)
-- Damage reduced from 150 to 135
-- Flux cost increased from 50 to 54
- Reduced EMP damage on Hypershot Subweapons

- Naxdin Anomaly Torpedo
-- OP cost increased from 5 to 6
-- Ammo regeneration time increased from 40 seconds to 50 seconds
-- Anomaly EMP damage reduced

- Phanstasmagoria
-- Hitpoints reduced from 2000 to 1500
-- Armour reduced from 300 to 200
-- Flux Dissipation reduced from 300 to 250
-- Flux Capacity reduced from 3000 to 2500
-- Reduction to acceleration
-- Increased turn acceleration
-- Peak CR time reduced from 240 to 210
-- CR to deploy increased from 30 to 35
-- Hullmod stats tweaked
--- Barrage Cutter
-- Barrage Cutter will now gain a brief overcharge after using the Dimensional Teleporter
-- Barrage Cutter Spread reduced slightly
-- Barrage Cutter Hardpoint aim arc increased
--- Temporal Core
-- Flux generation increased (previous flux generation was too low to be noticed)
-- Timescale multiplier reduced from 4.5 to 4
-- Repair bonuses are weaker, and after the first few seconds they (and the defense bonus) drop off to a lower level that also scales based on current Hardflux level.
>-- With these changes the ship should cement it's role towards being something of a "glass cannon" that wants to stay in the thick of things to keep its Hardflux levels high, but is somewhat vulnerable to EMP and can find itself flux limited as it has to work with only a portion of its flux bar when maintaining high Hardflux levels.

v0.2
- New Ships
-- Buraq
-- Velox

- Content Moved back to RotcesRats
-- Undertaking
-- Undertaking (LP)
-- Scric
-- Vexilla
-- Mini Mining Blaster

v0.1
- Mod split from RotcesRats

- New [REDACTED]

- New Weapon
-- Gimbal Micromissile Pod

- New MagicBounties
-- Nebel
-- Revizor

- Lilin Missile Coil refire delay from 2 seconds to 1.2 seconds
- Phantasmagoria
-- If Safety Overrides is installed, then you will now always recieve the maximum level of the bonus Energy Weapon damage modifier.
- Vexilla
-- Shipsystem changed to Burst Jets
-- Hull from 2250 to 2300
- Scric
-- Shipsystem changed to Cycle Missile Feeds
-- Hull from 2800 to 2600
-- Flux Dissipation from 280 to 260
-- Fuel from 60 to 50
-- DP from 8 to 9
[close]

Like the mod and want to throw some money my way for some reason? Then here's a donate button.
(https://i.imgur.com/NRb4L0Y.png) (https://www.paypal.com/donate/?business=QQN77FKKP3A4Y&no_recurring=0&item_name=Starsector+Modding+Tip&currency_code=GBP)


(https://i.creativecommons.org/l/by-nc-sa/4.0/88x31.png) (http://creativecommons.org/licenses/by-nc-sa/4.0/)
Amazigh's Ship Foundry 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: [0.95.1a] Amazigh's Ship Foundry v0.1
Post by: nukularpower on April 08, 2022, 09:20:17 PM
Gotta say, I love the look of that big REDACTED ship.  Looking forward to trying these out/blowing them up!
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.1
Post by: 0202 on April 11, 2022, 08:34:13 AM
Can I add this MOD in the middle of the game?
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.1
Post by: Vasyan on April 11, 2022, 09:07:15 AM
Yaaasss! Finaly separate from RR. There are too many silly-dinky reversed ships in the RR
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.1
Post by: Amazigh on April 11, 2022, 05:40:41 PM
Can I add this MOD in the middle of the game?
You can, but some content will not spawn unless you start a new game.
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.1
Post by: 0202 on April 12, 2022, 04:24:34 AM
Can I add this MOD in the middle of the game?
You can, but some content will not spawn unless you start a new game.
ok thanks
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.1
Post by: mkire on April 12, 2022, 06:24:09 PM
did this mod use to have a different name? i'm fairly certain i've downloaded/played with this before

Edit: yes, i have. these ships used to be part of rotcesrarts.
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.1
Post by: DracoLunaris on April 13, 2022, 04:20:01 PM
4401591 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Weapon spec [thicket] not found!
java.lang.RuntimeException: Weapon spec [thicket] not found!
   at com.fs.starfarer.loading.o00O.Ô00000(Unknown Source)
   at com.fs.starfarer.loading.o00O.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.spawnProjectile(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.spawnProjectile(Unknown Source)
   at data.shipsystems.scripts.rr_HeavyItanoStats.apply(rr_HeavyItanoStats.java:55)
   at com.fs.starfarer.combat.systems.F.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.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(Unknown Source)
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.2
Post by: Amazigh on April 15, 2022, 02:29:35 PM
Update 0.2 (https://cdn.discordapp.com/attachments/962134693787095100/964636373338452038/A_S-F_0.2.zip)

Not Save Compatible

- New Ships
-- Buraq
-- Velox

- Content Moved back to RotcesRats (https://fractalsoftworks.com/forum/index.php?topic=19787.0) (where they belong)
-- Undertaking
-- Undertaking (LP)
-- Scric
-- Vexilla
-- Mini Mining Blaster

----

4401591 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Weapon spec
That's an error from RotcesRats, which i have just fixed.
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.2
Post by: Dazs on April 15, 2022, 05:47:16 PM
I appreciate the non-asymmetrical nature of the ships, keep up the good work.
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.2
Post by: Magma on April 17, 2022, 09:16:38 AM
HEllo with the ASF v0.2 y have this error in combat with crash.

in asf mod data weapon y have not a file "A_S-F_wrath_burst.wpn"

please save my game ;)

crash log

280516 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Weapon spec [A_S-F_wrath_burst] not found!
java.lang.RuntimeException: Weapon spec [A_S-F_wrath_burst] not found!
   at com.fs.starfarer.loading.o00O.Ô00000(Unknown Source)
   at com.fs.starfarer.loading.o00O.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.spawnProjectile(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.spawnProjectile(Unknown Source)
   at data.scripts.rr_WrathOnHitEffect.onHit(rr_WrathOnHitEffect.java:30)
   at com.fs.starfarer.combat.entities.Missile.notifyDealtDamage(Unknown Source)
   at com.fs.starfarer.combat.E.A.D.o00000(Unknown Source)
   at com.fs.starfarer.combat.E.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.combat.E.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(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(Unknown Source)
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.2
Post by: Oni on April 17, 2022, 10:54:38 AM
HEllo with the ASF v0.2 y have this error in combat with crash.

in asf mod data weapon y have not a file "A_S-F_wrath_burst.wpn"

please save my game ;)

crash log

280516 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Weapon spec [A_S-F_wrath_burst] not found!
java.lang.RuntimeException: Weapon spec [A_S-F_wrath_burst] not found!.....

Did you try upgrading to v0.2 without starting a new game? It's not save compatible so that'd cause you problems.

Try going back to v0.1 and see if that works.
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.2
Post by: Bastion.Systems on April 23, 2022, 09:08:29 AM
Any chance for a version that is ships only?
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.2
Post by: Amazigh on April 23, 2022, 11:51:45 PM
Any chance for a version that is ships only?
No.
If you really want one then you are free to try and strip the weapons out yourself, but i have zero interest in maintaining two versions of this mod.
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.2
Post by: Valikdu on April 24, 2022, 05:43:11 AM
Still gonna install rotcesratS as well :P
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.2
Post by: Uhlang on April 24, 2022, 04:41:56 PM
As a super ship connoisseur, I absolutely love me some overpowered tin cans, but Phantasmagoria feels busted even by my skewed standards.

Based on the fact that it's a one-of-a-kind, starter-only ship that's unlocked by a mission, I assume it's meant to be your Excelsior, but the Excelsior also comes with the huge negative of making you develop a new set of piloting instincts, plus its performance is heavily reliant on the surrounding projectile count and power. Phantasmagoria on the other hand just plays like the result of an unholy matrimony between Hyperion and Scarab.

Not complaining, by the way. This post is both a signal to my fellow super ship enjoyers and a warning to those who are afraid of wielding too much power: Phantasmagoria is insane.
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.3
Post by: Amazigh on April 29, 2022, 09:34:23 AM
Update 0.3 (https://cdn.discordapp.com/attachments/962134693787095100/969636367472664676/A_S-F_0.3.zip)

Save Compatible

- New Weapon:
-- Kufikiri Smartcannon

Changes:
- Lilin Missile Coil
-- Damage changed from 450 Frag + 150 Energy to 250 Energy + 250 Frag
-- Refire Delay changed from 1.2 to 1.25
-- Ammo Regen changed from 1 per 6 seconds to 1 per 6.25 seconds

- Rainstorm Missile Array (Grandum Built-In)
-- Damage reduced from 150 to 135
-- Flux cost increased from 50 to 54
- Reduced EMP damage on Hypershot Subweapons

- Naxdin Anomaly Torpedo
-- OP cost increased from 5 to 6
-- Ammo regeneration time increased from 40 seconds to 50 seconds
-- Anomaly EMP damage reduced

- Phanstasmagoria
-- Hitpoints reduced from 2000 to 1500
-- Armour reduced from 300 to 200
-- Flux Dissipation reduced from 300 to 250
-- Flux Capacity reduced from 3000 to 2500
-- Reduction to acceleration
-- Increased turn acceleration
-- Peak CR time reduced from 240 to 210
-- CR to deploy increased from 30 to 35
-- Hullmod stats tweaked
--- Barrage Cutter
-- Barrage Cutter will now gain a brief overcharge after using the Dimensional Teleporter
-- Barrage Cutter Spread reduced slightly
-- Barrage Cutter Hardpoint aim arc increased
--- Temporal Core
-- Flux generation increased (previous flux generation was too low to be noticed)
-- Timescale multiplier reduced from 4.5 to 4
-- Repair bonuses are weaker, and after the first few seconds they (and the defense bonus) drop off to a lower level that also scales based on current Hardflux level.
>-- With these changes the ship should cement it's role towards being something of a "glass cannon" that wants to stay in the thick of things to keep its Hardflux levels high, but is somewhat vulnerable to EMP and can find itself flux limited as it has to work with only a portion of its flux bar when maintaining high Hardflux levels.

- Lanner (P)
-- Hull from 7000 to 7500
-- Armour from 1000 to 1100

- Nebel
-- DP increased from 30 to 34
-- CR %/Day increased from 5 to 6
-- CR to deploy increased from 20 to 30
-- Lebruck Missile Foundry now increases missile health by 25%
-- Improved Tereshkov Strike Missile Engine Performance
-- Improved Zweig SRM Damage Profile
-- System from Temporal Burn to Temporal Micro-Burn (multi-charge short duration version of the system)

- Fixed variants in the "In search of the Ark" Mission

- Altered Default Ship roles for various vessels, spawn rates should be more towards intended levels

----

As a super ship connoisseur, I absolutely love me some overpowered tin cans, but Phantasmagoria feels busted even by my skewed standards.
...
Phantasmagoria is insane.
Hopefully the changes i have made will make the insanity be in a more reasonable dose.
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.3
Post by: Whisena on May 06, 2022, 02:03:03 PM
Thanks for the mod! I love the ships and some of their systems. Question: Does the AURA system get modified by missile hull mod like ECCM package and torpedo spec? Or it is not considered as missles? Thanks!
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.3
Post by: Jade Tendency on May 18, 2022, 04:45:35 AM
I assume the phantasmagoria is unobtainable apart from the start option.
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.3
Post by: Amazigh on May 18, 2022, 12:43:30 PM
Thanks for the mod! I love the ships and some of their systems. Question: Does the AURA system get modified by missile hull mod like ECCM package and torpedo spec? Or it is not considered as missles? Thanks!
They should be modified by any/all hullmods/skills/etc that apply to missiles.

I assume the phantasmagoria is unobtainable apart from the start option.
You would be correct.
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.4
Post by: Amazigh on June 01, 2022, 08:58:02 PM
Update 0.4 (https://cdn.discordapp.com/attachments/962134693787095100/981763950708416522/A_S-F_0.4.zip)

Save Compatible

- New Ships
-- Rinka
-- Transparence
-- Invigilator

- New [REDACTED]

- New Wing
-- Incisor Support Fighter

- New Weapons
-- Sprocket Heavy SRM
-- Sumake Magnegun
-- IR Autopulser

Changes:
-Gimbal Micromissile Pod
-- Ammo regen reduced from 4 per 5 secs to 4 per 8 secs
- Lamia DEM / Lerna MDEM
-- Flux Cost to fire Removed
- Ilgryps
-- Turn Rate changed from 20 to 25
-- Shield arc changed from 120 to 200
- Nebel
-- Shield upkeep changed from 0.5 to 0.3
- Lustre
-- Adaptive Systems Altered
-- Base shield arc increased from 90 to 120
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.5
Post by: Amazigh on June 25, 2022, 07:12:37 PM
Update 0.5 (https://cdn.discordapp.com/attachments/962134693787095100/990436472052125746/A_S-F_0.5.zip)

Save Compatible

v0.5
- Added Ind.Evo (https://fractalsoftworks.com/forum/index.php?topic=18011.0) Support

- New Ship:
-- Henki

- New Weapons:
-- X-Pulse Laser
-- Kaksos Autocannon

- New Magicbounty:
-- Pneuma

Changes:
- Bramble Smartbomb Rack
-- Sprite Updated.
-- OP cost from 5 to 4.
-- Burst Size from 2 to 1.
-- Cycle time from 6 seconds to 2 seconds.
-- Ammo from 4 to 8.
-- Ammo regen time from 30 seconds to 10 seconds.
-- Tracking speed from 80 to 100.

- Thicket Smartbomb Launcher
-- Sprite Updated.
-- Burst Size from 2 to 1.
-- Damage from 1600 to 2400 (splits into 3 smartbombs rather than 2)
-- Cycle time from 10 seconds to 5 seconds.
-- Ammo from 4 to 6.
-- Ammo regen time from 30 seconds to 16 seconds.

- Nieuport Linear Rifle
-- Flux cost reduced from 80 to 72.

- Salmson Cluster Grenade Launcher
-- Spread reduced from 8-24 to 4-16
-- Cluster AoE radius increased.

- Klabu Battle Cannon
-- OnHit bonus damage changed from 400 to 300.

- Naxdin Anomaly Torpedo
-- Base impact damage increased from 300 to 400.
-- Base impact EMP increased from 500 to 600.
-- Potential EMP/Energy damage caused by the Anomaly Field reduced by around 25%.
-- Anomaly Field duration increased by 20%.

- Gaderoga
-- Minor sprite update.

- Assorted Variant loadouts tweaked.
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.5
Post by: XJD on August 10, 2022, 01:52:21 PM
Any plan to add a capital sized ArkTech ship?
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.6.2
Post by: Amazigh on August 17, 2022, 03:14:42 PM
Update 0.6.2 (https://cdn.discordapp.com/attachments/962134693787095100/1009595850374271096/A_S-F_0.6.2.zip)
Save Compatible

v0.6.2
- Fixed sprite issue with Gaderoga, but properly this time.

v0.6.1
- Fixed sprite issue with Gaderoga.

v0.6
- New Ship:
-- Giganberg

- New Weapon:
-- Nasibu Missile Projector

- New MagicBounty:
-- Perytonne [Chillblain Catalyst Missile]

Changes:
- Phantasmagoria
-- Base Damage reduction from system usage reduced from 50% to 45%
-- Ship now gains up to +20% projectile velocity while system is active.

- Transparence
-- Base shield efficiency reduced from 0.4 to 0.6
-- Removed RoF bonuses from Photon Accelerator Core
-- Shield overchage penalty scaling changed from "80" to "100"
-- 50% reduced Photon Swell gain for 3 seconds after system use

ArkTech Ship and Weapon Tech Type changed from [Unknown] to [ArkTech]

Arkech weapon sprites updated, credit to Nia for suggestions

- Breaker Autocannon renamed to Vunja Autocannon.
- Rainstorm Missile Array renamed to Dhoruba Missile Array.

- Nieuport Linear Rifle
-- Reworked
-- Base damage reduced from 80 to 75
-- Base EMP reduced from 20 to 10
-- Flux/shot increased from 72 to 75
-- Spread calculation method changed, now maxes at a 20 degree spread.
-- EMP damage now scales up with the firing ships flux level.
-- Deals additional soft flux damage on shield hits scaling with the EMP damage of the shot.

- Zalak Jamming Array
-- Flux/beam from 500 to 400

- Lilin Missile Coil
-- Launch speed increased from 600 to 800
-- Projectile HP increased from 100 to 150
-- Acceleration increased from 300 to 400
-- Deceleration reduced from 100 to 80

- Twin Kombeo Cluster Flak
-- Refire delay reduced from 0.4 to 0.3

- Gimbal Micromissile Pod
-- Projectile Health reduced from 90 to 50

- IR Autopulser
-- Ammo/reload increased from 2 to 6 (Sustained DPS unchanged)


----

Any plan to add a capital sized ArkTech ship?

I have no plans to add any more playable ArkTech ships.
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.6.2
Post by: Algoul on August 18, 2022, 01:26:08 AM
I will make a few humble remarks. It's a nice, solid set of ships, options, and miscellaneous content that's fun to look for. The only remark concerns the Arc ships. They are excellent in their balance - strong enough - but not too strong - and they are fun to play with. Excellent mechanics of weapons and systems. But IMHO they need some tweaking of the sprites. It's a little annoying that the weapon and the ship itself merge into a poorly observed mess - the shooting animation and structural elements are hard to see.
By itself, the set of ships and the mission that offers them is very intriguing. I suggest to the respected creator to make a faction that the player will help spawn or save their Ark through a series of simple quests.
Also, the appearance of a super-frigate and a super-destroyer in the game, not only as a starting option, would be good - for example, to give them some kind of synergy to arc ships, so that strike groups would be formed under their leadership.
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.5
Post by: Algoul on August 18, 2022, 01:49:20 AM
Any plan to add a capital sized ArkTech ship?

P.S.: also this lol
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.6.2
Post by: SETIFAN on August 18, 2022, 12:12:23 PM
This seems to break magic bounties. Having it active causes the bounty board not to show up, ab when checking with console commands magic bounties returns no loaded bounties.

Mods active during testing: Lazylib; Magiclib; Console Commands; Seeker-Unidentified Contact (to spawn magic bounties) and this mod.
Removing this mod causes the Seeker bounties to spawn correctly

EDIT: It looks like its possible to roll this mod back to 0.5, to get the magic bounties back. Or at least it doesnt cause the game to crash
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.6.3
Post by: Amazigh on August 18, 2022, 05:09:29 PM
Update 0.6.3 (https://cdn.discordapp.com/attachments/962134693787095100/1009976193061224538/A_S-F_0.6.3.zip)
Save Compatible

v0.6.3
- Fixed Magicbounty error.

----
This seems to break magic bounties.
Thanks for the catch.


I will make a few humble remarks. It's a nice, solid set of ships, options, and miscellaneous content that's fun to look for. The only remark concerns the Arc ships. They are excellent in their balance - strong enough - but not too strong - and they are fun to play with. Excellent mechanics of weapons and systems. But IMHO they need some tweaking of the sprites. It's a little annoying that the weapon and the ship itself merge into a poorly observed mess - the shooting animation and structural elements are hard to see.
By itself, the set of ships and the mission that offers them is very intriguing. I suggest to the respected creator to make a faction that the player will help spawn or save their Ark through a series of simple quests.
Also, the appearance of a super-frigate and a super-destroyer in the game, not only as a starting option, would be good - for example, to give them some kind of synergy to arc ships, so that strike groups would be formed under their leadership.

I tweaked weapon sprites in 0.6, so they are sharper and stand out more.

ArkTech will not be getting a faction in-game, it wouldn't fit my vision for them.

And to address your third point:

Any plan to add a capital sized ArkTech ship?

P.S.: also this lol
Ahem
I have no plans to add any more playable ArkTech ships.
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.6.3
Post by: TheProtagonists on August 19, 2022, 08:00:48 AM
As of version 0.6.3, taking the "Destroy Anomalous Vessel" bounty crashes the game. Seems like it can't find the associated portrait of the bounty.
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.6.3
Post by: gentulf on August 19, 2022, 01:20:30 PM
Mod info file is incorrect, it still has "0.6.2" version field.
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.6.4
Post by: Amazigh on August 19, 2022, 01:40:32 PM
As of version 0.6.3, taking the "Destroy Anomalous Vessel" bounty crashes the game. Seems like it can't find the associated portrait of the bounty.
Consider this fixed.


Update 0.6.4 (https://cdn.discordapp.com/attachments/962134693787095100/1010286442750148738/A_S-F_0.6.4.zip)
Save Compatible

v0.6.4
- Fixed Magicbounty portrait crash.
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.6.4
Post by: Amoebka on August 20, 2022, 05:25:54 AM
Descriptions for Expansive Missile Racks and Bulk Missile Strorage mention "increased missile fire rate", but the code in /src folder indicates they both increase ammo regeneration rate instead. Please check the actual effect of the hullmods and rewrite the descriptions if necessary.
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.6.4
Post by: Amazigh on August 20, 2022, 04:57:18 PM
Descriptions for Expansive Missile Racks and Bulk Missile Strorage mention "increased missile fire rate", but the code in /src folder indicates they both increase ammo regeneration rate instead. Please check the actual effect of the hullmods and rewrite the descriptions if necessary.

They do increase rate of fire, see:
Code
stats.getMissileRoFMult().modifyPercent(id, RATE_BONUS);
But i'll add that they increase ammo regeneration to the tooltip in the next update.
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.6.4
Post by: Marcoda on September 18, 2022, 12:38:48 AM
There's something about the lamia/lerna missiles that seem to mess with AI ships. They never seem to raise their shields in time and as a result practically always take the hit to the hull.
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.7
Post by: Amazigh on October 07, 2022, 04:27:49 PM
Update 0.7 (https://cdn.discordapp.com/attachments/962134693787095100/1028082120863793263/A_S-F_0.7.zip)
Save Compatible

v0.7
- New Ship:
-- Rinka (P)

- New MagicBounty:
-- Apologee [Spellbind Saturation Array]

- Ilgryps Sprite Updated
- Nebel Sprite Updated
- Auspice Sprite Updated
- Gemogee Sprite Updated

- Lamia DEM + Lerna MDEM
-- Sprites Updated
-- Both converted to fire a spread of EMP bolts rather than a single strong bolt, now a disruption weapon, rather than a general purpose strike one

- Gimbal Micromissile Pod
-- Trail VFX made more distinct

- Naxdin Anomaly Torpedo
-- Ammo Regeneration time increased from 50 seconds to 60 seconds

- Nasibu Missile Projector Damage Corrected

- Chillblain Catalyst Missile
--- Should now drop properly from the bounty
-- Ammo increased from 7 to 8
-- Area of effect radius increased from 960 to 1200
-- Damage multiplier against capitals raised from 1.3 to 1.35
-- Damage of Pre-detonation arcs reduced by 20%
-- Damage dealt to friendly ships is reduced by 50%
--- Assorted other in-code changes, should be less destructive against module ships, and more dangerous to extremely large ships

- Chronostutter (Gleam Shipsystem)
-- Active Time reduced
-- Timescale Multiplier increased from 3x to 4x
--- A shorter but more intense timescale boost.

- Arktech weapons
-- No longer avaliable from Prism Freeport
-- Should now correctly be (rarely) used by scavenger fleets

----

There's something about the lamia/lerna missiles that seem to mess with AI ships. They never seem to raise their shields in time and as a result practically always take the hit to the hull.
This issue is noted, and should be gone with the rework the weapons have undergone, but if it still remains, lets say "it's not a bug it's a feature"
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.7
Post by: Noomsy on October 08, 2022, 03:35:06 PM
Just wanted to say thanks for the mod. I love these ships, especially the ark ships to add a cool reward for exploring.

One small piece of feedback on the ark frigates: Not sure if I'm using them wrong, but due to similar speeds they all seem to fall into the same roles for me. (I probably just want a damn tempest replacement though )

Great work!
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.7
Post by: bodeshmoun on October 09, 2022, 06:42:27 AM
Hello, from linux, here is a usual case sensitive problem :
40513 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [graphics/weapons/A_S-F_spellbind_hardpoint_base.png] resource
The file are named graphics/weapons/A_S-F_Spellbind_hardpoint_base.png

Similar problem for A_S-F_spellbind_hardpoint_glow, A_S-F_spellbind_turret_base and A_S-F_spellbind_turret_glow.
Fixed for me after rename.

Thanks for the update !
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.7
Post by: vok3 on October 29, 2022, 06:37:44 AM
Killing Trance / Pocketful of Rainbows:

How are you supposed to do these things?  The frigate in particular is so maneuverable the nose swings wildly from side to side with just the lightest touch of a key.  It's borderline impossible to actually aim, which you need to do because most of your weapons are fixed forward.  The destroyer is a bit more handleable but it takes me so much time to separate targets out from the crowd and kill them that I'm out of endurance with three quarters of the enemy fleet left to go. 

I'm toying with the idea of using third-party apps to force the game to slow down so I can aim and maneuver more precisely, but that strikes me as close enough to cheating to be pointless.
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.7
Post by: StenKIRA on October 29, 2022, 09:27:54 AM
have you considered holding shift to aim the ship to the mouse cursor?  there is also an option to make that behavior default in the menu.
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.7
Post by: vok3 on October 29, 2022, 12:11:55 PM
I didn't realize that ability existed.  Thank you.  This will help a lot.

e: THANK YOU.  That (plus a refit to swap the flux conduits for a front-mounted shield - one less thing to worry about, and less flux) made a huge difference.  "Pocketful of Rainbows" is beaten and I have the super ship start!  And for Killing Trance I can at least see how to fly/fight the ship, though it's going to be a lot harder, I think.

(I was at a Halloween dance and I was thinking about this damn fight the whole time ...)
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.7
Post by: FreonRu on November 06, 2022, 02:49:58 AM
Good day.
Will the modification support the version checker? This feature is simply necessary in order not to miss updates.

Thanks in advance.
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.8
Post by: Amazigh on November 11, 2022, 01:29:53 PM
Update 0.8 (https://cdn.discordapp.com/attachments/962134693787095100/1040736125817471017/A_S-F_0.8.zip)
Save Compatible

v0.8
- New Ships:
-- Peluda
-- Rangda

- New Wing:
-- Hecatocles Heavy Bomber

- New Weapons:
-- Destructor Rocket Artillery
-- Contradict Rocket Artillery

- New Hullmods:
-- Ungoverned Ballistic Loader
-- Energy Conduit Overcharger
-- Exposed Flux Radiators
-- Ungoverned Shield Emitter
-- Overclocked Targeting Unit
-- Electromagnetic Flux Stabiliser

- Bathory
-- Flux Dissipation increased from 300 to 320

- Gutkeled
-- Flux Dissipation increased from 320 to 350

- Velox
-- DP increased from 5 to 6

- Klabu Battle Cannon
-- Trail effects tweaked

- Kabid Volley Gun
-- Trail/Muzzle Effects reworked

- Sumake Magnegun
-- Flux/Shot lowered from 28 to 24 (now at 0.6 flux/damage)

- IR Autopulser
-- "Jamming" issue on weapon disable should be fixed

- X-Pulse Laser
-- Flux/Shot lowered from 300 to 288 (now at 1.2 flux/damage)

- Sprocket HSRM
-- Projectile health lowered from 250 to 200

- Lamia DEM / Lerna MDEM
-- Flux cost removed
-- Per-bolt damage increased from 60 to 100
--- Lamia Ammo regeneration time from 60s to 40s
--- Lerna Ammo regeneration time from 80s to 50s

- Gimbal Micromissile Pod
-- Flux/Damage increased from 0.2 to 0.3

----

Hello, from linux, here is a usual case sensitive problem
Should be fixed.

Will the modification support the version checker? This feature is simply necessary in order not to miss updates.
I don't plan on it to be honest.
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.8
Post by: vok3 on November 11, 2022, 01:46:05 PM
Oh cool, update.

Possible bug fix for the next update:

1) Beat "Pocketful of Rainbows"
2) Exit to main menu, start new game
3) Observe no super ship start
4) Quit to desktop, restart Starsector, start new game
5) Observe super ship start is now available in "free start".  (This was a little puzzling at first but it's tolerable, it's not the real problem)
6) Start a game.  Play a bit.  Exit, or save & exit, to main menu.
7) Start another new game.  Observe that two copies of the Transparence super ship start are now listed in the super ship starts.
8) Exit to main menu and start a new game 20 times in a row.  Observe at the end of this that there are twenty identical copies of the Transparence super ship start listed in the "free start" options to start a new game.

Apparently, every time the player starts a new game, you add the ship to the starting options without checking to see if it's already there.  It might be a little more sane to do that check before adding it, and if already enabled, not add it again.
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.8
Post by: FreonRu on November 12, 2022, 08:10:47 AM
Will the modification support the version checker? This feature is simply necessary in order not to miss updates.
I don't plan on it to be honest.

It's a pity, I don't always check for updates on the form and therefore skipped a few updates of this mod.

But these are all trifles.
Thank you for the unusual pack of ships.
Good luck and creative success.
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.8
Post by: TCA_ChinChin on November 14, 2022, 03:16:08 PM
Love the mod and most of the ships. But damn that one redacted destroyer seems to have the flux stats of a battleship with the speed of a frigate. Killed so many of my cruisers by itself :P
Surprised me more than the dorito boys the first time I fought it cause it was so inconspicuous.
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.8
Post by: vok3 on November 15, 2022, 03:05:22 AM
Haven't run into much of the AI stuff from here yet.  But Exegetes is incredibly annoying in similar ways.

It has the speed and maneuverability of a Hound, the tankiness of a Lasher, and the firepower of a small destroyer.  It outruns anything without Safety Overrides while also outlasting them - and anything WITH Safety Overrides will start screaming about combat malfunctions right around the time they finally catch up to it.  It is ridiculous and stupid and, especially, extremely annoying to play against.  Either you swarm it with fighters or you just wait - and wait, and wait - until its CR runs out.  Often the first option ends up turning into the second.  Of the two dozen or so times I've done the Persean weapons test mission, I think I've gotten an in-combat kill on this thing exactly once, and only because I had overwhelming force; every other time it either gets away clear or is killed in pursuit by my second. 

At the very least, cut the peak performance time down to about 90 seconds.
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.8
Post by: Agalyon on November 19, 2022, 02:12:30 PM
Is it necessary to score on the "In search of the Ark" mission before starting a new game? Or are those changes dynamic.
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.8
Post by: Donahue on November 19, 2022, 07:09:14 PM
What is the EMP Charges? Is that something I can deploy?

Nevermind...It belonged to the PD Arc Emitter

[attachment deleted by admin]
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.8.1
Post by: Amazigh on November 23, 2022, 05:12:20 PM
Update 0.8.1 (https://cdn.discordapp.com/attachments/962134693787095100/1045137029333258291/A_S-F_0.8.1.zip)
Save Compatible

v0.8.1
- New [REDACTED]

-- Fixed repeated custom start addition issue.

- Exegetes
-- Top speed reduced from 160 to 120
-- Armour reduced from 350 to 300
-- Base shield upkeep increased from 500 to 550

- Lustre
-- Hull reduced from 6000 to 5500
-- Base shield upkeep increased from 140 to 175

- Pulsed Ion Beam
-- Arc rate increased
-- Arc damage reduced

- Formia Emitter
- Adaptive Burst
-- Projectile VFX improved
-- OnHit effect tweaked

- Electromagnetic Flux Stabiliser
-- VFX tweaked

----

Possible bug fix for the next update:
Bug solved.

Love the mod and most of the ships. But damn that one redacted destroyer seems to have the flux stats of a battleship with the speed of a frigate. Killed so many of my cruisers by itself :P
Surprised me more than the dorito boys the first time I fought it cause it was so inconspicuous.
Applied a nerf to the Lustre, it's working as designed, but i think it was slightly overtuned.

Haven't run into much of the AI stuff from here yet.  But Exegetes is incredibly annoying in similar ways.
I've reduced some of its stats, so it should be a bit less annoying to deal with.

Is it necessary to score on the "In search of the Ark" mission before starting a new game? Or are those changes dynamic.
The ships are spawned when the game generates the sector, so yes you have to get a high-score in the mission before starting a new game to get the better salvage.
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.8.1
Post by: nukularpower on November 24, 2022, 02:28:43 AM
Lustre is definitely overtuned :D   i've been using it as my test ship since it happens to come up on the first panel of the ship select, but goddamn is that thing tough.

Just wanted to say, though, love the mod!
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.8.1
Post by: BigBeans on December 04, 2022, 02:35:41 PM
The Spawn weights for some of your High Tech ships (Invigilator, Velox, Peluda) are quite high and drown out other high tech ships in Tri-Tach fleets especially.
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.8.1
Post by: 603bill on December 15, 2022, 01:51:37 AM
Has anybody actually beaten Pocketful of Rainbows legitimately?  Because for me, every attempt gets ended by a cruiser burning in off screen, getting pummeled by a million sprockets, or being stuck in an endless loop of fighting off fighter waves.
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.8.1
Post by: vok3 on December 17, 2022, 08:58:03 PM
That's the Transparence destroyer, right?  As I wrote earlier, I did, not too much trouble once I knew about shift-click to aim the ship, and also refitting at start to have a front shield conversion rather than omni (less to worry about in the heat of battle).  Also I cheesed with the map edges a fair bit.  If you get right up on the edge and the AI ships are not in close combat with you, they will back off at their best speed.  Then you can move in a bit, find the fastest/nearest one, and burn it down.  Repeat.  Also, while you're sitting on the edge and the AI ships are all backing away from you, that means they're spreading out, so you can pick out wherever the carrier is and zoom in and take it out once you've cleared the field a bit.

The main thing is to pick out a ship, move in on it, use the ship system to zoom in the last little bit and blast away at it with your turret (manual, but fires homing weapons) until it dies, then back off, vent flux, let your ship system recharge, repeat.  I think also right at the start there's a tendency for one of the cruisers to try zooming right at you at top speed and if you handle things right you can burn it down very quickly, even before any of the frigates - when it's zooming at you its shields are down, so you can do a lot of damage then.  If you take it out fast, that helps clear the field a bit. 
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.9
Post by: Amazigh on January 14, 2023, 01:29:06 PM
Update 0.9 (https://cdn.discordapp.com/attachments/962134693787095100/1063929590424272966/A_S-F_0.9.zip)
Save Compatible

v0.9
- New Ship
-- Triarii

- New Wing
-- Downfall Assault Fighter

- Revizor
-- Flux Dissipation reduced from 160 to 150
-- Flux Capacity reduced from 4500 to 4000
-- Shield Upkeep increased from 32 to 60

- Lanner
-- Acceleration increased from 30 to 40

- Niteo
-- Changed hulltype from Cruiser to Destroyer
-- Hull reduced from 7500 to 6500
-- Armour reduced from 750 to 700
-- Max flux reduced from 10000 to 9000
-- Flux Dissipation lowered from 700 to 600
-- OP reduced from 135 to 115
-- Speed increased from 70 to 75
-- Mass reduced from 2000 to 750
-- Cargo Capacity reduced from 80 to 60
-- Fuel Capacity reduced from 90 to 60
-- Fuel/LY reduced from 3 to 2
-- Base Value reduced from 240000 to 200000
-- Peak CR time reduced from 540 to 420
-- Deployment Cost reduced from 30 to 25
-- Engine repair rate bonus lowered from 50% to 40%
-- Added engine glows to vector thrusters
--- Akva Vit Graviton Missiles
---- New Weapon Sprite (with thanks to nia tahl)
---- Damage reduced from 50 to 30
---- Burst Size increased from 16 to 24
---- Reload time from 10 seconds to 9 seconds
---- Slightly lower per-burst damage, but DPS is unchanged

- Plasma Burster
-- Sprite Updated
-- Damage increased from 50 to 60
-- Burst size reduced from 6 to 5
-- Spread changed to a fixed pattern rather than random.
-- Trail VFX added

- Lerna MDEM
-- Improved MIRV behaviour, rear projectile should perform more reliably

- Contradict Rocket Artillery
-- Reload time reduced from 15 seconds to 12 seconds

- Omer Spread Missiles
-- OP cost reduced from 6 to 5

- Electromagnetic Flux Stabiliser
-- Overload duration bonus reduced from 60% to 50%
-- Instantaneous flux dissipation lowered from 20% to 15%

- Slightly lowered fleet spawnrates for Velox/Invigilator/Peluda


----

The Spawn weights for some of your High Tech ships (Invigilator, Velox, Peluda) are quite high and drown out other high tech ships in Tri-Tach fleets especially.
They shouldn't have been, as they had lower rates than comparable vanilla ships, but i've tweaked them down a bit from there.
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.9
Post by: GreyEisenwolf on January 14, 2023, 09:34:51 PM
Are there any ways that I could get the Auditor's bp?
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.9
Post by: n3xuiz on January 15, 2023, 01:58:49 AM
@GreyEisenwolf the thing that often worked for me was using console commands and typing: addspecial ship_bp shipname

afaik it doesn't work with all ships but its worth a try..
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.9
Post by: GreyEisenwolf on January 15, 2023, 07:01:23 AM
That was what I did (Because I deadbutt forgot about doing the bounty to get 2 auditors and 1 revi to the point it expired)
but I want to acquire the blueprints as in my recent run, I really don't want to cheat as much)
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.9
Post by: koprus on February 05, 2023, 03:03:50 AM
A must have mod, great job!. Some feedback, Lustre and especially niteo need a serious tonedown, even a fury doesnt even have even a slightest a chance against them, especially the Niteo. Those two make early encounters with them an instant game load. There is simply no chance of winning.
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.9
Post by: BreenBB on February 05, 2023, 03:13:26 AM
Those two make early encounters with them an instant game load. There is simply no chance of winning.

At least a mod with some good Remnant ships, and you suggest to ruin it, Remnants supposed to be challenging. Only thing I would suggest, is revert Niteo back from destroyer to cruiser, it was pretty much cruiser-tier ship both armament wise and by visual size.

I like both Arkships and Remnant ships in this mod, if they will be toned down it would be a shame.
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.9
Post by: Yawb on February 07, 2023, 10:19:27 AM
 I started a new playthrough and literally cannot find a single scarab in the shop, there always seems to be be 5+ or more invigilator's for sale at any given time. For example, Culaan had 9 of this ship for sale!!

My test wasn't that in depth; but if i make a new save, and use Stellar Networks mod to search for "scarabs" for sale i get none; without this mod, 1 - 2 + scarabs for sale. I'm assuming this could be making other ships harder to aquire too but i do not know.

I have the latest version.
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.9
Post by: Ruin21 on February 08, 2023, 07:04:13 AM
Love the mod, but i have a possibly stupid question. Are the bounty ships, like the Revizor, able to acquired multiple times in one game, or are they unique? I want to make sure I don't accidently get rid of it, or reverse engineer it, if it can't be obtained again.
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.9.1
Post by: Amazigh on February 08, 2023, 03:04:35 PM
Update 0.9.1 (https://cdn.discordapp.com/attachments/962134693787095100/1073012014043119646/A_S-F_0.9.1.zip)
Save Compatible

v0.9.1
- New Weapons
-- Laaja Spreadcannon
-- Copperhead Gun-Launcher

- Plasma Burster
-- Flux/shot reduced from 48 to 45 (0.8 to 0.75 flux/damage)

- IR Autopulser
-- Range Increased from 500 to 550
-- Flux/shot reduced from 45 to 42 (0.75 to 0.7 flux/damage)

- X-Pulse Laser
-- Flux/shot reduced from 288 to 276 (1.2 to 1.15 flux/damage)

- Rinka
-- DP increased from 8 to 10
- Enhanced Ballistic Support Package
--- Range bonus reduced from 15% to 10%

- Rinka (P)
-- DP increased from 7 to 8

- Lustre
-- Adaptive Systems description updated to list details of the applied buffs

- Niteo
-- Turn Rate increased from 30 to 35
-- Turn Acceleration increased from 50 to 65

- Ungoverned Ballistic Loader
-- Now also increases Ballistic Ammo Regeneration rate by 10%.


----

Are there any ways that I could get the Auditor's bp?
The same way you'd get any other ships BP, exploration or raiding a faction that knows it. The historian is also set to be able to point you towards this particular ship BP.

A must have mod, great job!. Some feedback, Lustre and especially niteo need a serious tonedown, even a fury doesnt even have even a slightest a chance against them, especially the Niteo. Those two make early encounters with them an instant game load. There is simply no chance of winning.
Those two make early encounters with them an instant game load. There is simply no chance of winning.

At least a mod with some good Remnant ships, and you suggest to ruin it, Remnants supposed to be challenging. Only thing I would suggest, is revert Niteo back from destroyer to cruiser, it was pretty much cruiser-tier ship both armament wise and by visual size.

I like both Arkships and Remnant ships in this mod, if they will be toned down it would be a shame.
Lustre is at the balance point i intend it to be at, as is the Niteo. (and to note, the Niteo is still in the "combatLarge" (cruiser) spawn category, despite being classed as a destroyer, so if you are running into one, then it could have easily been a brilliant, or some other remnant cruiser.)
Each of them requires a bit of a specific mindset to beat, high agression/pressure, and then bursting down hull quickly when you get the chance. The niteo can also be vulnerable to fighter strikes, thunders being a good example with their mix of kinetic and emp damage.

I started a new playthrough and literally cannot find a single scarab in the shop, there always seems to be be 5+ or more invigilator's for sale at any given time. For example, Culaan had 9 of this ship for sale!!
Did some testing myself, and i have reduced the "hullFrequency" of all ships in the mod. note, that the invigilator (for example) had a rate of 4.5 (now 1), but the scarab has a rate of 10, unless you have another mod that is lowering that, i don't see why my ships should be diluting the pool.
(note that you might need a new save to see the altered ship rates in action)

Love the mod, but i have a possibly stupid question. Are the bounty ships, like the Revizor, able to acquired multiple times in one game, or are they unique? I want to make sure I don't accidently get rid of it, or reverse engineer it, if it can't be obtained again.
All of the ships that are bounty targets are one-off ships, only one per save.
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.9.1
Post by: Fordo on February 08, 2023, 03:21:21 PM
What's the backstory behind the Perytonne and Apologee anomalous bounties? Are they, dare I say, ghost ships? Neat inclusion, dig your work Amazigh.
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.9.1
Post by: Chryvrius on February 10, 2023, 07:54:00 PM
Absolutely adore your ships and weapons. Hopefully 0.96a doesn't end up being hard to update for, if you intend on doing so.
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.9.1
Post by: Propietario on February 12, 2023, 01:04:04 PM
Really liking anarchy hullmods, but ships not so much.
Would appreciate it if there was a separate mini-mod for only hullmods.
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.9.1
Post by: default on February 18, 2023, 11:14:17 PM
Neat looking ships. I haven't actually started a new playthrough with them, but will at some point. Possibly more feedback from there. More bounties and hullmods are always welcome... I will see if the hullmods play nice with several other mods as well... Though it does occasionally feel like cheating.

However, there is something to be said about the superships. For one, I am bad at games, so I literally can not beat any of the challenge missions. Yes, I get it, it's a challenge, but hot damn... How are you even supposed to do these?(before anybody replies with a quote from somebody explaining how they did it, yes, I read that. I tried that, I couldn't do it. My CR ran dry before even half of the ships died.) I tried each of the missions for upwards of an hour each. The ships don't seem to have enough peak CR time, even though I noted it already has hardened subsystems. To increase it would make them even more broken, I would assume, so this post is in no way suggesting any changes to the ships. Of the 3 missions, Pocket full of rainbows seems like it's the most do-able. Why? Fighters. I very much dislike fighters. Each frigate mission, I end up getting harassed by fighters and missiles to the point that I can not get enough time to actually focus on the main ships, or just get my engines blown out every time I ignore them. At least with the destroyer, the fighters basically get deleted by autofire. I apologize if this seems kind of like an angry rant, as it is not intended to be. Just simply my experience with the missions. To note again, this post is not intended to be a suggestion of any sort for changes being made.
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.9.1
Post by: Ruin21 on February 22, 2023, 11:25:33 AM
Was poking around in the files to see if im missing any ships and I see one called the Lafiel, which afaik I have never seen before. Is this ship acquirable and where might I find it if so?
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.9.1
Post by: Amazigh on February 22, 2023, 12:07:51 PM
What's the backstory behind the Perytonne and Apologee anomalous bounties?
They're [REDACTED BY HEGEMONY COMSEC]

Absolutely adore your ships and weapons. Hopefully 0.96a doesn't end up being hard to update for, if you intend on doing so.
It's looking pretty easy from the patch notes so far.

Really liking anarchy hullmods, but ships not so much.
Would appreciate it if there was a separate mini-mod for only hullmods.
I'm not personally bothered to split the mod, the source files are included so you could always re-compile them and make your own mini mod with just those hullmods if you want to.

Neat looking ships. I haven't actually started a new playthrough with them, but will at some point. Possibly more feedback from there. More bounties and hullmods are always welcome... I will see if the hullmods play nice with several other mods as well... Though it does occasionally feel like cheating.

However, there is something to be said about the superships. For one, I am bad at games, so I literally can not beat any of the challenge missions. Yes, I get it, it's a challenge, but hot damn... How are you even supposed to do these?
The supership challenge missions are meant to require a reasonable level of skill to beat, i personally have beat them all using the default loadouts, but they are far from the optimal loadouts for the ships, and swapping things around can make the missions easier.

Was poking around in the files to see if im missing any ships and I see one called the Lafiel, which afaik I have never seen before. Is this ship acquirable and where might I find it if so?
That ships is currently unattainable and potentially down for changes before there is a path for acquisition.
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.10.1
Post by: Amazigh on March 22, 2023, 08:58:31 PM
Update 0.10.1 (https://cdn.discordapp.com/attachments/962134693787095100/1088347762954870864/A_S-F_0.10.1.zip)
Save Compatible

v0.10.1
- Fixed Crash

v0.10
- New Ships
-- Flogger
-- Phobia

- New MagicBounty
-- Jorogumo

- New [REDACTED]

- Salmson Cluster Grenade Launcher
-- Reworked (and renamed) to Salmson Burst Grenade Launcher
-- Removed ammo/regen mechanic
-- Now fires a 4 round burst
-- Each shot has lower total damage, but effective performance against armour is improved

- Sumake Magnegun
-- Damage/EMP increased from 40 to 50
-- Flux/damage reduced from 0.6 to 0.5

- Omer Spread Missiles
-- Reload time reduced from 8.9s to 4.5s (Burst DPS increased from 61 to 120)
-- Ammo regeneration time reduced from 9s to 4.5s (Sustained DPS increased from 20 to 40)

- Gleam
-- Front mount changed from Energy to Hybrid
-- Variants adjusted

- Lustre
-- Adaptive Systems Shield damage reduction maximum lowered from 70% to 40%.
-- Variants adjusted

- Fixed error with spawn rates of vessels in tri-tachyon fleets
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.10.1
Post by: dcong89 on March 23, 2023, 12:19:04 AM
I'm still CTD

Code
242587 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Weapon spec [rr_miser_coil] not found!
java.lang.RuntimeException: Weapon spec [rr_miser_coil] not found!
at com.fs.starfarer.loading.o00O.Ô00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.getWeaponSpec(Unknown Source)
at data.scripts.ASF_ModPlugin.onApplicationLoad(ASF_ModPlugin.java:92)
at com.fs.starfarer.loading.ResourceLoaderState.init(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)
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.10.1
Post by: Amazigh on March 23, 2023, 07:19:54 PM
I'm still CTD

It looks like you're running an outdated version of RotcesRats.
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.10.1
Post by: dcong89 on March 23, 2023, 11:36:35 PM
it's working! after i upgrade RotcesRats to the latest version + ASF , everything works fine , thanks ad
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.10.1
Post by: Ghana combat man on March 24, 2023, 04:58:22 PM
Code
java.lang.NullPointerException
at data.shipsystems.scripts.ASF_empEmissionStats.findTarget(ASF_empEmissionStats.java:244)
at data.shipsystems.scripts.ASF_empEmissionStats.isUsable(ASF_empEmissionStats.java:279)
at com.fs.starfarer.combat.systems.F.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.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)
CTD while simulating a small battle with ASF ships. Fresh save. It always occurred about a midway through battle and other modded ships didn't crash.
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.10.2
Post by: Amazigh on March 24, 2023, 07:10:17 PM
Update 0.10.2 (https://cdn.discordapp.com/attachments/962134693787095100/1089006497196945518/A_S-F_0.10.2.zip)
Save Compatible

v0.10.2
- New Weapon
-- Albatreos Cruise Missile

- Fixed Crash
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.10.2
Post by: Ghana combat man on March 25, 2023, 09:09:33 PM
Update 0.10.2 (https://cdn.discordapp.com/attachments/962134693787095100/1089006497196945518/A_S-F_0.10.2.zip)
Save Compatible

v0.10.2
- New Weapon
-- Albatreos Cruise Missile

- Fixed Crash

Thank you very much!  :-*
Title: Re: [0.95.1a] Amazigh's Ship Foundry v0.10.2
Post by: FreonRu on May 04, 2023, 02:09:39 AM
Good day. Excellent modification, beautiful ships that fit very harmoniously into the vanilla style.
A couple of questions:
1 Apologee - is it possible to capture or is it only as a target for destruction?
2 Are you planning to integrate version checker? Just a very handy feature.

Thanks in advance for your replies
Title: Re: [0.96a] Amazigh's Ship Foundry v0.11
Post by: Amazigh on May 08, 2023, 11:40:12 PM
Update  (https://cdn.discordapp.com/attachments/962134693787095100/1105380699902574653/A_S-F_0.11.zip[/url)
Save Compatible

v0.11
- New Ships
-- Misside
-- Initone
-- Lafiel

- New Weapons
-- Twister MIRV Rack
-- Electro-Thermal Blaster
-- Sakset Naval Rifle
-- Strobe Beam

- Exegetes
-- Sprite adjusted
-- Mounts adjusted
-- Hull reduced from 2500 to 2000
-- Armour increased from 300 to 350
-- Flux Capacity reduced from 3000 to 2000

- Lanner
-- Small turrets changed from energy to hybrid
-- Deployment point cost reduced from 23 to 20
-- Hull increased from 7000 to 7500
-- Flux capacity increased from 10000 to 11000
-- Flux dissipation increased from 525 to 650
-- Speed increased from 45 to 55
-- Turn Rate increased from 10 to 15
-- Cost reduced to 110000 from 120000

- Lanner (P)
-- Deployment point cost reduced from 26 to 22
-- Hull increased from 7500 to 8000
-- Flux capacity increased from 10000 to 11000
-- Flux dissipation increased from 500 to 600
-- Speed increased from 45 to 55
-- Turn Rate increased from 10 to 15
-- Cost inreased to 160000 from 120000

- Triarii
-- Per-Drone flat range bonus reduced from 3 to 2

- Niteo
-- Speed reduced from 75 to 70
-- Flux capacity reduced from 9000 to 8500

- Invigilator
-- Turret mount types swapped (now the rear turrets are synergy, and the front are energy)
-- Minor increase to arcs of front turrets

- Flogger
-- Infernium Afterburner
-- Charge regeneration time increased from 10 seconds to 12.5 seconds

- Phantasmagoria
-- Hull reduced from 1500 to 1250
-- Flux Capacity increased from 2500 to 3000
-- Both of the built-in weapons can now be cycled through a set of 3 options via a hullmod.
-- Core Mechanics reworked:
--- Features a "Regulator" hullmod, can be toggled on/off
---- When on: the ship is less powerful, but is easier to use and has a lower logistical overhead
---- When off: the ship displays its true potential, albeit at a cost of ease of use and a heavy logistical burden

- Transparence
-- Shield efficiency penalty when overcharged increased by 20%

- IR Autopulser
-- Flux/shot increased from 42 to 45

- Bramble Smartbomb Rack
-- Reworked, now a point defense flak-like weapon

- Thicket Smartbomb Launcher
-- Ammo/reload mechanics removed, instead now has a flat 12 second reload

- Wasteland Smartbomb Complex
-- Final submunition speed increased
-- Reload time reduced from 6 to 4
-- Ammo regeneration time reduced from 20 to 16

- Bipartisan LRM Launcher
- Gimbal Micromissile Pod
-- Sprites Updated

- Sprocket HSRM
-- Range reduced from 1500 to 1200
-- Damage reduced from 400 to 300

- Overclocked Targeting Unit
-- Range bonus reduced from 20% to 15%
-- Peak performance time reduction increased from 10% to 15%

----

1 Apologee - is it possible to capture or is it only as a target for destruction?
2 Are you planning to integrate version checker? Just a very handy feature.
The Apologee/Perytonne are not capturable, they're "bosses" with their weapon as the reward for beating them.
Version checker is... something i'll get around to at some point, but not high on my priority list.
Title: Re: [0.96a] Amazigh's Ship Foundry v0.11
Post by: SpaceDrake on May 08, 2023, 11:57:21 PM
Quote
-- Lafiel

You know exactly how to tempt me with things, don't you.

That's definitely going on the list after an initial play-thru of the new content.
Title: Re: [0.96a] Amazigh's Ship Foundry v0.11.1
Post by: Amazigh on May 11, 2023, 12:08:06 AM
Update  (https://cdn.discordapp.com/attachments/962134693787095100/1106114106525753354/A_S-F_0.11.1.zip[/url)
Save Compatible

v0.11.1
- New Skin
-- Exegetes (LG)

- New Wing
-- Naja Bomber

- Phantasmagoria
-- Regulated Mode
--- Hull repair rate reduced by 20%
--- EMP resist reduced from 30% to 20%
--- Missile ammunition regeneration bonus reduced from 15% to 10%
--- Temporal Core damage resistance reduced from 40% to 30%
--- Temporal Core timescale reduced from 3x to 2.5x

- Velox
-- Flux Dissipation increased from 160 to 180

- Sakset Naval Rifle
-- Vfx/Sfx tweaked
-- Flux/shot increased from 800 to 850
Title: Re: [0.96a] Amazigh's Ship Foundry v0.11.1
Post by: SpaceDrake on May 11, 2023, 11:19:04 PM
Out of curiosity, do the four unique superships spawn out in the world if they aren't selected as a start?
Title: Re: [0.96a] Amazigh's Ship Foundry v0.11.1
Post by: sajberhippien on May 21, 2023, 05:49:41 AM
Hi, I don't have this installed at all, and am wondering:

1) Is it still a mod that can be added to an existing save? On the first page of the thread you gave answered in the positive, just wanna know if it's still the case; and

2) In that answer you said some things won't spawn without a new game. What kinds of things? Is it like markets/systems, or is it like, none of the ships will show up in fleets or something?

Thanks for any answer :3
Title: Re: [0.96a] Amazigh's Ship Foundry v0.11.1
Post by: Amazigh on May 21, 2023, 05:00:17 PM
Out of curiosity, do the four unique superships spawn out in the world if they aren't selected as a start?
They're custom start only.

Is it still a mod that can be added to an existing save?
Yes, you can still add it to an existing save, but by doing so you will miss out on some unique derelict ships scattered around the sector.
Title: Re: [0.96a] Amazigh's Ship Foundry v0.11.1
Post by: SpaceshipCaptainYukari on June 03, 2023, 01:39:41 AM
Hello Amazigh, are you planning on spoilering certain ships like the [REDACTED] ones?
Something like HIDE_IN_CODEX for the [REDACTED] ships like the other ships of its kind.

It's showing up in the codex, so unless that's your intention...
Title: Re: [0.96a] Amazigh's Ship Foundry v0.11.1
Post by: Amazigh on June 17, 2023, 10:40:04 PM
Hello Amazigh, are you planning on spoilering certain ships like the [REDACTED] ones?
Something like HIDE_IN_CODEX for the [REDACTED] ships like the other ships of its kind.

It's showing up in the codex, so unless that's your intention...
I have no idea what ship(s) you are referring to, i looked at the codex and all ships are appearing / hidden as they should be.
Title: Re: [0.96a] Amazigh's Ship Foundry v0.12
Post by: Amazigh on July 03, 2023, 01:09:37 PM
Update 0.12 (https://cdn.discordapp.com/attachments/962134693787095100/1125511776092561488/A_S-F_0.12.zip)
Not Save Compatible

v0.12
- New Ship
-- Ocklynge

- New [REDACTED]

- New Weapons
-- Micropulser
-- Cockatrice DEM Torpedo
-- Termite SRM Launcher

- Exegetes
-- Deployment/Maintenange cost reduced from 8 to 6
-- Flux Dissipation increased from 200 to 250
-- Base Shield Arc increased from 30 to 50
-- Base Shield upkeep reduced from 550 to 100
-- Shield flux/damage increased from 0.2 to 0.5
-- Removed built-in Narrow Focus Shield Emitter / Stabilised Shields Hullmods

- Flogger
-- System active (acceleration) duration reduced from 1.5s to 1.4s

- Misside
-- DP reduced from 7 to 6

- Ilgryps
-- Renamed to Splendor
-- Sprite updated, with credit to Nia Tahl
-- Hull increased from 9000 to 10000
-- Flux Dissipation increased from 660 to 700
-- Shield upkeep reduced from 330 to 280
-- Shield arc increased from 200 to 210
-- Removed Built-in hullmod: Bulk Missile Storage
-- Built-in hullmod Arsenal Efficiency Overhaul renamed to Hybrid Weapons Integration
--- Removed weapon flux cost reduction
-- Added new built-in hullmod, Energy Bolt Converger (a weaker version of Energy Bolt Coherer)

- Nebel
-- Flux Dissipation increased from 660 to 700
-- Shield upkeep reduced from 198 to 175

- Jorogumo
-- Sprite tweaked

- Lafiel
-- Sprite updated, with credit to Nia Tahl

- Kaksos Autocannon
-- Flux per shot reduced from 100 to 84

- Copperhead Gun-Launcher
-- Flux per shot reduced from 88 to 72

- Laaja Spreadcannon
-- Flux per shot reduced from 68 to 60

- Pulsed Ion Beam
- Formia Sling
- Formia Storm
-- Sprites updated

- Coruscate
-- Macron Cannon (Single)
--- DPS reduced from 90 to 75
--- Range reduced from 1000 to 900
Title: Re: [0.96a] Amazigh's Ship Foundry v0.12
Post by: SpaceshipCaptainYukari on July 04, 2023, 11:05:21 AM
Nicely done update!

I wonder what the capitals of this mod will be name. Hope it's something like Fractulus or Berzelius to go with the other references on other ships.
Title: Re: [0.96a] Amazigh's Ship Foundry v0.12
Post by: PreConceptor on July 06, 2023, 04:33:56 PM
I think the Termite might need a slightly longer refire delay. It seems quite easy to overwhelm ships without good PD, which is most ships. Maybe a slightly shorter range too but less sure on that.
Title: Re: [0.96a] Amazigh's Ship Foundry v0.12
Post by: Enganacious on July 30, 2023, 06:49:58 AM
There isn't going to be any issue if I'm using the most current version of LunaLib is there?
Title: Re: [0.96a] Amazigh's Ship Foundry v0.12
Post by: Hexxod on August 05, 2023, 02:24:43 AM
So, uh, I get the feeling you might have added a few to many zeros to this weapon?

https://imgbox.com/Bt0md2dh
Title: Re: [0.96a] Amazigh's Ship Foundry v0.13
Post by: Amazigh on August 08, 2023, 02:15:20 PM
Update 0.13 (https://cdn.discordapp.com/attachments/962134693787095100/1138575349056290879/A_S-F_0.13.zip)
Save Compatible

v0.13
- New Ships
-- Ecumenist
-- Dunnock
- New Weapons
-- Crockett Artillery
-- Cauldron Flux Shear Torpedo
-- Quicksand Machinecannon

- Lustre
-- Base Shield arc increased from 120 to 150
-- Adaptive Systems no longer grants a shield arc increase as hull takes damage
-- Crash fix

- Sakset Naval Rifle
-- Turn rate reduced
-- Flux/shot increased from 850 to 900

- Termite SRM Launcher
-- Reload time increased from 6 seconds to 7.2 seconds
Title: Re: [0.96a] Amazigh's Ship Foundry v0.13
Post by: TheLord999 on August 15, 2023, 01:11:45 PM
I have a quick question, are the missions available at all times in the game ? Or do I have to wait for a certain cycle or go to a certain planet or something like that?
Title: Re: [0.96a] Amazigh's Ship Foundry v0.13
Post by: Zalpha on August 23, 2023, 03:18:14 PM
I love the Cockatrice, one of my all time fav weapons so far. I am so happy whenever I discover one to purchase.
Title: Re: [0.96a] Amazigh's Ship Foundry v0.13
Post by: Panda18 on August 24, 2023, 12:26:48 AM
Hey Amazigh, thank you for your hardwork, i love this mod ^^
Title: Re: [0.96a] Amazigh's Ship Foundry v0.13
Post by: Axelord on August 29, 2023, 11:25:05 AM
At first I thought the copperhead was kind of a waste, but that was before I slapped some on in a Hawke(P) (from Arkgneisis) with it's 6 small ballistic (plus one small composite) on each sides of a fast light cruiser. It's god awful at cracking shields but it will overwhelm PD and force frigates/light destroyers on the defensive. Also, since the AI tend to fire it like they would missiles, AI-piloted ships don't care as much for fire arcs, which means you can have 14 copperheads firing at once, filling the screen. All I could wish for now was a medium-sized variant.
Anyway, it's often the small things in greater mods that stands out the most. Stellar work overall.
Title: Re: [0.96a] Amazigh's Ship Foundry v0.13
Post by: Isaew on August 31, 2023, 01:43:25 AM
My goodness, I love this mod.
Those AI ships really look like they were made by AI =) they're the most effective from all automated ships introduced in the game.
much appreciated!
(https://cdn.discordapp.com/attachments/962134693787095100/1125511775832518769/ASF_redacted.png)
Title: Re: [0.96a] Amazigh's Ship Foundry v0.13
Post by: TheSAguy on September 18, 2023, 01:34:49 PM
Great Mod!
Please make this mod compatible with the Version checker that built into Nexerelin.
Title: Re: [0.96a] Amazigh's Ship Foundry v0.13
Post by: Morbo513 on September 24, 2023, 08:39:16 AM
This has gotta be one of my favourite ship/weapon packs. I didn't notice the "In search of the Ark" mission and that it affects wreck quality/quantity until well into my current save. Does beating it have any effect on an existing save or do I have to start a new campaign?
Title: Re: [0.96a] Amazigh's Ship Foundry v0.13
Post by: Ruddygreat on September 25, 2023, 05:34:40 AM
This has gotta be one of my favourite ship/weapon packs. I didn't notice the "In search of the Ark" mission and that it affects wreck quality/quantity until well into my current save. Does beating it have any effect on an existing save or do I have to start a new campaign?

you'll have to start a new save, the wrecks are only generated once
Title: Re: [0.96a] Amazigh's Ship Foundry v0.13
Post by: CaptainOrion on November 08, 2023, 01:36:54 PM
Is there another way to download? I can't access discord and I really want to add this mod
Title: Re: [0.96a] Amazigh's Ship Foundry v0.13
Post by: bilbois on November 09, 2023, 03:06:16 AM
hi why there is no custom start or super ship start in my game eventhough i completed the mission
Title: Re: [0.96a] Amazigh's Ship Foundry v0.13
Post by: Amazigh on November 10, 2023, 04:08:04 PM
I have a quick question, are the missions available at all times in the game ? Or do I have to wait for a certain cycle or go to a certain planet or something like that?
They are on the main menu, under the "missions" tab.

Is there another way to download? I can't access discord and I really want to add this mod
Have an alternate link Here (https://github.com/Bare-Poles/A_S-F/releases/download/release/A_S-F.0.13.zip)

hi why there is no custom start or super ship start in my game eventhough i completed the mission
You have to restart the game after beating the missions for it to properly register, also make sure you have nexerelin installed an enabled, and are selecting "Own faction" or "Free start".

Title: Re: [0.96a] Amazigh's Ship Foundry v0.13
Post by: bilbois on November 11, 2023, 04:40:41 AM
its there best modder in the whole world. THANK YOU.
Title: Re: [0.96a] Amazigh's Ship Foundry v0.13
Post by: Apollyon on December 14, 2023, 01:13:45 PM
Is there any way to skip the missions for the super ships? Ive just spent 5 hours doing 'The Killing Trance' mission back to back trying to finish it, i know ill never get 95% completion on them all so i will never get a chance to use the 'Lafiel', is there anywhere in the files that i can change to make the game think ive completed them?, just want to actually use these ships in my fleet and at this rate it wont happen, ive tried refitting the 'Phantasmagoria' but its just not enough, im able to kill half the fleet then i run out of CR and just get killed, have to spend too much time trying to get ride of fighters because they keep destroying my engines. Its driving me nuts, i dont think i could care less about the missions themselves, just want to use the cool unique ships.
Title: Re: [0.96a] Amazigh's Ship Foundry v0.13
Post by: Darkstorn on December 14, 2023, 03:01:56 PM
You can just use the nuke console command to get 100% if you can't fight it out
Title: Re: [0.96a] Amazigh's Ship Foundry v0.13
Post by: Zumberge on December 14, 2023, 03:22:56 PM
Is there any way to skip the missions for the super ships? Ive just spent 5 hours doing 'The Killing Trance' mission back to back trying to finish it, i know ill never get 95% completion on them all so i will never get a chance to use the 'Lafiel', is there anywhere in the files that i can change to make the game think ive completed them?, just want to actually use these ships in my fleet and at this rate it wont happen, ive tried refitting the 'Phantasmagoria' but its just not enough, im able to kill half the fleet then i run out of CR and just get killed, have to spend too much time trying to get ride of fighters because they keep destroying my engines. Its driving me nuts, i dont think i could care less about the missions themselves, just want to use the cool unique ships.

There's a way to do it even without console commands, but it feels like something I should spoiler even though it's pretty simple stuff.

Spoiler
Go into your Starsector install folder, then /saves, and open up mission_scores.json and add this:

"ASF_phantasmagoria_mission": 100,
"ASF_transparence_mission": 100,
"ASF_rangda_mission": 100,

Save the file and load the game, and they should be unlocked.
[close]
Title: Re: [0.96a] Amazigh's Ship Foundry v0.13
Post by: Apollyon on December 14, 2023, 03:48:39 PM
You can just use the nuke console command to get 100% if you can't fight it out
Bloody saver of my sanity, Thank you.
Title: Re: [0.96a] Amazigh's Ship Foundry v1.0.2
Post by: Amazigh on January 03, 2024, 02:33:34 PM
Update 1.0.2 (https://github.com/Bare-Poles/A_S-F/releases/download/v1.0.2/A_S-F.1.0.2.zip)

v1.0.2
- Persenachia Mission Difficulty Patch

v1.0.1
- Removed debug info display from Persenachia

----

(Maybe) Save Compatible
 - If you have an auditor in your fleet, then you should strip its weapons before updating to this version
 - If you have modified the variant of the auditor in the main menu mission, then you should revert it to default before updating to this version

v1.0.0

Version Checker Compatibility added

New MagicBounty
- Investigate Hyperspace Anomaly - minimum player level 10

New Ships
- Persenachia
- Edifice

New Skin
- Initone (LG)

New Weapons
- Silaha Linear Cannon
- Persis Multi Seeker
- Ion Driver
- Quad Multi-Lance

New [REDACTED]

Auditor
- Reworked
-- DP reduced from 6 to 5
-- Armour increased from 175 to 250
-- System changed to Maneuvering Jets
-- Small hybrid mount upgraded to a medium
-- Small universal mount removed
-- Shield efficiency improved from 0.8 to 0.7
-- Built-in weapon flux/damage improved from 0.75 to 0.666
-- Flux dissipation increased from 120 to 160

Revizor
- Reworked
-- DP reduced from 8 to 6
-- Hull increased from 1600 to 1800
-- Armour increased from 200 to 300
-- System changed to Maneuvering Jets
-- Shield efficiency improved from 0.7 to 0.6
-- Flux dissipation increased from 150 to 180

Grandum
- DP increased from 28 to 32

Giganberg
- Sprite Updated
- DP reduced from 32 to 28

Copperhead Gun-Launcher
- Projectile tracking improved by 25%

Sumake Magnegun
- Per shot damage increased from 50 to 60

Macron Cannon
- Flux per shot reduced from 16 to 15 (from 0.8 to 0.75 flux/dam)

Sakset Naval Rifle
- OnHit effect changed from an energy damage explosion and rearwards kinetic shrapnel, to an omnidirectional frag damage shrapnel burst.

Strobe Beam
- Damage profile slightly tweaked, should be a bit more reliable in terms of real-terms damage output matching listed statcard values.

Lilin Missile Coil
- Ammo increased from 4 to 5

Albatreos Cruise Missile
- Damage increased from 1250 to 1500
- Terminal tracking improved by ~30%

Cockatrice DEM Torpedo
- Ammo increased from 4 to 6
- Refire delay increased from 8 to 12
- Arc rate (rougly) doubled, arc damage halved

Added S-mod bonuses to the Anarchy Systems hullmods
Title: Re: [0.96a] Amazigh's Ship Foundry v1.1.0
Post by: Amazigh on January 16, 2024, 07:26:02 PM
Update 1.1.0 (https://github.com/Bare-Poles/A_S-F/releases/download/v1.1.0/A_S-F.1.1.0.zip)

- New Ship
-- Morris

- New Skin
-- Morris (P)

- Sprocket HSRM
-- Ammo reduced from 16 to 12
-- Reload time increased from 6 to 8

- Silaha Linear Cannon
-- Damage reduced from 1000 to 900
-- Flux/Damage increased from 1.5 to 1.666
Title: Re: [0.96a] Amazigh's Ship Foundry v1.1.0
Post by: vorpal+5 on January 29, 2024, 11:16:07 PM
Hi there,
Very nice mod, thanks!
All the markets have far too commonly the Kaksos autocannon, and I'm in trouble finding the standard Heavy Autocannon.
Title: Re: [0.96a] Amazigh's Ship Foundry v1.1.0
Post by: Szasz on February 06, 2024, 12:18:50 PM
Is this safe to use with Starsector 0.97?
Title: Re: [0.96a] Amazigh's Ship Foundry v1.1.0
Post by: A_Random_Dude on February 06, 2024, 12:22:47 PM
The new version only affected stuff like skills, hyperspace travel and colony events. There shouldn't be any problem using a ship pack, as far as I'm aware.
Title: Re: [0.96a] Amazigh's Ship Foundry v1.1.0
Post by: WolfPriest on February 16, 2024, 04:22:24 PM
How good score do I need in the Ark mission? I got 90% is that good enough?

Edit: love your mods, just wanna say.
Title: Re: [0.96a] Amazigh's Ship Foundry v1.1.0
Post by: Szasz on February 26, 2024, 03:46:31 AM
Silahas were weak even before the nerf and now I cannot find much use for that weapon.

The new version only affected stuff like skills, hyperspace travel and colony events. There shouldn't be any problem using a ship pack, as far as I'm aware.
Thanks, it indeed seems to be the case but I wouldn't dared to try if you didn't write that.

How good score do I need in the Ark mission? I got 90% is that good enough?

Should be enough, yes. I did 97%, got frustrated by Arktech ship recoveries (because weapons were sometimes missing) so I perfected it to 100% and guess what - weapons are still sometimes missing on derelicts.
And here comes the plot twist: it does not matter anymore, because if you find one particular bounty, then you get a blueprint package that allows the production of all the Arktech weapons.
Title: Re: [0.96a] Amazigh's Ship Foundry v1.1.0
Post by: Jackundor on March 04, 2024, 01:13:20 PM
short review: it'S a decent mod with some interesting ships but there are some problems balance wise

some of the ships have some weird quirks that at least for me make me not want to use them (buraq class for example) but they are overall pretty nice. the weapons i haven't really found a reason to use over vanilla ones so i can't say that much. Enemy wise i haven't fought the bounties but the Phobia class and the Niteo class can be painful to fight, because of extremely high EMP pressure and bc the system that is basically temporal shell with some mixup

overall 7-8/10 p good, would recommend

hm, i thought this was going to be longer ???
Title: Re: [0.96a] Amazigh's Ship Foundry v1.1.0
Post by: clk on March 14, 2024, 07:59:16 PM
I don't know how to get a starsector.log so I'm just gonna copy and paste what I got

Fatal: Error loading [data.script.ASR_SalmsonOnHitEffect]
Cause: data.script.ASR_SalmsonOnHitEffect
Check starsector.log for more info.
Title: Re: [0.96a] Amazigh's Ship Foundry v1.1.0
Post by: A_Random_Dude on March 14, 2024, 08:31:09 PM
The log can be found in the main game's folder, called "starsector core". Click on that, then look for a file called "starsector.log". There are 4 of them though, so pick the one without a number at the end of its name.
Title: Re: [0.96a] Amazigh's Ship Foundry v1.1.0
Post by: clk on March 15, 2024, 10:47:51 AM
The log can be found in the main game's folder, called "starsector core". Click on that, then look for a file called "starsector.log". There are 4 of them though, so pick the one without a number at the end of its name.
Thank you

26884 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [data.scripts.ASF_SalmsonOnHitEffect]
java.lang.RuntimeException: Error loading [data.scripts.ASF_SalmsonOnHitEffect]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.scripts.ASF_SalmsonOnHitEffect
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 2 more
Title: Re: [0.96a] Amazigh's Ship Foundry v1.1.0
Post by: Amazigh on March 15, 2024, 01:53:38 PM
Silahas were weak even before the nerf and now I cannot find much use for that weapon.
It's a premium sidegrade to the gauss cannon with far better anti-armour power in exchange for being less effective against shields.
The knockback and the ability to fire over allies make it a highly valuable long range "poking/sniping" tool, but can easily fall short against shorter ranged weapons that have higher DPS values if the enemy is allowed to close in.


26884 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [data.scripts.ASF_SalmsonOnHitEffect]
java.lang.RuntimeException: Error loading [data.scripts.ASF_SalmsonOnHitEffect]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.scripts.ASF_SalmsonOnHitEffect
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 2 more

you have an old/improperly updated version of the mod, delete the mod folder and re-extract the zip
Title: Re: [0.96a] Amazigh's Ship Foundry v1.1.0
Post by: clk on March 15, 2024, 02:14:05 PM
it works now thank you
Title: Re: [0.96a] Amazigh's Ship Foundry v1.1.0
Post by: Tyrgalon on March 21, 2024, 04:24:54 PM
Hey, any plans on updating your mods for 0,97? :)
Title: Re: [0.96a] Amazigh's Ship Foundry v1.1.0
Post by: A_Random_Dude on March 21, 2024, 05:57:03 PM
Works fine, just edit the game version manually and you're set.