Fractal Softworks Forum

Starsector => Mods => Topic started by: Machine on January 25, 2013, 12:28:10 PM

Title: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)
Post by: Machine on January 25, 2013, 12:28:10 PM
(https://lh3.googleusercontent.com/VIO3YaiUzntDbbzIbE9FnIGIiigw9skRwjceUiO8rD_jkdo6n0zS3z2_z_wXTpjy2auPzKLsBTonWVkep5Tf5Pcb9POkhCxLJzTnsQUpBjgjXTFCz-3bVDUsJzs_Ssi46mwjjg)
Download [0.9a] Tyrador Safeguard Coalition (v.1.6.1c) (https://drive.google.com/file/d/1ofSUZ6H_eKDnT1GYjjgCpyyn3v_RvGzZ/view?usp=sharing)
 NexusMods Mirror (https://www.nexusmods.com/starsector/mods/25)

 

(Requirements: LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0), MagicLib (http://fractalsoftworks.com/forum/index.php?topic=13718.0))
(Supports: Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181), GraphicsLib (http://fractalsoftworks.com/forum/index.php?topic=10982.0) and Nexerelin (http://fractalsoftworks.com/forum/index.php?topic=9175.0))
(Supported by: DynaSector (http://fractalsoftworks.com/forum/index.php?topic=11001.0))


https://www.youtube.com/watch?v=S44zY5oFRLk&list=PLF_ixLibF6s8KBdod9l96eM6y6cH0VRBs&index=1
Nemonaemo's TSC Campaign playlist (https://www.youtube.com/playlist?list=PLF_ixLibF6s8KBdod9l96eM6y6cH0VRBs)



(https://lh3.googleusercontent.com/KGHWQHexQHhudQRnOKOzd1Violhb7S2hjNJxBfH0hG0fGqonRf9YMRA8S4fMLxkAuGUPA9gDs7-gX6-7fP9lSlDVgi1STBb6hG-8KpvicbbpzlXUtoeTgMW2a8frwV8Mbv3KKw)

 Description:

The following mod attempts to integrate a complete new faction into the base game that does not deviate wildly from it. This faction is formally known as the Tyrador Safeguard Coalition, or colloquially, as the Coalition.

The mod itself tries to introduce a "Forge World" fantasy into the game, where the Coalition faction is centered around a single heavily populated industrialized planet, in a heavily defended system.
And meanwhile the faction was not an interstellar megacorporation like the Tri-Tachyon, it surely was the home of several innovations, some of these creations being retconned to before the fall of the domain, as such many of the ships added by the mod have some vanilla faction skins, specially Tri-Tachyon skins, since the "natives" would have worked closely with them.

Style wise, the faction ships, overall, are flavored between midline and hightech, leaning more closely to the later.
In regards to gameplay, the faction is pretty much focused in larger ships, where destroyers and smaller vessels are mostly relegated to support functions. Many of the ships have severe downfalls, requiring the player to deploy well balanced fleets into battle. The exception to this is capital vessels, which are quite capable on their own.

The mod also adds a new kind of weapon, known as drone bays and drone racks, this weaponry enables a ship to provide a constant stream (1 wing per minute) of highly disposable drones, or just a single wing them, respectively. Considering the upcoming changes to fighters in the next update I avoided adding more variety of drone bays/racks, and depending on how they behave, I might add a larger variety of them, or scrap the concept.



Ship Catalog:
WARNING SEVERAL IMAGES!
Spoiler
(https://drive.google.com/uc?export=download&id=1ceaib9AHGnfkfIA-ZhMCWm4CuNMEUcxj)(https://drive.google.com/uc?export=download&id=1ZiE8LuI0gPPVUR4-5kYabDeNky2P_Met)
(https://drive.google.com/uc?export=download&id=1eCKOKKGJrV_nqTvKiNoton8w3njyfi8u6w)(https://drive.google.com/uc?export=download&id=1iuPJIQSKPqsZyO6MGEAmYKZoWnJf4lf6)
(https://drive.google.com/uc?export=download&id=1cl_luJGbhNmHde-CiZtICF3qSmViLid33A)(https://drive.google.com/uc?export=download&id=1WSxZMz-u6CXnwBVEEDJjzpWySgMemRlFUA)
(https://drive.google.com/uc?export=download&id=1XF0dS7s9TEJMwr72ig-qUVoDsSibWEoT)(https://drive.google.com/uc?export=download&id=1yV9KZXLoMIIGPKbpTCWX4nBtnOLUMeVoVA)
(https://drive.google.com/uc?export=download&id=1_ZZX1RGDF9iJfiGHqLuoKcbhGi-dXQC1Mg)(https://drive.google.com/uc?export=download&id=1R--RBOk-1otPG2a4RluLn6ur06n7pjE2oA)
(https://drive.google.com/uc?export=download&id=1LrLjmTj9n9N_hzdQP0TCiFvC8S7K4YjEbw)(https://drive.google.com/uc?export=download&id=1GAEHj4gk5QZ8YOWJj8hYqd7pVTv8cTYiOw)
(https://drive.google.com/uc?export=download&id=1XDjpf5LSujyq8ifoJ3kVUF06j5RV8_uS)(https://drive.google.com/uc?export=download&id=1YDDqmcRsu-W0hxiB9me6tWrvSwqDIsi-)
(https://drive.google.com/uc?export=download&id=1awJbY110Yc9Mo-B3k70v4mAU7-XY8qNYrg)(https://drive.google.com/uc?export=download&id=1IgSd6K1D95Eh7bH2mDiWVpiQOtK_CUU7)
(https://drive.google.com/uc?export=download&id=1KA9xJL2gYJgtvuZoP9hkaJDRRJyplG6xew)(https://drive.google.com/uc?export=download&id=1jzb_Hs1kNrQXAL7xtnmDHwjQ2pVw_sYtTA)
(https://drive.google.com/uc?export=download&id=10rX2-m3AHkFf1KvmKxAQowKnCVq2funq)(https://drive.google.com/uc?export=download&id=1Fm0SOWuuOHFu384X6dIEgUBmestwQ7b3oQ)
(https://drive.google.com/uc?export=download&id=1RUJa4eds9VTQhC5sSVTwSQFeXT_pt1uU8A)(https://drive.google.com/uc?export=download&id=1AN5aY2kd5vLplNaDayPvwK2mqvdmZ_KB0w)
(https://drive.google.com/uc?export=download&id=1Yb3rbNtYX-AKJPcuHptDAu5Yo1fwxdCEug)(https://drive.google.com/uc?export=download&id=1DS6iVwGMrYAM_KxM8SNUa6JLAExbpbUAFQ)
(https://drive.google.com/uc?export=download&id=1cEyg5Iv6iwo_uOcCEo9zMy8l6IkZkfs7XQ)(https://drive.google.com/uc?export=download&id=1doqRvqoteqvM2bbXzHO7dIkEH96z61Otew)
(https://drive.google.com/uc?export=download&id=1OovmqeKkk0wMtTXjqiT36ALFBV9tz-8tag)(https://drive.google.com/uc?export=download&id=1nDCetCczUY9355RnrfUdSTe9FQlc3Nh3)
(https://drive.google.com/uc?export=download&id=1WPcurYQ4zYNEIGV77HBXir2hErhj-h_x)(https://drive.google.com/uc?export=download&id=1JGKJdPY95ByNx87BoclddOFdEnB1AcHx)
(https://drive.google.com/uc?export=download&id=1Z_MME6zIXpzsM7z6f2NJe4eAMIUiSsOu)(https://drive.google.com/uc?export=download&id=1YDDqmcRsu-W0hxiB9me6tWrvSwqDIsi-)
(https://drive.google.com/uc?export=download&id=1zwhxE4Pk1aAPWK0FVqRUsIUrJD9TIOzXfw)(https://drive.google.com/uc?export=download&id=1nSIFb2hfg9vlGA7Lvt1dywB3yDpCy2bIgw)
(https://drive.google.com/uc?export=download&id=1Y3j0koCWsLSZUUuZ-ekJMnIa7ckVNJbB3g)(https://drive.google.com/uc?export=download&id=1A2QeIi9Ud5JPhqTyOGmSDZhpuNroELHo-Q)
(https://drive.google.com/uc?export=download&id=1ipJtbfTjSY_QMWd1QmPm2hyvC2ZFTZ9VAw)(https://drive.google.com/uc?export=download&id=1KZ4tOsK7DBZSlE_3qFlnEnLeWgo_DJyujw)
(https://drive.google.com/uc?export=download&id=1qU2IPhyb6rgP_BY7bqSFjO7qlJQWsB7iPg)(https://drive.google.com/uc?export=download&id=1kzvTlyyQ8rW_p9_xH4ka5DSc98NIB6BG_A)
(https://drive.google.com/uc?export=download&id=12ZmDGZ6QHhGtGqekBapl3l_NIyNyVzhRXA)(https://drive.google.com/uc?export=download&id=1XrCoZq9TIHBcIt_KgtYcCJgjg41aoJkKog)
(https://drive.google.com/uc?export=download&id=1r6fX0DD4P1U1Byb1g161DmohhGSIZwloFA)(https://drive.google.com/uc?export=download&id=1rzITH6eZr-G3BsT3JFXxAjnE3gKA3Dn1Yw)
(https://drive.google.com/uc?export=download&id=159EUf7JmG1tFlrLObcSfCq1GtuOV-4hDHA)(https://drive.google.com/uc?export=download&id=1ThnX50OYZ7vP-OsL6O6fnDnJEGZhJ17hkA)
(https://drive.google.com/uc?export=download&id=1f4KmkApDMBU5-sAQGHXhj16p86JRPG9irw)(https://drive.google.com/uc?export=download&id=12dUYtaRVzwgIYgsRBjDV4UPNqClRCFmYLQ)
(https://drive.google.com/uc?export=download&id=1LrJWN-k4M60FhYdNxmqBRa5c7O29Dxzy)(https://drive.google.com/uc?export=download&id=1YDDqmcRsu-W0hxiB9me6tWrvSwqDIsi-)
(https://drive.google.com/uc?export=download&id=1dlfTyQCnGi-iafdGRD0GG-fsXOVZyXB7Yg)(https://drive.google.com/uc?export=download&id=1-E8hS8j97Ec2Ju14vzwSr5ue4Hz75exCCQ)
(https://drive.google.com/uc?export=download&id=1QavtB4XdKoA9RT8zp6W0WbFYZ60a-UR4EQ)(https://drive.google.com/uc?export=download&id=1YpEsNlcOdzOrEWpYk6fWYdgXYzZ0JHfqKg)
(https://drive.google.com/uc?export=download&id=1TLloY5T9rHwfpBBzWFXPvVFClk33ybWObg)(https://drive.google.com/uc?export=download&id=1gE8hylBJ2F2GMkGeGTZfVGiM7oCmB0joSA)
(https://drive.google.com/uc?export=download&id=1JxGwWLKmTjN33jf8hic85tGjn42pnd8e1w)(https://drive.google.com/uc?export=download&id=1ANFsxOiIU0w4yNj_apfgY6_cgHxTKDaVRw)
(https://drive.google.com/uc?export=download&id=1mzLXp1ygzg8KT1tWTcylaVQwIJh2eCTtUw)(https://drive.google.com/uc?export=download&id=1T1kqFETLA-00Jm44RIRHZB43X3RBSj4oNA)
(https://drive.google.com/uc?export=download&id=1hkQ3bDk8aveQdwtPB-WMxq4CIkMT9NzAOA)(https://drive.google.com/uc?export=download&id=1eN3YOXiFq8p6ivoicE9K4GxZo4xkTE7ZRw)
(https://drive.google.com/uc?export=download&id=1KqjRSw7yUi6mA3LRbj2ajzNZOkac_fq00A)(https://drive.google.com/uc?export=download&id=1V7yd_Pb9kWvKlDADI_QaCObBrmHju4oO8A)
(https://drive.google.com/uc?export=download&id=1l0-10pYzb1kv4xqef018iFDqA9QZPD2qmw)(https://drive.google.com/uc?export=download&id=1JGKJdPY95ByNx87BoclddOFdEnB1AcHx)
(https://drive.google.com/uc?export=download&id=1-UBgQYUa6JDmftVJJwTQiY7L5PrsOjGl)(https://drive.google.com/uc?export=download&id=1YDDqmcRsu-W0hxiB9me6tWrvSwqDIsi-)
(https://drive.google.com/uc?export=download&id=1TaTAlleYpWN9iEHRMR3nw5bSh2UXsnuMaQ)(https://drive.google.com/uc?export=download&id=1j7KiBS7W9weVTwGQoju9V4zp3qNuzTidiw)
(https://drive.google.com/uc?export=download&id=1-njb-YG01NW1KH2r0oul17-jycWg5tW6sA)(https://drive.google.com/uc?export=download&id=145AbivMa4QCgLylAuNjCcTg7AVUIt1oEeA)
(https://drive.google.com/uc?export=download&id=1h7xtmRXYSWlisvUecF80BoWXTugKQ7m3jg)(https://drive.google.com/uc?export=download&id=1q3qeiAys9MkztdfkRBVLWAjPxfQqujHeyw)
(https://drive.google.com/uc?export=download&id=1Q1TYHNTICd5UUv_u7qjz7Mvukx5Pmq-bTw)(https://drive.google.com/uc?export=download&id=1D0NBT5Y8x_BMwFMgEewkbtly1z6D89T9iQ)
(https://drive.google.com/uc?export=download&id=14wPt0T_HHbCoiGIXfKwN0w7LxEkZY8ZkTw)(https://drive.google.com/uc?export=download&id=1fttp9s6080xqCOplT4z7mYPwMLNACBPtRw)
(https://drive.google.com/uc?export=download&id=1t35xfZxHCMrcqLvNOZgWQYlmsLyhFv9IAQ)(https://drive.google.com/uc?export=download&id=1GwUog8LrzbL7y_ejDIv6z4wL1Z6IJSJfzg)
(https://drive.google.com/uc?export=download&id=1GQIxW8vpbLme7TTB0H9zYjZ_WiQQ9D3_PQ)(https://drive.google.com/uc?export=download&id=1YZLIURVpqVrmc__6yAIWy7QrKYOu5KUcFA)
(https://drive.google.com/uc?export=download&id=1zK1k6Rpen5We3MvzOiOisSxNWDlnhujhug)(https://drive.google.com/uc?export=download&id=1KoAKdHJNgkAuTuSVvIXMFWjipXLEO8zdYg)
(https://drive.google.com/uc?export=download&id=1FUUPwgQPI7CvUVq4BnTtB9nDbfAd4r0FlQ)(https://drive.google.com/uc?export=download&id=1Kkpa5vbzyUIpKY_0hzAFQ0gXfJIJwwVfjA)
 
[close]





Technology:
 
Spoiler
(https://drive.google.com/uc?export=download&id=1jqRLUOfe6_D-gimdne-JMeI87-3CpSeZ)
(https://drive.google.com/uc?export=download&id=1BiCaALBnEljc57AOgFhe-NHWiDY3g4Lh)
(https://drive.google.com/uc?export=download&id=1-STcoWjNHnKfqo_thseAwnpLNp74NpMh)
(https://drive.google.com/uc?export=download&id=15Oi_qLDCgvWW12_HNnDv5Utf5rZzhtJ5)
(https://drive.google.com/uc?export=download&id=1YEKEls4iz1k3hIcmXYPX9BchFPh6HKL8)
(https://drive.google.com/uc?export=download&id=1IDtBrNxDkTfJzXig0wKlGCN3qV0HCKv-)
(https://drive.google.com/uc?export=download&id=1H1ecqwrO_zONMyYRqD6cXQep3dII8IXa)
(https://drive.google.com/uc?export=download&id=1vZq_FNl8U0Itf35RvuuV9bnmKMHvcr5c)
(https://drive.google.com/uc?export=download&id=1ojrB0MdoAnO7KhcT0w-h6hFFQFwflabC)

 
[close]




Lore:

Origins of the Coalition:
Spoiler
The Coalition owes its creation to the Collapse. As the news of the gates closing reached the population of Arcon, despair began to settle in.

You see, Arcon was completely unable to feed the population it currently had. The planet housed about one hundred and twenty million souls at the time, it is much lower now, though.

Arcon was entirely dependent on food imports coming from  the gates, and with their closing, not just the planet, but the whole system would surely perish.

Worldwide protests erupted demanding a solution, but none was given, actually none could be given. The local Domain forces just told us to wait, and that the gates would reopen in time.

Months passed, and there were no news from the gates, and as stockpiles dwindled famine began to settle in.

It was not something I'm proud of, but if I had to do it I would do it again. In order to alleviate the situation a bit, we began... I took command of some PDF, and under a red flag, began raiding the neighboring systems.

It was not much but it was something, and in time it was something that was done to us too. Raids on our systems were increasing. It was clearly an unsustainable situation. But suddenly there was a spark of hope.

The big boys at Praxis had an interesting proposal. We would eat Reydian wildlife, it was a completely fantastic and utterly dumb idea. To consume alien life, even if it was exceptionally similar to our own, haha!, you should have seen the news of the time.

Surely we could have retroengineered the lifeforms to be more compatible, but that would have taken years, and we did not have the time. No, they proposed something much simpler, to treat our new food source with engineered bacteria which would consume it an in exchange produce an edible grey goop.

It was sound, it was doable, it was our salvation, yet it was illegal. Reydes was a garden world, and its unique but strangely similar biochemistry to our own, the notion of ancient panspermia made it even more appealing to the Domain's scientific interests.

In the end it was what made us take action. The grand admiral wouldn't let us, so we had to make it happen. We rebelled, PDF and even some of my fellow Domain officers, struck down the local Domain HQ on the ring.

Now nobody stood between us and our salvation, one last battle was ahead of us. We rushed to Reydes followed by countless ships converted for fishing and science vessels.

We expected a glorious last stand, but we found nothing. In my excitement, I never took in consideration that the other worlds in the system were as much dependant as we were on the gates. Reydes population was minimal, just extremely isolated scientific outposts, they had no chance against the raids as we had suffered. We took the survivors in, salvaged everything we could, and began the next phase of the plan...

Diaz, R (performer), Serrano, J (director), Carr, AM, Clarke, E, Duncan, I (producers) 187. Memoirs of Rodrigo Diaz (holo recording), Praxis, Arconian News Network.
[close]

Grand Hegemonic Invasion/Founding of the Coalition:
Spoiler
WIP-Content to be added via missions
[close]

Arydas Crisis:
Spoiler
WIP-Content to be added after the exploration update
[close]




Screenshots:
Spoiler
(https://lh3.googleusercontent.com/dTb8-LtCQSrpvlDmgUZRCzUAi6-b_n-gDZmj1YykOeivaWsbusAtm2QqqFQ1XuiR2XZPEFNtq38Ghp_bgjTzmoWbpyVlJCFwke1a_wbvilUwvLLgbhLUub22sHO2R6Ynw8qyTA) (https://goo.gl/photos/UcpeGfHcw6NRT2VaA)
(https://lh3.googleusercontent.com/KsmYWN19OYMDw4WQ8OqK3-NBYdEXDmJhIHGNQ4giUkYtY5IJhYEHtqubl-MNWsq3ePpqF4d1FZpVixL_yOsPZzEGmoRy396x4uIES1Nyf2xu0Wj6hPd_CI8G_R6HiB222jC_-g) (https://goo.gl/photos/MoNz3J2PyQxhJ9se7)
(https://lh3.googleusercontent.com/zeIpBZ5JQ-JQENKZiOxTRzWCk7gnOAkU6HaZ5Lgp8cd3KR0L8jo0QAeRoRNFuwtaNN38mquEe6uDW1y_EN_3sSxDlTKzLvNhRJGn6Bz_7qQ3Huaqb4gPKMB1KvY3AF08_SqXZw) (https://goo.gl/photos/epKGmitpMQoBgs1i8)
(https://lh3.googleusercontent.com/EMFjwzXZGVJeu4u1Zr0K2Q5QPfl1rC1XaCNbxyPNav2do1JVv3B98KEFIxuK2RXaQ_X2Rhh8XfOUjI9oi2Q3UN18gBz9f4HW66ofhCO1sJfowJyFkxg51Apq0a-ruRb8Gv3QDQ) (https://goo.gl/photos/h4uRR4pV4aiAq9q26)
(https://lh3.googleusercontent.com/fQK8OMvqpwPLs7ig1xdtdZgiLxrIRnKibnRbhHZPR9U4q0siK2Jphvw1e1SxbWVYfGr51CVPklLReypZOoAQYeTEZHa8b8gJk4cTouUhpO2oTNCwKiSUFAc7lhfUjNQR95xTfg) (https://goo.gl/photos/31R2UXsLBhJ3QpN17)
(https://lh3.googleusercontent.com/ZuDozMJ7Em7XMCKa9g8_3JHJkJ0uL8E0eT0Lk-y9KVXe9eEDYPM6_H9Wx9li8yzhrsIWzGOwyaGTCeEMowA-hI832UDa6XuNgYYthujqNsOs7Tgz3UEuae2AbW6VCwweSyB8-g) (https://goo.gl/photos/tK8xEVgvk5VB7bVa9)
[close]

Changelog:

v.1.6.1c
Spoiler
   -Fixes potential crash bug related to vanilla mission generation.
   -Fixes the unmutable flux venting stat for ships with a Ram Drive.
   -Nexerelin compatibility changes.
   -Improved the tooltip of Arcon's retrofitting submarket.
   -Added IPC (Integrated Particle Conduits) "skins" (technically, they still use the same sprite) to some high tech ships, this allows them to mount the IPC dependant hullmods and fleet server.
   -Added the ability to transform some vanilla ships into their IPC skins, via the retrofitting submarket at Arcon.
   -Fixed a potential gamecrash issues related to a pair of ship skins with a pre-applied D-overlay.
   -Fixed linux gamecrash related to case sensitivity.
   -Fixed a gamecrash issue when refitting the ship skins of ships with modules.
   -Removed modules from all ships that had a Ram Drive shipsystem; the shipsystem no longer depends on it. Can't do the same for Burst shield though.
   -Adarga (P), is no longer a skin of the Adarga, this won't be apparent to the player, but is part of the gamecrash bugfix.
   -Replaced Vanguard Halberd shipsystem with fortress shield, a sad consequence of the bugfix.   
   -Removed all Dmods from pirate skins, with the exception Damaged Particle Conduits.
   -Fixed doubled ruins planetary conditions bug from appearing in procgen planets.
   -Reduced drop chance of TSC individual ship, fighter and weapons blueprints. This also increased very slightly the drop chance of the TSC blueprints packages.   
   -Reduced the beam width of the Strategic Laser and removed its flare effect, to make it more visually consistent with its power.
   
    -Balance Changes:
      -Halberd (Vanguard)-class Battleship:
         -Replaced "Shield Burst" shipsystem with "Fortress Shields".
      -Medusa (D)-class Destroyer:
         -Removed blueprint tags, was wrongly added to the pirate tag.
      -Ram Drive shipsystem:
         -No longer requires a module to work.
         -Shield activation happens very slightly later, about 0.5 seconds.
         -Shield remains on after the system finishes.
         -Since the system uses now the ship's own shield, AoE damage shield bleed through should followe the same exact rules as with shields.      
      -Dedicated Launch Bays hullmod:
         -Made incompatible with phase ships from the "Shadowyards" mod.
      -Integrated Particle Conduits hullmod:
         -Made incompatible with "Shield Bypass" hullmod from "Ship and Weapon Pack" mod.
         -Shielded Plating hullmod:
            -Made incompatible with ships without shields.
[close]

v.1.6.0
Spoiler
   -Compatibility changes needed for 0.9 RC10. Yup, this way I don't have to type lines and lines for the required changes.
   -Missions "Knowing Yourself" and "Knowing your Enemy", removed... temporally.
   -Moved the CSV Andes from the asteroid belt in Arydas to Akvan.
   -Moved the CSV Himalayas from the asteroid belt in Magec to Chaxiraxi, added conditions to Chaxiraxi.
   -Added market conditions to all the planets in the Penelope's Star system.
   -Added custom "space stations" industries for the CSV Andes and CSV Himalayas, from now on the unique forgeships are part of the campaign layer.
   -Added the CSV Andes "industry" to Akvan with an added Beta core.
   -Added the CSV Himalayas "industry" to Chaxiraxi with an added Beta core; Chaxiraxi is now under Coalition control.
   -Added the Orbital Manufactorum industry, an upgraded version of "Orbital Works", requires a pre-existing Orbital ring to be built.
   -Added the Orbital Manufactorum industry to Arcon with an added Corrupted Nanoforge.
   -Arconian Orbital Ring custom entity is no longer interactable.
   -Added the Arconian Naval Reconstruction, a custom retrofitting submarket, to Arcon. It offers ships reconstruction (IE converts pirate/TT/... ship variants to their equivalent TSC variants), and upgrade services (it can install the IPC hullmod to some non-TSC ships), it does so free of charge, as long as you paid the "entry fee" and the ship is in pristine condition (has no dmods).
   -Added the Artesian Market, a custom military submarket that sells both independent and faction equipment and ships without requiring a commission, to Atrio. Also removed the existing military submarket and the old extra independent market.
   -Added custom icons to the following shipsystems, Ram Drive, Drone Swarm, Shield Burst, Mega Shield Burst, Phase Minelayer, Booster Jets, Kamikaze and Deploy Drones.
   -Added custom icon to Low Resolution Sensors hullmod.
   -Added the Mantlet Platform built-in hullmod, it allows the parent ship to mount hullmods that upgrade Mantlet-class defensive platforms.
   -Added the Mantlet Armor Plating hullmod, it adds 3 armor plate modules to (spawned) Mantlet-class platforms.
   -Added the Mantlet Weaponry Upgrade hullmod, replaces the built-in Heavy Burst Laser of (spawned) Mantlet-class platforms with a built-in Glass Cannon.
   -Added the Coalition Vanguard built-in hullmod, it increases the ship's manoeuvrability and flux venting speed.
   -Added the Dedicated Launch Bays hullmod, an upgraded version of converted hangar that has docking requirement and takes a logistic slot.
   -Added the Modular Launch Bays hullmod, it adds dedicated fighter launch bays to ships with a Modular Cargo Bay.
   -Added the Sliver Gun weapon, a small sized somewhat inaccurate energy weapon that fires 3 projectiles; does area damage in a very small radius.
   -Added the Glass Cannon weapon, a medium sized energy weapon that fires a single projectile; does area damage in a small radius.
   -Added the Hive Launcher weapon, a large sized missile weapon that fires 5 2-stage "smart missiles/dumb suicide drones"; the weapon benefits from the effects of the Drone Swarm shipsystem.
   -Added the Mantlet Dronepod Launcher weapon, a large sized built-in drone spawning weapon, spawns a dronepod that eventually deploys into a Mantlet-class modular defense platform.
   -Added the Scanner Array weapon, a small sized built-in beam weapon used by the Kabura-ya-class drones and Arambai-class corvette, applies a debuff to the target ship defensive stats as long as the beam hits its armor or hull.
   -Added the Plasma Burst Lance, a large sized built-in upgraded version of the Plasma Lance, can store and fire up to 3 shots, otherwise it keeps the same fire rate as the normal Plasma Lance.
   -Added the Strategic Laser, a huge sized built-in long range laser.
   -Added the Corseque-class destroyer, a though front line combatant, equipped with the ram drive shipsystem.
   -Added the Labrys Mk.II-class destroyer, a pirate version of the Labrys that keeps its original concept.
   -Added the Pernarch-class troop transport, a military crew transport, equipped with the missile autoforge shipsystem.
   -Added the Pernarch Mk.II-class siege cruiser, modified for long range firepower, equipped with the high energy focus shipsystem.
   -Added the Mantlet-class defense platform, a small frigate sized station spawned by the Mantlet Dronepod Launcher weapon, it equips the Shield Burst shipsystem and a Heavy Burst Laser by default.
   -Added (properly; and finally... it has been WIP for a very long time) the Arambai-class Corvette, a large phase-capable single fighter wing designed for battlefield distortion.
   -Added retrofiting market to Arcon.
   -Added the "REDACTED" constellation, a randomly located and randomly named constellation offering a "REDACTED" challenge experience and "epic loot".
   -Added unique variations of the Halberd, Atlatl, Kestros, Amentum.
   -Updated the sprites for... pretty much every TSC combat ship, ranging from small color alterations (reducing pure gray areas) for most of the sprites, to almost complete re-spriting for some like the Atlatl and Labrys.
   -Updated the sprites for all the pirate variants.
   -Updated the sprites for most of the portraits.
   -(Alex) Fixed an issue with ship spawning, reinforcement spawn area is no longer pushed back by every spawned ship, only by proper reinforcements. This affected all mods, however only mine is the one that goes bonkers with this mechanic.
   -Fixed a potential gamecrash source found in the drone spawning script, the crash was related to an engine oddity with simultaneous projectile removal and station spawning.
   -Improved the performance of shield module scripts, unified the modules into a single module.
   -Renamed "Drone" variants to "Dronehost".
   -Ship variants updated.
   -Balance Changes:
      -Atlatl-class Carrier:
         -Re-sprited for an overall size increase.
         -Added "Mantlet Platform" hullmod.
         -Replaced built-in "Kulbeda Drone Bay" weapon with a "Mantlet Dronepod Launcher".
         -Weapon positions altered to match new sprite, loadout remains mostly the same.
         -Lateral large sized missile turret mounts changed to front facing hardpoints.
      -Threshal-Class Freighter:
         -Re-sprited for an overall size increase.
         -Reduced base cargo capacity to 400.         
         -Designation changed to "Transport".
         -Added "Modular Cargo Bay" hullmod.
         -Weapon positions altered to match new sprite.
         -Central large sized energy turret mount changed to frontal hardpoint.
         -Downgraded frontal large sized missile mounts to medium size.
         -Downgraded back medium sized missile mounts to small size.
         -OP total updated to reflect changes (185).
         -Threshal (S):
            -Added back the back-facing missile mounts.
            -Designation changed to "Construction Ship".
            -OP total updated to reflect changes (140).
      -Lance-class Cruiser:
         -Reduced base cargo capacity to 175.
      -Angon-class Transport:
         -Reduced base cargo capacity to 200.
         -Reduced max speed to 50.
         -Reduced turn max rate to 20.
         -Reduced turn acceleration to 20.
      -Angon Mk.II-class Modified Transport:
         -Reduced cargo capacity to 200.
         -Reduced max speed to 50.
         -Reduced turn max rate to 20.
         -Reduced turn acceleration to 20.      
      -Angon Mk.III-class Modified Transport:
         -Reduced cargo capacity to 200.
         -Added additional launch bay
         -OP adjustment set to -10.
         -OP total updated to reflect changes (95).
         -Reduced max speed to 50.
         -Reduced turn max rate to 20.
         -Reduced turn acceleration to 20.
      -Sabre-class Destroyer:
         -Reduced overall abundance in Coalition fleets.
      -Sagaris-class Destroyer:
         -Replaced "Maneuvering Jets" shipsystem with "Drone Swarm".
         -Replaced large missile hardpoint with a built-in "Kulbeda Drone Bay" weapon.
         -Upgraded lateral small sized missile mounts to medium size.
         -OP total updated to reflect changes(80).
         -Sprite updated to reflect changes.
         -Reduced overall abundance in Coalition fleets.
         -Sagaris (P):
            -Replaced built-in "Kulbeda Drone Bay" weapon with a carrier's modular launch bay.
            -Replaced "Drone Swarm" shipsystem with "Maneuvering Jets".
            -OP adjustment set to 15 (10 less than standard Sagaris).
            -OP total updated to reflect changes (80).
            -Sprite updated to reflect changes and made more pirate-like.
      -Labrys-class Destroyer:
         -Re-imagined ship as a combat support vessel capable of deploying forward turrets (Mantlet-class defense Platforms).
         -Added "Mantlet Platform" hullmod.
         -Replaced large missile hardpoint with a built-in "Mantlet Dronepod Launcher" weapon.
         -Replaced "Burn Drive" shipsystem with "Drone Swarm".
         -Sprite redone following its original shape.
         -Labrys (P):
            -Removed.
      -Adze-class Transport:
         -Reduced base cargo capacity to 75.
         -OP total updated to reflect "Modular Cargo Bay" changes (30).
      -Ranseur-class Frigate:
         -Reduced max speed to 110.
         -Reduced acceleration to 90.
         -Reduced turn max rate to 50.
         -Reduced turn acceleration to 85.
      -Scimitar-class Corvette:
         -Replaced Disruptor Burst Beam with Glass Cannon.
      -Buckler-class Shield Drone:
         -Shield type change to frontal permanently active shields.
      -Kabura-ya-class Scout Drone:
         -Conceptually re-imagined to be closer to its intended role (long range probe) and namesake (a Kabura-ya is a type of signal "whistling" arrow).
         -Added frontal shields.
         -Replaced "Kamikaze" shipsystem with "Booster Jets".
         -Replaced "Mining Laser" weapon with "Scanner Array".
         -Reduced speed by 50 (set to 100).
         -Sprite redone (following a probe concept designed for space engineers, technically never released... although there should be a bug report scene that I uploaded to Keen's forums which has a WIP version IIRC)
      -Anvil-class Forgeship:
         -Ancile Shield Emitter Module:
            -Removed from Codex (it was shown because of a typo).
            -Huh what is this? play the "To Tame a Land" mission.
         -Added to the campaign layer.
      -Ram Drive shipsystem:
         -Bonus to max turn rate and turn acceleration removed.
      -Modular Cargo Bay hullmod:
         -Renamed to "Modular Hold".
         -Made incompatible with "Converted Hangar".
         -Altered function, now upgrades some logistical hullmods improving their bonuses, and removing their penalties.
         -Shows relevant information about its dependent hullmods in its tooltip.
      -Integrated Particle Conduits:
         -Shows relevant information about its dependent hullmods in its tooltip.
         -Sand Caster hullmod:
            -Added 15% EMP damage reduction.
            -Grants 50% sensor strength reduction.
            -Grants 100% sensor profile reduction to frigates and fighters.
            -Grants 80% sensor profile reduction to destroyers.
            -Grants 60% sensor profile reduction to cruisers.
            -Grants 50% sensor profile reduction to capitals.
   -A lot of minor stuff I tweaked/re-tweaked and forgot to take note of.
[close]

v.1.5.1
Spoiler
   -Fixed incorrect settings on mod_info file.
   -Removed unnecessary line from setting.json.
   -Removed unnecessary old sprites.
[close]

v.1.5.0
Spoiler
   -Implemented "timed expiration" system for weapon spawned drones:
      -Affects Kulbeda, Corvo, Kabura-ya drones and Dronepods.
      -Does not affect Caltrop-class phase mine drones.
      -Drones affected by the system loose their CR constantly (even if there are no enemies on the map).
      -CR dependent effects:
         -CR = 0%:   drone gets a high random chance to explode on the spot(adds a bit extra randomness so they don't all explode exactly at the same time).
         -CR ? 1%:   drone suddenly stops functioning.
         -CR ? 5%:   drone will try to self destruct by ramming into a nearby enemy vessel, doing low kinetic damage (mostly visual). (Dronepods will forcefully release their drones).
         -CR > 5%:   drone behaves normally.
   -Renamed Chakram's "Ion Pulser" to "Ion Micropulser"; the name change was reverted accidentally and went unnoticed.
   -Add the Anvil-class Forgeship, a "ship" version of TSC mobile shipyard stations, mission-exclusive content... for now, depending on next game update.
   -Added the Ayllo-class Frigate, a scout/surveying themed drone tender ship that uses built-in weapon spawned drones.
   -Added the Kabura-ya-class Scout Drone, a built-in weapon spawned drone, it lacks the "Low Resolution Sensors" hullmod found in the other weapon spawned drones.
   -Added Dronepods (for Kulbeda and Corvo drones), large weapon spawned shielded "drones", that release drones when: near an enemy, their CR gets too low, or they start getting HP damage. Just like a MIRV they can still be shot down before releasing their contents though.
   -Added the "Drone Swarm" shipsystem, the system reloads the ammunition of drone spawner weapons and sets their cooldown to 0. Currently used by Ayllo, Kestros and Atlatl classes.
   -Added the "Shield Burst" shipsystem, the system deploys a short lived 360° shield that grows in size up to 5 times the ship shield's normal radius, the shield does not collide with allies. Currently used by Adarga-class.
   -Added the "Mega Shield Burst" shipsystem, a much larger version of the "Shield Burst" shipsystem, with a slightly longer duration, less charges and slower recharge. Currently used by Anvil-class Forgeships (mission-only content).
   -Added "Kamikaze" shipsystems for Kulbeda, Corvo and Kabura-ya drones.
   -Added Dmod "Damaged Particle Conduits", a milder version of "Unreliable Subsystems" that also blocks "Hardened Subsystems" and "Integrated Particle Conduits" using hullmods, used by (P) skins and can be rolled in recovered TSC ships.
   -"Integrated Particle Conduits" hullmod blocks "Hardened Subsystems" hullmod.
   -Fixed autofit hullmod installing minor exploit.
   -Fixed bug that made weapon spawned drones use fleet deployment points.
   -Corrected OP values for carriers; was using outdated formula for launch bays.
   -Corrected laser offsets for fighters.
   -Added Kulbeda Dronepod Launcher weapon, a large sized missile weapon that deploys 6 Kulbeda drones.
   -Added Corvo Dronepod Launcher weapon, a large sized missile weapon that deploys 4 Corvo drones.
   -Added Warden PD System "modular" weapon, a large sized energy weapon similar to the Pavise-class frontal mounted built-in weapon, but a bit less powerful.
   -Added Disruptor Burst Beam weapon, a medium sized energy weapon, similar to the Disruptor Beam Cannon, it does a small amount of hard flux damage to raised shields, however unlike it, it is not a constant beam working similarly to a Burst PD Beam.
   -Added Orchid-class Torpedo Launcher weapon, a small sized missile weapon with 2 Orchid Torpedoes, each torpedo does about 55% the damage of a Lotus Torpedo.
   -Added new graphical effect to Plasma Lance and Warden PD System projectiles.
   -Added story mission: "To Tame a Land".
   -Ship variants updated.
   
   -Balance Changes:
      -Claymore-class Battlecruiser:
         -Replaced "Plasma Jets" shipsystem with "Maneuvering Jets".
      -Atatl-class Carrier:
         -OP decreased to 275.   (Class adjustment OP set to +100)
         -Replaced "Phase Minelayer" shipsystem with "Drone Swarm" shipsystem.
         -Added a built-in 9x Kulbeda drone rack.
      -Threshal-class:
         -Designation changed to "Construction Ship".
         -Replaced "Reserve Deployment" shipsystem with "Burn Drive" shipsystem.
         -Threshal (S):
            Replaced "Reserve Deployment" shipsystem with "Phase Minelayer" shipsystem.
      -Kestros-class Cruiser:
         -Built-in fighters and launch bays removed.
         -Replaced "High Energy Focus" shipsystem with "Drone Swarm" shipsystem.
         -Added 6 built-in Corvo drone launchers.
      -Amentum-class Carrier:
         -OP decreased to 105.   (Class adjustment OP set to +25)
         -Replaced "Reserve Deployment" shipsystem with Targeting Feed.
      -Lance-class Cruiser:
         -Shield type changed to OMNI.
         -Lance (D):
            -Removed.
      -Angon-class Cruiser:
         -Added "Civilian-grade Hull" built-in hullmod.
         -Secondary shield emitter module (civ) replaced with the standard version used by combat vessels.
         -Angon (A):
            -Removed.
         -Angon (D):
            -Removed.
         -Angon (LC):
            -Removed.
         -Angon (TT):
            -Removed.
      -Sabre-class Destroyer:
         -OP decreased to 90.
         -Replaced rear facing medium energy turret mount with a small mount.
         -Reduced central large energy turret mount movement arc to 270°.
         -Added "Oversized Turret Mounts" built-in hullmod.
         -Sabre (D) renamed to Sabre (P).
         -Sabre (P):
            -Changed central medium energy turret to large.
            -Energy mounts replaced with ballistic mounts.
            -Added "Damaged Particle Conduits" built-in hullmod.
            -Can't be restored to base hull anymore.
      -Sagaris-class Missile Destroyer:
         -Sagaris (D) renamed to Sagaris (P).
         -Sagaris (P):
            -Changed central medium missile hardpoint to large.
            -Energy mounts replaced with ballistic mounts.
            -Added "Damaged Particle Conduits" built-in hullmod.
            -Can't be restored to base hull anymore.
      -Labrys-class Destroyer:
         -Labrys (D) renamed to Labrys (P).
         -Labrys (P):
            -Restored central large missile hardpoint as large ballistic.
            -Energy mounts replaced with ballistic mounts.
            -Added "Damaged Particle Conduits" built-in hullmod.
            -Added "Ill-advised Modifications" built-in hullmod.
            -Removed "Destroyed Weapon Mounts" built-in hullmod.
            -Can't be restored to base hull anymore.
      -Woomera-class Escort Carrier:
         -OP decreased to 85.   (Class adjustment OP set to +25)
      -Adze-class Transport:
         -OP decreased to 35.   (Class adjustment OP set to +0/+15 if not used for logistics)
         -Supplies/month increased to 5.
         -Added "Civilian-grade Hull" built-in hullmod.
         -Cost increased to 30000.
         -Transport stats: (note comparisons are according to hullsize)
            -Crew:   75   (with modular hullmod:   300)   closest vanilla equivalent: Valkyrie:   300
            -Cargo:   100   (with modular hullmod:   300)   closest vanilla equivalent: Buffalo:   300
            -Fuel:   80   (with modular hullmod:   320)   closest vanilla equivalent: Phaeton:   600
      -Koncerz-class Frigate:
         -OP decreased to 50.   (Class adjustment OP set to +20)
         -Central turret mount changed from synergy to missile.
         -Konccerz (D) renamed to Koncerz (P).
         -Koncerz (P):
            -Energy mounts replaced with ballistic mounts.
            -Added "Damaged Particle Conduits" built-in hullmod.
            -Can't be restored to base hull anymore.
      -Adarga-class Heavy Frigate:
         -Replaced "Ram Drive" shipsystem with "Shield Burst".
         -Increased max speed to 120.
         -Adarga (D) renamed to Adarga (P).
         -Adarga (P):
            -Restored rear small energy turrets.
            -Energy mounts replaced with ballistic mounts.
            -Added "Damaged Particle Conduits" built-in hullmod.
            -Removed "Destroyed Weapon Mounts" built-in hullmod.
            -Can't be restored to base hull anymore.
      -Ranseur-class Frigate:
         -Vessel class reimplemented, no longer a missile boat, now the frigate counterpart of the Ram Drive ship-class line.
         -Redesigned sprite.
         -Weapon mounts modified to suit new sprite.
         -OP increased to 60.   (Class adjustment OP set to +20)
         -Replaced "Maneuvering Jets" shipsystem with "Ram Drive".
         -Ranseur (D): renamed to Ranseur (P).
         -Ranseur (P):
            -Energy mounts replaced with ballistic mounts.
            -Synergy mounts replaced with composite mounts.
            -Replaced "Maneuvering Jets" shipsystem with "Burn Drive".
            -Added "Damaged Particle Conduits" built-in hullmod.
            -Can't be restored to base hull anymore.
         -Ranseur (TT):
            -Replaced "Maneuvering Jets" shipsystem with "Plasma Jets".
      -Scimitar-class Corvette:
         -OP cost increased to 25.
         -Reduced central medium energy turret mount movement arc to 120°.
         -Replaced Phase Lance (Corvette) with Disruptor Burst Beam.
      -Javelin-class Heavy Bomber:
         -Replaced Lotus-class Torpedoes with Orchid-class Torpedoes.
         -Added Jet Booster shipsystem (always active until Orchids are fired).
         -Reduced max speed to 100.
      -Kulbeda Drone Rack:
         -Increased chargedown time to 50 seconds.
         -Ammunition reloads in batches of 6 drones every 100 seconds.
         -Deploys drones in a single wave of 6.      
      -Corvo Drone Rack:
         -Increased chargedown time to 50 seconds.
         -Ammunition reloads in batches of 4 drones every 100 seconds.
         -Deploys drones in a single wave of 4.
      -Ram Drive shipsystem:
         -No longer locks direction.
         -Added small bonus to max turn rate, and turn acceleration.
         -Reduced duration to 4 seconds.
         -Ram Drive Shield has the same arc as the ship equipped shield.
         -Ram Drive Shield deployment speed increased.
         -Venting bug/exploit fixed.
[close]

v. 1.4.0:
Spoiler
   -Added custom sounds for most weapons; thanks MesoTroniK.
   -Added blacklist for xenoargh's AI Overhaul, should increase compatibility.
   -Added Modular Crew Quarters hullmod. Requires Modular Cargo Bay, incompatible with Modular Containers and Modular Fuel Tanks.
   -Added Sand Caster hullmod. Requires Integrated Particle Conduits, incompatible with Graviton Lensing and Shielded Plating.
   -Added new "Stealth" ship variants using the "Sand Caster" hullmod.
   -Added new graphics for Lance, Angon and Adze classes' "Modular Cargo Bay".
   -Added (fighter) descriptor to the name of the fighter version of the Tactical Laser.
   -Added interaction illustration to Reydes.
   -Added carrier based starts for Nexerelin.
   -Removed Angon-class variants from the codex, that had identical stats, to reduce clutter.
   -Removed Arambai-class from codex. Pending reimplementation as dedicated scout vessel.
   -Removed Pernach-class troop transport. Was already made obsolete due to the removal of boarding, replaced in fleet compositions with Adze-class modular transports.
   -Removed Kris-class combat shuttle (built-in fighter for Pernach-class).
   -Removed Modular Bay from Lance (D)-class weapon groups... not sure how it got in there to begin with.
   -Removed Free port market condition from Abandoned Base.
   -Relocated Abandoned Base to L1 between Tiilo and Mephis.
   -Renamed Maul-class to Threshal-class.
   -Renamed Abandoned Base to Alcazar Station.
   -Reduced player's capability to do "Paragon bowling".
   -Blurred Fleet Server's effect range indicator to reduce artifacting.
   -Market spawn chance of Maul (S) reduced.
   -Fixed some incorrect, obsolete, and missing descriptions.
   -Fixed missing SYSTEM tag on the Chakram-class Ion Micropulser.
   -Akvan is no longer a military market
   -Balance Changes:
      -Claymore-class Battlecruiser:
         -OP decreased to 300.
         -Shield efficiency decreased to 0.8.
      -Maul-class:
         -Mining strength set to 50.      (Nexerelin Only)
         -Maul (D):
            -Mining strength set to 50.   (Nexerelin Only)
         -Maul (S):
            -Mining strength set to 75.   (Nexerelin Only)
      -Amentum-class Carrier:
         -Designation changed to Carrier.
         -Shield efficiency decreased to 0.8.
      -Pavise-class Cruiser:
         -Fleet point cost increased to 18.
         -Max flux decreased to 8000.
         -OP decreased to 100.
         -Fuel efficiency decreased to 4 Fuel/LY.
         -CR to deploy increased to 15.
         -Supplies/month increased to 20.
      -Lance-class Cruiser:
         -Fleet point cost decreased to 16.
         -Max speed decreased to 55.
         -Acceleration decreased to 35.
         -Transport stats: (unchanged, here for comparison purposes)
            -Crew:   250   (with modular hullmod:   1000)
            -Cargo:   200   (with modular hullmod:   600)
            -Fuel:   150   (with modular hullmod:   600)            
      -Angon-class Transport:
         -Fleet point cost decreased to 10.
         -Hitpoints decreased to 6500.
         -Armor rating decreased to 550.         
         -Shield efficiency decreased to 0.8.
         -Max flux decreased to 7000.
         -Flux dissipation decreased to 450.
         -Max speed decreased to 55.
         -Acceleration decreased to 35.
         -Mass decreased to 1500.
         -Supplies/month decreased to 10.
         -Transport stats:
            -Crew:   300   (with modular hullmod:   1200)   closest vanilla equivalent: Starliner:   1500
            -Cargo:   250   (with modular hullmod:   750)   closest vanilla equivalent: Colossus:   900
            -Fuel:   250   (with modular hullmod:   1000)   closest vanilla equivalent: Phaeton:   600/Prometheus:   3000
         -Added Pather and Pirated conversions.
         -Angon Mk.2:
            -Pather variant.
            -Added built-in custom devastator cannon.
            -Added built-in Ill advised modifications, Safety Overrides hullmods.
            -Added extra weapon mounts.
            -Removed built-in Modular Cargo Bay hullmod.
            -Removed built-in Loader drones.
            -Fleet point cost set to 12.
            -Armor rating set to 750.
            -OP set to 85.
            -Mass set to 1750.
            -Supplies/month set to 12.
         -Angon Mk.3:
            -Pirate variant.
            -Added built-in custom devastator cannon.
            -Added built-in Ill advised modifications hullmod.
            -Added extra weapon mounts.
            -Added Launch Bay.
            -Removed built-in Modular Cargo Bay hullmod.
            -Removed built-in Loader-drones.
            -Fleet point cost set to 12.
            -Armor rating set to 750.
            -OP set to 85.
            -Mass set to 1750.
            -Supplies/month set to 12.   
      -Sabre-class Destroyer:
         -Armor rating reduced to 300.
         -Shield efficiency reduced to 0.8.
      -Adarga-class Heavy Frigate:
         -Max speed increased to 100.
         -Shipsystem changed to Ram Drive.
      -Koncerz-class Frigate:
         -Max speed decreased to 135   
      -Scimitar-class Corvette:
         -Rocket DPS reduced to half.
         -Phase Lance DPS reduced to about 75%. Equipped Phase Lance renamed to Phase Lance (corvette).
         -Shield efficiency reduced to 1.2.
      -Misericorde-class Phase Attack Drones:
         -Number of fighters reduced to 3.
         -Phase cloak activation cost increased to 0.15.
         -Phase cloak cost increased to 0.05.
         -OP cost increased to 10.
      -Kunai-class Strike Fighter:
         -OP cost decreased to 6.
      -Buckler-class Shield Drone:
         -Wing formation set to CLAW
         -Fighter type set to INTERCEPTOR
         -Leash range reduced to 2000
      -Warden PD System:
         -Added new projectile.
         -Removed laser effect.
         -Damage type set to FRAGMENTATION.
         -Spawns 5 AOE projectiles in a 30° cone formation.
         -Range reduced to 500.
      -Disruptor Beam Cannon:
         -Fallout reduced to 0.5 secs.
         -Sound muted a bit.
      -Monsoon Lotus Laucher:
         -Ammo increased to 18.
         -Fire delay decreased to 3.
      -Ram Drive shipsystem:
         -Can no longer dissipate flux during use.
         -Bonus acceleration removed shortly after use.
[close]

v.1.3.0:
Spoiler
   -Mod updated to 0.8.1a.
   -Gameplay Changes:
      -Halberd-class Battleship built-in Disruptor Beam Cannon stats made identical to the modular-buyable version.
      -Halberd-class Battleship ship system "Phase Jump" replaced with "Ram Drive".
      -Halberd-class, Lance-class and Angon-class are now "Ships with modules", and now equipped with a secondary shield emitter activated by turning on their "Ram Drives".
      -Angon-class Transport "Ram Drive" is now a lesser version (less efficient shield) of the one equipped by the Angon-class and Halberd-class.
      -Amentum-class Carrier "Recall Device" ship system replaced with "Reserve Deployment".
      -Kestros-class Cruiser "Reserve Deployment" ship system replaced with "High Energy Focus" (this is a temporal measure, since I've not coded or sprited its new intended system).
      -Buffed the Tessen-class, longer peak CR time, lower deployment costs, now it is a good alternative to sacrificing a combat ship's battle effectiveness by adding the Fleet Server Hullmod to it.
      -All TSC fighters got the vanilla "No Weapon Flux" hullmod.
      -Combat stats of Gunship style fighters (Scimitar, Chakram and Tomahawk) were buffed a bit.
      -Fighter LPC OP cost reduced a bit overall.
      -IR Pulse Lasers employed by TSC fighters replaced with IR Pulse Lasers (High Delay) the vanilla fighter version of the weapon.
      -Added a fighter IR Pulse Laser to the Kunai-class Strike Fighter.
      -Added a fighter IR Pulse Laser and a Stinger-class Proximity Mine to the Shuriken-class Interceptor.
      -Javelin-class Heavy Bomber, Chakram-class Support Gunship and Tomahawk-class Attack Gunship had their sprites redone.
      -Javelin-class Heavy Bomber, Chakram-class Support Gunship and Tomahawk-class Attack Gunship had their speed stat equalized, they are currently designed to be used in tandem.
      -Chakram-class dual Ion Cannon's replaced with a single Ion Micropulser, a smaller version of the Ion pulser.
      -Javelin-class dual Reaper-class Torpedoes replaced with the new Lotus-class Torpedo (overall damage nerf).
      -Javelin-class now has an Omni shield and Maneuvering Jets as ship system.
      -Added Advanced Optics hullmod to Sai-class Defense Drones in order to make them "competitive" when compared to Wasps.
      -Increased the number of Corvo-class Combat Drones deployed by the Corvo Drone Rack weapon to 4 drones in a single wave.
      -Increased the number of Caltrop-class Phase Mine carried by the Caltrop Mine Rack weapon to 3 mines, deployed individually.
      -Increased the number of Misericorde-class Phase Drones in a wing to 4.
      -Increased the number of Buckler-class Shield Drones in a wing to 3.
      -Replaced the Decoy Flare Launcher ship system of the Buckler-class with a lesser version of the Active Flare Launcher system.
      -(D) skins are now closer in line to vanilla (D) skins.
      -All (D) skins can now be restored to their default skin, for most ships this means the TSC skin, even for those that have a TT skin.
      -Medusa (D) is now a vanilla Medusa-class skin.
      -Introduced a new missile weapon, the Lotus-class Torpedo Launcher, it comes in fighter size (single), small mount size (Lotus-class Torpedo), medium mount size (Rainstorm Lotus Launcher), large mount size (Monsoon Lotus Launcher). The weapon is a poorly guided MIRV-like missile that splits into 8 two stage rockets that deal energy damage, the warheads themselves are not very accurate.
      -Ship loadouts altered to reflect changes.

   -Bug Fixes and Improvements:
      -Major unreported bug regarding weapon spawned drones (Corvo and Kulbeda) where they were able to attack an enemy ship and suffer no counterattack was fixed. (Main reason for the delay, required me to figure a way to deal with their AI, and maybe lose the search pattern they exhibit, thankfully I was able to keep the behavior thanks to a second AI altering script).
      -Removed deployment spam messages when spawning weapon based drones.
      -Player or the AI, can't turn the shield off when using the Ram drive shipsystem (affects Angon-class, Lance-class and Halberd-class).
      -Claymore built-in missile can no longer get more than 1 ammo, mostly flavor, its reload time was too long to actually happen.
      -Fighter wings removed from the simulator.
      -Fixed the use of incorrect directory separator in "Coalition_texture_data.csv".
      -Replaced the use of "cover" with "Cover" in "hull_styles.json".
      -Added system weapon slots for the ship hulls that use a weapon shipsystem, that were currently missing it.
   -Misc. Changes:
      -Anything else I forgot to type here.
[close]

v.1.2.0
Spoiler
   -Mod updated to 0.8a.
   -Gameplay Changes:
      -Renamed Corseque-class to Halberd-class.
      -Renamed Svardstav-class to Claymore-class.
      -Altered ship stats according vanilla changes.
      -Removed ALL drone ship systems.
      -Added shipsystems: Burn Drive (Pernach-class), Targeting Feed (Woomera-class), Reserve Deployment (Kestros-class, Maul-class), Recall Device (Amentum-class), Plasma Jets (Claymore-class), Ram Drive (Angon-class).
      -Added Misericorde, Buckler and Sai drone wings as available fighters.
      -Kris, Loader "drone" ship systems have been converted into built-in fighters.
      -SCV Corvette is now a built-in fighter for Maul-class vessels.
      -Removed built-in Drone bays from Kestros-class vessels, replaced with 2 built-in fighters, Misericorde drones for the Coalition variant and Wasps for the TT variant.
      -Drone Bay (Large Missile) weapon removed.
      -Drone Rack (Medium Missile) diversified into 3 different weapons: Kulbeda Drone Rack (2 waves of 3 PD drones), Corvo Drone Rack (1 wave of 3 Attack drones), Caltrop Mine Rack (single kamikaze drone).
      -Altered how drone racks function, now deployed drones are individuals instead of wings.
      -Removed built-in hullmod "Fleet Server" from Atlatl-class carrier.
      -Modified "Fleet Server" hullmod into a normal hullmod, can be equipped by ANY Coalition combat vessel. Fleet Server provides a combat buff to nearby fighters/drones not taking into account the source of the drone, decreasing the ship's fire rate by 75/60/45/30%, depending on hullsize.
      -Altered sprites of Amentum, Woomera, Venture (TSC) and Sagaris-class vessels.
      -Ship loadouts altered to reflect changes.
   -Campaign Changes:
      -Added Aridas star system to the campaign. (Content WIP, missing custom textures for some planets).
      -Renamed Aridas to Arydas.
      -Added procgen content to the Tyrador star system.
      -Added inert Gate to the Tyrador star system.
      -Added custom icon to Atrio's Defensive Platforms.
      -Removed SSO Base from Penelope's Star star system, replaced it with the Urals' Scaffold.
      -Moved the CSV Andes from Magec to Arydas, added the CSV Himalayas to Magec.
      -Slightly altered the market conditions of Coalition Markets.
      -Moved Tyrador slightly downward.
      -Altered faction ship lists to reflect changes, also fixed some ships/variants that were not included so now they can actually spawn in the campaign.
   -Misc. Changes:
      -Anything else I forgot to type here. .
[close]

Version 1.1.0:
Spoiler
   -Rebalancing changes:
      -TSC combat ships, overall had their stats slightly reduced (flux capacity, max ops, speed, turret arcs), turret angles were changed to
        reduce overlapping. In general, the ships' stat blocks were made worse than their closer high-tech counterpart.
      -Labrys-class changes: removed 1 large missile mount, added 1 medium missile mount, large decrease in OPs.
      -Halberd-class changes: replaced large missile mounts with medium sized ones.
      -Claymore-class changes: re-implemented as a broadside ship, sprite altered to accommodate changes.
      -Kulbeda-class attack drone changes: speed reduced to 150.
      -Drone bay changes: reload speed reduced to 0.01.
      -(Fighter) Tactical Laser range reduced to 500.
      -Disruptor Beam Cannon range reduced to 750, hard-flux to soft-flux ratio reduced to 30%. Generated hard-flux on the target is also
       applied to the source (this can cause the source ship to overload form continuous fire).
      -Plasma Lance range reduced to 750.
   -Ship loadouts altered to reflect changes.
   -Tyrador system background compression artefacts fixed.
   -Renamed Halberd-class to Corseque-class.
   -Renamed Claymore-class to Svardstav-class.
   -Removed Lance-tug sprite. Missed it when cleaning the mod from unused content/WIPs.
   -Removed Dyson Swarm/Bubble graphics from the mod.
   -Removed unused scripts.
   -Fixed the Atlatl and Tessen script that buffs drones and fighters giving the graphic indicator to frigates too.
   -Removed test mission.
   -Added a 25% sized alternative versions of the Arconian Orbital Ring (front and back) sprites, they need to be renamed manually to use them
    (only use them if you are having issues with your vram, you can also mix and match them).
   -Added non-story missions: "Knowing Yourself", "Knowing your Enemy".
   -Graphics Lib:
      -Merged normal maps of non-(D) "skin variants" in order to reduce vram use.
[close]

Version 1.0.0:
Spoiler
   -First proper release, full changelog too large to list, or actually even keep track of it. Mod basically rebuilt from the ground up, over a couple of versions.
   -Added support for Nexrelin.
   -Added support for Graphics Lib.
   -Added support for Version Checker.
   -Every ship sprite has been touched up, or in some cases remade from scratch.
   -Several ship classes were eliminated (Parashu, Khopesh, Hurlbat, Whirlbat, Fukija and others that were never mentioned in a WIP thread or named).
   -Current NEW ship classes: (For a more complete list download the ship catalog flash file, or even better download the mod)
      Capitals:      Atlatl, Claymore, Halberd, Maul.
      Cruisers:      Amentum, Angon, Kestros, Lance, Pavise.
      Destroyers:   Adze, Aspis, Labrys, Sabre, Sagaris, Woomera.
      Frigates:      Adarga, Koncerz, Pernach, Ranseur, Tessen.
   -Weapons:
      Energy:      Plasma Lance, Disruptor Beam Cannon, Warden PD System.
      Missile:      Judgement, Kulbeda Drone Bay, Kulbeda Drone Rack.
   -Hullmods:
      Built-in:      Integrated Particle Conduits, Modular Cargo Bay, Fleet Server, Coalition Refit.
      Standard:      Graviton Lensing, Shielded Plating, Modular Fuel Tanks, Modular Containers.
[close]

To-do:
Spoiler
(Read as ongoing, upcoming...someday, likely by the end of next version's life cycle, or even later; actually, just some of the things I want to do):
-Listen to feedback.
-Playtesting.
-Bug fixing. (If any)
-Balancing, balancing, balancing. (Listening to feedback again)
-Battlestations!!!, IN PROGRESS.
-Tweak Arcon's retrofitting market even further.
-Add Praxis University unique industry to Arcon.
-Add shield emitter teleporter shipsystem.
-Add Scepter-class cruiser.
-Add TSC skins of some vanilla phase skimmers.
-Add more vanilla faction skins, specially non TT skins.
-Add 1 more star system.
-Add After the Collapse/Early Coalition missions.
-Add Hegemonic Invasion Campaign missions.
-Add more Arydas Crisis missions.
-Add "older/prototype" variants of some ships to indicate technological development. Mainly mission content. (Most likely not with new sprites, to avoid unnecessary vram use)
-Descriptions, descriptions, descriptions; not like they are not there, I just need to revise them.
-Typos, typos, typos.
-REDACTED ADDED ALREADY.
-Add more "hidden" references. (Done)
[close]
Title: Re: Machine's Creations: Tyrador System Coalition
Post by: Jonlissla on January 25, 2013, 04:29:25 PM
The ships looks good, although I think it would be better with a slightly darker tone of green. Will try the mod out later so I can give a proper opinion.
Title: Re: Machine's Creations: Tyrador System Coalition
Post by: Uomoz on January 25, 2013, 05:28:41 PM
Simply: Can I add this to U'sC?
Title: Re: Machine's Creations: Tyrador System Coalition
Post by: EnderNerdcore on January 25, 2013, 06:06:50 PM
These are really great ships. I'll have to mess around with them in-game later.
Title: Re: Machine's Creations: Tyrador System Coalition
Post by: Machine on January 25, 2013, 06:13:14 PM
@Uomoz:
Feel free to do so... actually that would be cool :P.
Though I haven't made any weapons yet, and meanwhile balance seems OK to me, I'm not quite sure it actually is... well, at least I don't have capitals that easily destroy Paragons (if I control the Paragon, Halberds don't last long; meanwhile if I control the Halberd, the Paragon lasts a while, and the Halberd gets some damage). On the otherside maybe the figthers are somewhat OP.
Well that was the point of this release, getting some balance feedback done, and bugtesting.

@SpainardSlayer:
Mostly kitbashed, I just tried to blend the pieces, it's much more aparent when you turn them blue though.
Title: Re: Machine's Creations: Tyrador System Coalition
Post by: HELMUT on September 26, 2013, 01:19:19 PM
How the hell did i miss this thread? Damn, your sprites are gorgeous! Perhaps the best Try-tachyons kitbash i have ever seen.

I know the last post date from January, but i saw Machine posting on the forum so it means he is going to update his mod for 0.6 right? RIGHT?
Title: Re: Machine's Creations: Tyrador System Coalition
Post by: Machine on September 26, 2013, 08:29:02 PM
Well I would love to update it for 0.6a, or maybe 0.6.1a (probably the later). I currently have the mod working on it, though I haven't properly updated the ships to balance them or add the CR mechanics either, neither have I added most of the latest ships I've done (nothing new that's not on the Spriters judgement thread), I've just been having fun making planets, and brainstorming some ship systems and weapons.
I'm not planning to add a lot of weapons, just ones that work well with the current ships weaknesses, like the Plasma Lance, which is great on a Sabre, even if it's basically a Plasma Cannon that's unable to cause an overload in 1 shot but mantains its DPS (no burst but faster fire rate means it's less likely to cause a sudden overload in the enemy but it won't overload your Sabre either) or relatively weird weapons (like an explosive "laser", yes, it sounds dumb but it will have a nice lore explanation).

However I'm still slightly busy with work; my current surge of activity is mostly due to noticing the update last week during our national holyday (I got the whole week free). Heh, it even managed to get me away from GTA V, and I thought that wouldn't be possible.
In short, I should probably not be modding right now, but I'm still going to do it :D.
Title: Re: Machine's Creations: Tyrador System Coalition
Post by: Machine on August 07, 2015, 11:00:07 AM
Honestly, I'm not sure if I should be bumping this thread... meh, thread necromancy is go.

I've been away for quite a while, managed to finish my thesis, started working, and currently looking to get a Ph.D in Biochemistry, which I should be starting next year... if everything goes just as planned.
Hence why I'm not sure about the following, considering I have no idea if my free time will ever let me finish this mod properly.
I don't expect to release anything soon, besides the sprites I've worked on. So consider this a preview of an update that's not done. Whenever I do actually release something, I'll update the first post.

(https://dl.dropboxusercontent.com/u/4430656/Sprites/Starsector_TSC/coalition.png)
Tyrador System Coalition

Lore:
Spoiler
The Coalition is one of many factions formed from the remains of the Domain.
The collapse of the Domain meant the downfall of civilization, gates were shut contact with the rest of humanity was lost and supplies became harder and harder to come by.

This was especially hard for the Tyrador system, as no world in it was completely self sufficient, with no external support, the system would slowly but surely fall into chaos. This prompted the creation of a new organism to ensure the survival of the system and so the Tyrador Safeguard Coalition (TSC) was established.

Or at least that is what the official records say. Some see the creation of the Coalition just an excuse by the leaders of Arcon, the most developed world in the system, to expand their control to the entire system, but more importantly securing a stable source of food. Heavily industrialized and subsequently completely polluted the world of Arcon had no way to support its population  and was completely reliant in food imports.
The first act of the Coalition was the absorption of the other planets in the system, an event that was done peacefully, after all the rest of the system's population accounted for barely a million of inhabitants, and had no way to oppose the industrial giant.
With absorption of Reydes a food source was secured. Before the Coalition, Reydes was scarcely populated, the Domain had prohibited extensive settlement due to scientific interest, since its oceans hosted native life forms. After the Coalition, Reydes was quickly industrialized in a massive effort to develop a planetary wide fishing industry.

With this act, the core of the system was stabilized. But peace did not last long, the sector itself was not stable and raids were becoming more common. As piracy increased the Coalition was forced to militarize itself. At the time their navy was mostly a haphazardly refitted trading fleet, and battles did not usually go very well for the Coalition, which was able to prevail based only on its industrial might.

It was a pure act of luck that changed fate, a scouting party chasing some pirates at the edge of the system found an anomaly floating deep inside the system's comet cloud, a small Domain base. The base showed signs of occupation, probably from pirates, and anything of obvious value was already looted. Believing that the facility still had some value, the ruling body sent an expedition to reactivate the base. The effort was not fruitless, meanwhile there were no usable equipment left, a big cache of data was found, mostly damaged and incomplete, but nothing some reverse engineering could not fix. After a decade of development the Coalition started modernizing its fleet managing to repel hostile raids, finally cementing its power.

Then came the Hegemony. Looking to reestablish the Domain of Man, the Hegemony claimed the Tyrador system as theirs, this was not well received by the TSC. The ensuing conflict was long and bloody. The conflict was finally resolved at the battle of Tiilo, with the destruction of the Hegemony's forward base and their retreat from the system. In its victory Coalition made a declaration of independence to the whole sector. But this was not the end, this event also marked the transformation of a isolationist government into one invested in external affairs.
As order returns to the sector, the Coalition will not let itself lose what it had achieved...
[close]

Future Content:

Ships:
Spoiler

Capital Ships:
(https://dl.dropboxusercontent.com/u/4430656/Sprites/Starsector_TSC/Halberd.png)
Halberd-class Dreadnought
Heaviest ship of the Coalition, usually used as a flagship. Heavily armored, shielded and slow. Despite this it is still used as the spearhead of any battle it participates in thanks to its phase jump system (Not coded, meant to teleport to the center of the map, and it's only to be used once per battle).
(https://dl.dropboxusercontent.com/u/4430656/Sprites/Starsector_TSC/Atlatl.png)(https://dl.dropboxusercontent.com/u/4430656/Sprites/Starsector_TSC/Misericorde.png)
Atlalt-class Fleet Carrier
Center piece of many fleets. Unlike most carriers, it is heavily armed and able to hold its own against enemy cruisers. Atlalt-class carriers act as host to 4 Misericorde phase attack drones.

(https://dl.dropboxusercontent.com/u/4430656/Sprites/Starsector_TSC/Claymore.png)(https://dl.dropboxusercontent.com/u/4430656/Sprites/Starsector_TSC/Claymore-Missile.png)(https://dl.dropboxusercontent.com/u/4430656/Sprites/Starsector_TSC/Sai.png)
Claymore-class Battleship
A recent development. The Claymore-class sports a massive missile meant for orbital bombardment. While lightly armed it can forego any defensive mounts thanks to its Sai-class defensive drones.

Cruisers:

(https://dl.dropboxusercontent.com/u/4430656/Sprites/Starsector_TSC/Lance-Battleship.png)(https://dl.dropboxusercontent.com/u/4430656/Sprites/Starsector_TSC/Lance-Civ-Yellow-Tug.png)(https://dl.dropboxusercontent.com/u/4430656/Sprites/Starsector_TSC/Loader.png)
Lance-class Battlecruiser
Spearhead of many fleets. Lance-class are usually employed in ramming formations thanks to its heavy frontal shields and fast engines. Lance-class can also be found retrofitted into combat freighters carrying 4 loader drones. An interesting twist due the civilian origin of the design.

(https://dl.dropboxusercontent.com/u/4430656/Sprites/Starsector_TSC/Pavise.png) (WIP)
Pavise-class Support Cruiser
Meat shield. Featuring fortress shields it is sually deployed as cover for other smaller ships, and thanks to its integrated point defense system Pavise-class are known as the bane of fighters.
(https://dl.dropboxusercontent.com/u/4430656/Sprites/Starsector_TSC/Kestros.png)(https://dl.dropboxusercontent.com/u/4430656/Sprites/Starsector_TSC/Corvo.png)
Kestros-class Drone Carrier
Drone tender. The Kestros-class features heavy frontal facing energy weapons, the 4 Corvo-class attack drones are just the icing of the cake.

(https://dl.dropboxusercontent.com/u/4430656/Sprites/Starsector_TSC/Amentum.png)
Amentum-Class Light Carrier
Mobile flight deck. The Amentum-class is lightly armored and armed, its main use is to provide a large number of flight decks at a low cost. NO SYSTEM YET

Destroyers:

(https://dl.dropboxusercontent.com/u/4430656/Sprites/Starsector_TSC/Sagaris.png)
Sagaris-class Missile Destroyer
Heavy missile boat. The Sagaris-class main feature is a large sized missile mount, it is used to deal a lot of damage to bigger targets than itself. CURRENTLY PHASE SKIMMER

(https://dl.dropboxusercontent.com/u/4430656/Sprites/Starsector_TSC/Sabre.png)
Sabre-class Fast Attack Destroyer
Frigate's bane. Extremely fast, the Sabre-class is master at positioning itself, not only it sports a phase skimmer system, but it also has a 360° coverage large energy mount. It does not have to flux capacity to make full use of it though.

(https://dl.dropboxusercontent.com/u/4430656/Sprites/Starsector_TSC/Woomera.png)(https://dl.dropboxusercontent.com/u/4430656/Sprites/Starsector_TSC/Buckler.png)
Woomera-class Escort Carrier
Support Carrier. A cheap way to add some fighters to a fleet. It also supports 2 Buckler-class shield projector drones.

(https://dl.dropboxusercontent.com/u/4430656/Sprites/Starsector_TSC/Labrys.png)
Labrys-class Missile Platform
Missile spam. A "cheap" way to add lots of boom to a fleet. Cruiser slow but packing a punch, Labrys-class are useful when dealing with cruisers, yet they can be easily defeated by faster moving opponents like frigates or heavy enough targets like capitals.

Frigates:

(https://dl.dropboxusercontent.com/u/4430656/Sprites/Starsector_TSC/Ranseur.png)
Ranseur-class Missile Frigate
Light missile boat. The Ranseur-class is the most common frigate in Coalition fleets, designed to combat frigates, it can use its auxiliary thrusters to help it deal with destroyers.
 
(https://dl.dropboxusercontent.com/u/4430656/Sprites/Starsector_TSC/Koncerz.png)
Koncerz-class Fast Attack Frigate
Sabre's younger brother. Faster than the Sabre, but lacking its weaponry, the Koncerz-class excels at hunting down other frigates and fighters, but is merely an annoyance to bigger ships yet it works surprisingly well in small groups.

(https://dl.dropboxusercontent.com/u/4430656/Sprites/Starsector_TSC/Adarga.png)
Adarga-class Defensive Platform
Point defense galore. Designed to support larger ships in combat. The Adarga-class is well defended but it is also slow, enough to be unable keep up with other frigates yet it can overload its drives to get it where you need it.

(https://dl.dropboxusercontent.com/u/4430656/Sprites/Starsector_TSC/Pernach.png)(https://dl.dropboxusercontent.com/u/4430656/Sprites/Starsector_TSC/Kris.png)
Penarch-class Troop Transport
Transports troops... duh. The slow, heavily armored and shielded Penarch-class was designed for ground operations and boarding actions. It also carries 2 Kris-class combat shuttles that can be deployed in battle.

Figthers:

(https://dl.dropboxusercontent.com/u/4430656/Sprites/Starsector_TSC/Javelin.png)  (https://dl.dropboxusercontent.com/u/4430656/Sprites/Starsector_TSC/Javelin.png)
Javelin Bomber Wing
Shielded torpedo bomber. Fast and loaded with unguided torpedoes, Javelins excel at dealing with heavy slow targets.

(https://dl.dropboxusercontent.com/u/4430656/Sprites/Starsector_TSC/Tomahawk.png)  (https://dl.dropboxusercontent.com/u/4430656/Sprites/Starsector_TSC/Tomahawk.png)
Tomahawk Gunship Wing
Heavily armed, shielded and armored. Tomahawks are slow but though enough to deal with other fighters and powerful enough to deal damage to larger targets.
 
(https://dl.dropboxusercontent.com/u/4430656/Sprites/Starsector_TSC/Chakram.png)  (https://dl.dropboxusercontent.com/u/4430656/Sprites/Starsector_TSC/Chakram.png)
Chakram Support Wing
Hacking but no slashing. Usually found in larger fleets, Chakrams employ EMP cannons to disable larger ships, enabling other ships to deal damage.

(https://dl.dropboxusercontent.com/u/4430656/Sprites/Starsector_TSC/Kunai.png)  (https://dl.dropboxusercontent.com/u/4430656/Sprites/Starsector_TSC/Kunai.png)  (https://dl.dropboxusercontent.com/u/4430656/Sprites/Starsector_TSC/Kunai.png)
Kunai Strike Craft Wing
Jack of all trades. Meanwhile not particularly effective against any specific target, Kunai carry small fast tracking missiles that do well against anything.

(https://dl.dropboxusercontent.com/u/4430656/Sprites/Starsector_TSC/Shuriken.png)  (https://dl.dropboxusercontent.com/u/4430656/Sprites/Starsector_TSC/Shuriken.png)  (https://dl.dropboxusercontent.com/u/4430656/Sprites/Starsector_TSC/Shuriken.png)
Shuriken Interceptor Wing
Lightning fast. Shuriken excel at dealing with other fighters but are mostly worthless against anything else.
[close]

Weapons:
Spoiler
Energy Weapons:

(https://dl.dropboxusercontent.com/u/4430656/Sprites/Starsector_TSC/Weapons/Plasma%20Lance%20Tur.png)(https://dl.dropboxusercontent.com/u/4430656/Sprites/Starsector_TSC/Weapons/Plasma%20Lance.png)
Plasma Lance
Large energy weapon. A flux efficient plasma cannon, it keeps the DPS and flux per shot of the standard plasma cannon but looses the ability to burst fire, so causing overloads becomes way harder, works great in limited flux capacity ships like the Sabre.
 
(https://dl.dropboxusercontent.com/u/4430656/Sprites/Starsector_TSC/Weapons/Pulse%20Cannon%20Tur.png)(https://dl.dropboxusercontent.com/u/4430656/Sprites/Starsector_TSC/Weapons/Pulse%20Cannon.png)
Large energy weapon. A fast firing weapon, a less powerful energy analogue of the storm needler.

Missile Weapons:

(https://dl.dropboxusercontent.com/u/4430656/Sprites/Starsector_TSC/Weapons/Repeater.png)
Repeater
Large missile weapon. Missile spam incarnate, who needs guns when you got this many rockets?
[close]

Discarded Content:
Spoiler
The following can be used by any mod, no permission needed, just give me a little mention.
(https://dl.dropboxusercontent.com/u/4430656/Sprites/Pavise.png)(https://dl.dropboxusercontent.com/u/4430656/Sprites/Pavise-Built%20in.png)
(https://dl.dropboxusercontent.com/u/4430656/Sprites/Sabre.png)(https://dl.dropboxusercontent.com/u/4430656/Sprites/Fukiya.png)
(https://dl.dropboxusercontent.com/u/4430656/Sprites/Parashu.png)(https://dl.dropboxusercontent.com/u/4430656/Sprites/Khopesh.png)(https://dl.dropboxusercontent.com/u/4430656/Sprites/Hurlbat.png)(https://dl.dropboxusercontent.com/u/4430656/Sprites/Whirlbat.png)
(https://dl.dropboxusercontent.com/u/4430656/Sprites/Kunai.png)(https://dl.dropboxusercontent.com/u/4430656/Sprites/Shuriken.png)(https://dl.dropboxusercontent.com/u/4430656/Sprites/Tomahawk.png)(https://dl.dropboxusercontent.com/u/4430656/Sprites/Chakram.png)
[close]
Well this concludes the future update content showcase, I hope you enjoy it. And please ask for my permission if you want to use any other content of this mod in your own :P.
Title: Re: Machine's Creations: Tyrador System Coalition
Post by: HELMUT on August 07, 2015, 11:54:52 AM
I'm really happy to see you're still around. Your mod too, always had a soft spot for your sprites.

Your ideas sounds pretty interesting, just a bit worried about the Halberd ship system. This would be moderately interesting to play with and the enemy bombers will love seeing a capital ship all by itself.

Also be careful about missile based ships. Nothing can break balance like mindless missile spam.

Anyway, i hope you'll find the time to make it work.
Title: Re: Machine's Creations: Tyrador System Coalition
Post by: Ahne on August 07, 2015, 12:00:32 PM
Supercool! Looks very good, nice ships! I really like the design and the style of the ships. I will try out when i have more time, i hope the faction is balanced, we really need more balanced factions  ::)

Is it up to date?

greetings
Ahne
Title: Re: Machine's Creations: Tyrador System Coalition
Post by: Sproginator on August 09, 2015, 03:10:54 PM
I'm super excited for this! Keep us posted!
Title: Re: Machine's Creations: Tyrador System Coalition
Post by: Machine on August 09, 2015, 06:18:02 PM
@Ahne:
Not yet, hopefully sometime in the near future, at least before I need to update again. Latest update of the mod was when crew readiness was introduced, however that never left dev status and was unreleased... So yeah current release is kinda ancient.

@HELMUT:
In relation to the missile spam, I'll keep it balanced, or at least I'll try to. Anyway "big" missile barrages will be used as kinetic weapon replacements, as no Coalition ship will have those. The only thing that seems imbalanced so far is the Labrys, since it can deal with cruisers by itself, just by mounting several reapers, yet it's really slow, like a cruiser, and fragile, like a frigate. Properly balancing it will require some playtesting.
But so far when I play against it, I just focus fire it, and it stops being a problem. When I play with it, it only seems useful 1 on 1 against cruisers. My current impression is that it might be underpowered.
If it was on relation to the "missile boats", they also equip energy weapons, currently the Sagarys has only the large frontal and the 2 small frontal hardpoints designed as missiles, and it will not be a phase skimmer. The Ranseur's 2 frontal and 2 side hardpoints are its missiles.


Also...
Tri-Tachyon skins

(https://dl.dropboxusercontent.com/u/4430656/Sprites/Starsector_TSC/Amentum-TT.png)(https://dl.dropboxusercontent.com/u/4430656/Sprites/Starsector_TSC/Kestros-TT.png)(https://dl.dropboxusercontent.com/u/4430656/Sprites/Starsector_TSC/Sabre-TT.png)(https://dl.dropboxusercontent.com/u/4430656/Sprites/Starsector_TSC/Sagaris-TT.png)(https://dl.dropboxusercontent.com/u/4430656/Sprites/Starsector_TSC/Ranseur-TT.png)(https://dl.dropboxusercontent.com/u/4430656/Sprites/Starsector_TSC/Koncerz-TT.png)
Title: Re: Machine's Creations: Tyrador System Coalition
Post by: HELMUT on August 10, 2015, 04:19:39 AM
That's cool, also new portrait for the mod?

However i just noticed that the Sabre feel very... Work in progress? The smooth part around the prow and the two small turrets in particular, something's definitely missing there. Maybe a few lines and/or bright spots like the one on its left?
Title: Re: Machine's Creations: Tyrador System Coalition
Post by: Sabaton on August 10, 2015, 10:50:27 AM
This mod....brings memories from ancient times when everyone was stranded in Corvus.....
Completely forgot about it thou and never thought someone would come back to modding after 2 years.
How do you like the game now?
Title: Re: Machine's Creations: Tyrador System Coalition
Post by: Machine on August 11, 2015, 07:09:15 PM
@HELMUT:
Yeah it is meant as a new portrait.
And no the Sabre was meant to be finished, but I agree to your feedback. Honestly I think I read too much in David's "The Trouble With Greebles" blogpost, and consequently went overboard with some ships, specifically the Pavise and the Sabre. Specially with the Pavise, heh... the new Pavise was built on top of the previous one. I smoothed it so much it became a green lump with some details, and then started making something new over the green mess.
(https://dl.dropboxusercontent.com/u/4430656/Sprites/Starsector_TSC/Sabre.png) (https://dl.dropboxusercontent.com/u/4430656/Sprites/Starsector_TSC/Sabre-TT.png)
Since I don't want to fill my dropbox with several variants of each ship, I just updated the Coalition schemed Sabre with some extra details, left the TT Sabre as it was before; note that TT Sabre never had the grey sharpened blade border at the front, so that's not a new detail on the normal Sabre, also that will be the only difference between the 2 versions, besides the color. And... additional feedback is always appreciated.

@Sabaton:
I kinda never left, I'm usually mostly a lurker and only post when I have something to post, in every single forum I've ever been part of. And since I was really busy doing my thesis, I had no time to do much, so no content to post, which meant no posts from my part.
Besides that I really like the game in its current state and honestly I would be happy if the game was released as it is with the addition of random sector generation just to add some replayability. If you're reading this Alex, please don't pay attention to this and keep doing your thing.


Portraits (so far):
Spoiler
(https://dl.dropboxusercontent.com/u/4430656/Sprites/Starsector_TSC/Misc/TSC_portrait_05.png)(https://dl.dropboxusercontent.com/u/4430656/Sprites/Starsector_TSC/Misc/TSC_portrait_07.png)(https://dl.dropboxusercontent.com/u/4430656/Sprites/Starsector_TSC/Misc/TSC_portrait_08.png)
Grunt, Pilot, Admiral (I only consider the masked coalition grunt as done, but I'm happy with the other 2, so they might  not receive changes)
[close]
Commodities:
Spoiler
(https://dl.dropboxusercontent.com/u/4430656/Sprites/Starsector_TSC/Misc/TSC_PowerArmor.png)(https://dl.dropboxusercontent.com/u/4430656/Sprites/Starsector_TSC/Misc/TSC_Crab.png)
Power Armor (C&C4 concept art spriteified), Reidan Spotted Golden Crab.
[close]
Title: Re: Machine's Creations: Tyrador System Coalition
Post by: HELMUT on August 12, 2015, 05:00:20 AM
Ah yeah, that's definitely better. The greeble-aholic in me would still probably ask for a few more details but... Erh, don't listen to me!

For the portraits, i like the admiral, i think you nailed fairly well David's style with this one.

Oh also, did you tried the Nexerelin mod? It add random sector generation, stations conquests and some diplomacy with the factions. Personally i can't play SS without it anymore.
Title: Re: Machine's Creations: Tyrador System Coalition
Post by: Deshara on June 03, 2016, 12:33:41 PM
(https://dl.dropboxusercontent.com/u/4430656/Sprites/Starsector_TSC/Sabre.png) (https://dl.dropboxusercontent.com/u/4430656/Sprites/Starsector_TSC/Sabre-TT.png)

I think if the flanges on the very front of the ship didn't jut forward quite so much that sprite would actually be %100 able to pass off as a vanilla high-tech alternative to Tri-tach.

Oh and this took me like a full minute of staring at it intensely to realize but the holes in the front section of the ship aren't readily apparently as what they are. I think maybe if the detail pattern RIGHT next to them (what looks like a vertical line of windows) matched the contour of the hole that they're positioned right on it might make it a little clearer? I could be wrong I'm not an art person but man good stuff
Title: Re: Machine's Creations: Tyrador System Coalition
Post by: Abyz on June 08, 2016, 06:35:39 PM
Please get this going for nexerelin! Awesome sprites.
Title: Re: Machine's Creations: Tyrador System Coalition
Post by: Bastion.Systems on August 26, 2016, 04:55:47 AM
So, just dropping in to say that I really like your ship designs and I will eagerly await to get to play them when you get the mod to that stage.
Title: Re: Machine's Creations: Tyrador System Coalition
Post by: joe130794 on August 26, 2016, 01:36:35 PM
haven't played this mod yet but really like the design of the halberd and the lance.
Title: Re: Machine's Creations: Tyrador System Coalition
Post by: Machine on August 31, 2016, 09:12:23 PM
First, thanks for your  comments, I'm mostly a lurker, but, and more importantly, I've been working on this sporadically, but now I kinda fear that the next update might release before I manage to get this release-able enough. It's a weird feeling, I want the next update with new features right now, but then I would need to rework my mod.
So far it works though,  and it's reasonably balanced, IMHO. Currently trying to make it Nexrelin compatible, sadly I lack focus, and already added "features" before even checking if they were doable.
Since I'm posting, I'll leave a small teaser, I guess I could call it.

https://dl.dropboxusercontent.com/u/4430656/Sprites/TSC-Ship%20Preview.swf

It is a flash file, in a somewhat similar style to the codex, mostly done for practice and fun rather than anything useful (and well to check the forum's flash support, which doens't seem to work).
It's a small preview of some of the ships, the only "new" content is the SCV wing, I think, an utility corvette (a more resilient and frigate slow 1 member fighter wing), it was already meant to do mining work, and also act as a "repair gantry". Since I made this flash, I've added a couple of extra ships, which I'll add as a preview below.

I added a new civilian capital ship, called the Maul-class, it has 2 variants, a civilian version and a militarized/combat version. The civilian version gets the repair hullmods, and it's also meant to be a slow heavily armored mining vessel. The combat version ditches the repair arms, and "mining equipment" in favor of guns, it still gets mining (loader) drones though, and it also has a pirate version. The repair arms are the same as in the SCV, and are animated, I made a custom script to make them not be synchronized (they can still get to that state by random chance though).

(https://dl.dropboxusercontent.com/u/4430656/Sprites/Starsector_TSC/Maul-C.png)(https://dl.dropboxusercontent.com/u/4430656/Sprites/Starsector_TSC/Maul.png)(https://dl.dropboxusercontent.com/u/4430656/Sprites/Starsector_TSC/Maul-D.png)(https://dl.dropboxusercontent.com/u/4430656/Sprites/Starsector_TSC/Loader.png)

Also new is the Scimitar corvette, which is actually a reimagination of the whirlbat, it's basically a crappier non customizable wolf/koncerz that you don't really care if it gets destroyed, since you'll get it back for the next encounter, if you have a carrier.
(https://dl.dropboxusercontent.com/u/4430656/Sprites/Starsector_TSC/Scimitar.png)
Scimitar
(https://dl.dropboxusercontent.com/u/4430656/Sprites/Whirlbat.png)
Whirlbat (Obsolete-free to use for anyone)

Newest change was integration, I originally intended to add the TT-skins for a new faction, but I've added them to the Tri-Tachyon properly now, and the D-variants to the pirates, which I need to tone down, at least in number, made them too common in my current play test, and actually made the pirates a threat for the early game. Civilian styled ships, like the angon and maul classes, were added to every faction. Also for better integration, I made some TSC skins of vanilla ships, like the Shepherd, Wayfarer and Kite

(https://dl.dropboxusercontent.com/u/4430656/Sprites/Starsector_TSC/Shepherd.png)(https://dl.dropboxusercontent.com/u/4430656/Sprites/Starsector_TSC/Wayfarer.png)(https://dl.dropboxusercontent.com/u/4430656/Sprites/Starsector_TSC/Kite.png)

Also tried my hand at a XIV variant of the koncerz, I guess this would be what a proper koncerz would look like instead of a mostly rushed armor work.
(https://dl.dropboxusercontent.com/u/4430656/Sprites/Starsector_TSC/Koncerz-XIV.png)
XIV
(https://dl.dropboxusercontent.com/u/4430656/Sprites/Starsector_TSC/Koncerz.png)
TSC

And finally I made this, yes another capital, mostly for fun though, and it's currently not available in the mod, and might not be, I wanted it to become part of some set of missions if I ever get to make some of those.
(https://dl.dropboxusercontent.com/u/4430656/Sprites/Starsector_TSC/Onslaught-TSC.png)

Anyway if I make any kind of release "soonish" there won't be many new weapons, only the plasma lance, disruptor, drone bay and drone rack, honestly I'm not even sure if I want to make more weapons, I have fun with the vanilla weapons, and I would only add something that I feel it's lacking, which is the reason I discarded the repeater MLRS.
Title: Re: Machine's Creations: Tyrador System Coalition
Post by: HELMUT on September 01, 2016, 07:54:30 AM
Looks good, some balance tests will probably have to be done for some ships (the Javelin with its two reapers sounds terrifying) but i otherwise haven't seen anything too out of place. I'm quite eager to try all of this.

As for Nexerelin, i heard the implementation isn't too difficult to do. You can still send a MP to Histidine if you have issues with it though.
Title: Re: Machine's Creations: Tyrador System Coalition
Post by: c0nr4d1c4l on September 04, 2016, 01:31:18 PM
What version is this compatible for?
Title: Re: Machine's Creations: Tyrador System Coalition
Post by: Bastion.Systems on November 25, 2016, 03:15:05 AM
Hella cool ship designs, Maul in particular looks really damn good.
Title: Re: Machine's Creations: Tyrador System Coalition
Post by: Sy on November 28, 2016, 04:44:56 PM
huh. turns out there are still really cool looking faction mods that i had no idea existed. O:

i agree with Bastion, Maul especially looks great. i love these kinda rough, heavy looking civilian-military hybrids in general.

most of the other ships look really good as well. i don't really like the color scheme, but only in the sense of personal preference, not because i think it's not done well.
Title: Re: Machine's Creations: Tyrador System Coalition
Post by: Machine on March 19, 2017, 09:17:31 PM
Version 1.0.0 (for Starsector 0.7.2a) (http://fractalsoftworks.com/forum/index.php?topic=5492.0)
More information on the original post

(https://lh3.googleusercontent.com/VIO3YaiUzntDbbzIbE9FnIGIiigw9skRwjceUiO8rD_jkdo6n0zS3z2_z_wXTpjy2auPzKLsBTonWVkep5Tf5Pcb9POkhCxLJzTnsQUpBjgjXTFCz-3bVDUsJzs_Ssi46mwjjg)
Download Tyrador Safeguard Coalition (https://drive.google.com/file/d/0B_QhkeVVHyWMTlJNZ0VxTFllaEE/view?usp=sharing)
Download Mirror (https://www.dropbox.com/s/s2ifmxbptr0ug4o/Tyrador%20Safeguard%20Coalition%201.0.0.zip?dl=0)

(Requirements: LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Supports: Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181), Graphics lib (http://fractalsoftworks.com/forum/index.php?topic=10982.0) and Nexerelin (http://fractalsoftworks.com/forum/index.php?topic=9175.0))
(Download includes patch mod; enable both the main mod and the patch to play with Nexerelin).


Current version is fully functional, and meanwhile I have not experienced any bugs so far, but I can't be certain that they do not exist.
The mod is balanced (or at least attempts to be so), but I'm fairly sure there's overpowered and underpowered content that's, so feedback, especially regarding balance is GREATLY appreciated.

I would also like to hear your opinions on relation to the new weapons added. I suspect the Disruptor Beam Cannon is overpowered, mostly because the AI seems to fail at dealing with it, and that the Drone bay is either underpowered or just too situational.

I do not expect to add extra content any time soon, at the very least not until the next version of Starsector is released (considering my luck, I fear that Alex is probably releasing it just as I type this). Anyway, I'm planning minor patches, especially balance patches, in relation to user feedback.
Title: Re: [0.7.2a] Tyrador Safeguard Coalition 1.0.0
Post by: Takion Kasukedo on March 19, 2017, 09:43:10 PM
Ah, another mod to a fine collection.

I'll see to reporting any bugs and balance issues, but until then, have a can of rickey juice.
Title: Re: [0.7.2a] Tyrador Safeguard Coalition 1.0.0
Post by: Toxcity on March 19, 2017, 10:07:49 PM
Nice to see all that work come to fruition! Will definitely try this out.
Title: Re: [0.7.2a] Tyrador Safeguard Coalition 1.0.0
Post by: Tartiflette on March 20, 2017, 12:40:34 AM
First: Finally! About time this gets out of the woods. Congrats on the release.
Second: Wow! That's a hell of a lot of ships!
Third: A hell of a lot of good looking ships...

It will take time to look closely at each of them but there are some balance issue that are already visible (8 medium missile mounts + built-in on a cap? Hard Flux beams on fast and long range drones that can be fitted in a missile slot????)

But good job for an impressive release!
Title: Re: [0.7.2a] Tyrador Safeguard Coalition 1.1.0 (updated March 25, 2017)
Post by: Machine on March 25, 2017, 10:44:04 AM
Version 1.1.0 (for Starsector 0.7.2a) (http://fractalsoftworks.com/forum/index.php?topic=5492.0)
Nerf-bat pass edition
More information on the original post

(https://lh3.googleusercontent.com/VIO3YaiUzntDbbzIbE9FnIGIiigw9skRwjceUiO8rD_jkdo6n0zS3z2_z_wXTpjy2auPzKLsBTonWVkep5Tf5Pcb9POkhCxLJzTnsQUpBjgjXTFCz-3bVDUsJzs_Ssi46mwjjg)
Download Tyrador Safeguard Coalition (https://drive.google.com/file/d/0B_QhkeVVHyWMTlJNZ0VxTFllaEE/view?usp=sharing)
Download Mirror (https://www.dropbox.com/s/co9rhpiu2e9g6rk/Tyrador%20Safeguard%20Coalition%201.1.0.zip?dl=0)

(Requirements: LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Supports: Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181), Graphics lib (http://fractalsoftworks.com/forum/index.php?topic=10982.0) and Nexerelin (http://fractalsoftworks.com/forum/index.php?topic=9175.0))
(Download includes patch mod; enable both the main mod and the patch to play with Nexerelin).


Originally meant for this to be a rather smaller patch, only csv changes, but then it got bigger. Most changes are balance related, but there's also some performance considerations due to vram use.
I also deleted some redundant content that was not mod related which I missed to delete (believe me when I would say that what I removed in the previous release was a lot, my mod work folder is messy).
Special thanks to Mesotronik, for his random mission code.


Changelog:

Version 1.1.0:
Spoiler
   -Rebalancing changes:
      -TSC combat ships, overall had their stats slightly reduced (flux capacity, max ops, speed, turret arcs), turret angles were changed to
        reduce overlapping. In general, the ships' stat blocks were made worse than their closer high-tech counterpart.
      -Labrys-class changes: removed 1 large missile mount, added 1 medium missile mount, large decrease in OPs.
      -Halberd-class changes: replaced large missile mounts with medium sized ones.
      -Claymore-class changes: re-implemented as a broadside ship, sprite altered to accommodate changes.
      -Kulbeda-class attack drone changes: speed reduced to 150.
      -Drone bay changes: reload speed reduced to 0.01.
      -(Fighter) Tactical Laser range reduced to 500.
      -Disruptor Beam Cannon range reduced to 750, hard-flux to soft-flux ratio reduced to 30%. Generated hard-flux on the target is also
       applied to the source (this can cause the source ship to overload from continuous fire).
      -Plasma Lance range reduced to 750.
   -Ship loadouts altered to reflect changes.
   -Tyrador system background compression artefacts fixed.
   -Renamed Halberd-class to Corseque-class.
   -Renamed Claymore-class to Svardstav-class.
   -Removed Lance-tug sprite. Missed it when cleaning the mod from unused content/WIPs.
   -Removed Dyson Swarm/Bubble graphics from the mod.
   -Removed unused scripts.
   -Fixed the Atlatl and Tessen script that buffs drones and fighters giving the graphic indicator to frigates too.
   -Removed test mission.
   -Added a 25% sized alternative versions of the Arconian Orbital Ring (front and back) sprites, they need to be renamed manually to use them
    (only use them if you are having issues with your vram, you can also mix and match them).
   -Added non-story missions: "Knowing Yourself", "Knowing your Enemy".
   -Graphics Lib:
      -Merged normal maps of non-(D) "skin variants" in order to reduce vram use.
[close]
Title: Re: [0.7.2a] Tyrador Safeguard Coalition 1.1.0 (updated March 25, 2017)
Post by: MajorTheRed on March 25, 2017, 11:14:56 AM
Nice job you made on the sprite!

I'll give it a shot!
Title: Re: [0.7.2a] Tyrador Safeguard Coalition 1.1.0 (updated March 25, 2017)
Post by: Gourdman on March 29, 2017, 06:04:03 PM
Really liking the ships so far, haven't done too much.  But I did start a new campaign and have been playing for quite a while.

One of the first ships I've tried is the Lance-class Cruiser.  A very well designed ship that has some nice balance, only issue I've found is that it has a little too much OP.
Most cruisers don't get a base 150 OP, and at higher levels it gets a rather ludicrous selection of what can be put on it.  All-in-all though, this ship is nearly perfect, balance-wise.
The extremely efficient shields are offset by a reasonably high flux upkeep.  And the ability, while seeming strong at first, causes the shield while raised to build up hard-flux.

A side-note on the ability, are you supposed to be able to shut the shield off?  It seems like you aren't, because the shield pops back on if you shut it off (I noticed it when the AI started spamming shield deactivation to save flux).


Another thing I noticed is that the supply/fuel economy tanks after about a cycle for some unknown reason (I will admit that I have a lot of mods installed, like Dynasector and SS+ with Nex, disregard this report if it could be those mods), we're talking 350+ credits per supply.
Edit: I have discovered that this issue may have to do with unrest from Templar invasions, not entirely sure, I'll keep checking around.  The Templars are VERY voracious this time around.

Full mod list:
Spoiler
Audio Plus
Blackrock Driveyards
Combat Chatter
Common Radar
Dassault-Mikoyan
Diable Avionics
DynaSector
Exigency
GraphicsLib
Intersteller Imperium
Junk Pirates/PACK/ASP Syndicate
LazyLib
Metelson Industries
Neutrino
Nexerelin
ORA
Pegasus Belt Council
Scyan Navy
Shadowyards Reconstruction Authority
Ship and Weapon Pack
SS+
Templars
Tiandong Heavy Industries
TwigLib
Tyrador + Nex Patch
Underworld
Version Checker
[close]

Note that the economy doesn't get this bad during extended play without this mod, only with it.

Thanks again, this mod is excellent so far and I'm loving the style.  I'm hoping to buy the Venture varient next, it looks really promising (If I can get past this horrid economy D;).
Title: Re: [0.8a] Tyrador Safeguard Coalition 1.2.0 (updated May 27, 2017)
Post by: Machine on May 27, 2017, 07:39:02 PM
Version 1.2.0 (for Starsector 0.8a) (http://fractalsoftworks.com/forum/index.php?topic=5492.0)
"This was just meant to be a new version compatibility patch that got a bit out of hand" edition
More information on the original post

(https://lh3.googleusercontent.com/VIO3YaiUzntDbbzIbE9FnIGIiigw9skRwjceUiO8rD_jkdo6n0zS3z2_z_wXTpjy2auPzKLsBTonWVkep5Tf5Pcb9POkhCxLJzTnsQUpBjgjXTFCz-3bVDUsJzs_Ssi46mwjjg)
Download Tyrador Safeguard Coalition (https://drive.google.com/file/d/0B_QhkeVVHyWMUnRrQ29GeUFrU1k/view?usp=sharing)
Download Mirror (https://www.dropbox.com/s/6u29469e0mtow96/Tyrador%20Safeguard%20Coalition%201.2.0.zip?dl=0)

(Requirements: LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Supports: Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181), Graphics lib (http://fractalsoftworks.com/forum/index.php?topic=10982.0) and Nexerelin (http://fractalsoftworks.com/forum/index.php?topic=9175.0))
(Download includes patch mod; enable both the main mod and the patch to play with Nexerelin).


I think I might have a problem, I was just going to update this for version 0.8a compatibility first, but I ended adding some content that was meant for later. In other words this was also meant to be a rather small patch...


Changelog:

Version 1.2.0:
Spoiler
   -Mod updated to 0.8a.
   -Gameplay Changes:
      -Renamed Corseque-class to Halberd-class.
      -Renamed Svardstav-class to Claymore-class.
      -Altered ship stats according vanilla changes.
      -Removed ALL drone ship systems.
      -Added shipsystems: Burn Drive (Pernach-class), Targeting Feed (Woomera-class), Reserve Deployment (Kestros-class, Maul-class), Recall Device (Amentum-class), Plasma Jets (Claymore-class), Ram Drive (Angon-class).
      -Added Misericorde, Buckler and Sai drone wings as available fighters.
      -Kris, Loader "drone" ship systems have been converted into built-in fighters.
      -SCV Corvette is now a built-in fighter for Maul-class vessels.
      -Removed built-in Drone bays from Kestros-class vessels, replaced with 2 built-in fighters, Misericorde drones for the Coalition variant and Wasps for the TT variant.
      -Drone Bay (Large Missile) weapon removed.
      -Drone Rack (Medium Missile) diversified into 3 different weapons: Kulbeda Drone Rack (2 waves of 3 PD drones), Corvo Drone Rack (1 wave of 3 Attack drones), Caltrop Mine Rack (single kamikaze drone).
      -Altered how drone racks function, now deployed drones are individuals instead of wings.
      -Removed built-in hullmod "Fleet Server" from Atlatl-class carrier.
      -Modified "Fleet Server" hullmod into a normal hullmod, can be equipped by ANY Coalition combat vessel. Fleet Server provides a combat buff to nearby fighters/drones not taking into account the source of the drone, decreasing the ship's fire rate by 75/60/45/30%, depending on hullsize.
      -Altered sprites of Amentum, Woomera, Venture (TSC) and Sagaris-class vessels.
      -Ship loadouts altered to reflect changes.
   -Campaign Changes:
      -Added Aridas star system to the campaign. (Content WIP, missing custom textures for some planets).
      -Renamed Aridas to Arydas.
      -Added procgen content to the Tyrador star system.
      -Added inert Gate to the Tyrador star system.
      -Added custom icon to Atrio's Defensive Platforms.
      -Removed SSO Base from Penelope's Star star system, replaced it with the Urals' Scaffold.
      -Moved the CSV Andes from Magec to Arydas, added the CSV Himalayas to Magec.
      -Slightly altered the market conditions of Coalition Markets.
      -Moved Tyrador slightly downward.
      -Altered faction ship lists to reflect changes, also fixed some ships/variants that were not included so now they can actually spawn in the campaign.
   -Misc. Changes:
      -Anything else I forgot to type here.
[close]
Title: Re: [0.8a] Tyrador Safeguard Coalition 1.2.0 (updated May 27, 2017)
Post by: Bastion.Systems on May 28, 2017, 01:28:58 AM
W00t, I really like your ship designs and they fit super well into the vanilla style without looking like obvious kitbashes!
Title: Re: [0.8a] Tyrador Safeguard Coalition 1.2.0 (updated May 27, 2017)
Post by: SierraTangoDelta on May 28, 2017, 05:11:43 PM
Well this came outta nowhere. *** awesome though.
Title: Re: [0.8a] Tyrador Safeguard Coalition 1.2.0 (updated May 27, 2017)
Post by: Mr. Nobody on May 29, 2017, 03:34:52 AM
Does the flash catalog contains information about ships and weapons? Or is it just a gallery of .jpg?
Title: Re: [0.8a] Tyrador Safeguard Coalition 1.2.0 (updated May 27, 2017)
Post by: SCC on May 29, 2017, 10:58:01 AM
Javelins are way, way too powerful... They should have 1 reaper at best or atroposes instead of them.
Title: Re: [0.8a] Tyrador Safeguard Coalition 1.2.0 (updated May 27, 2017)
Post by: Machine on May 29, 2017, 05:01:56 PM
@Mr. Nobody:
Truth be told, I made it for fun when I noticed that I could add flash to a post, but it didn't work. It is not an out of game version of the codex, nor does it describe the weapons, it is a small sprite showcase of the ships with their names and a short description (with arrows to select the previous or next ship).
It is also considerably smaller than the large sprite sheet, at 365 kb instead of 5.96 mb (it doesn't show the skin variants, so that contributes a bit). I have not updated it yet, but the only big sprite changes are the Sagaris-class and Amentum-class.

@SCC:
I'm quite aware of it. I didn't do much with fighters other than port them to the newest version and reimplement drone shipsystems as fighters. I did not want to rebalance my fighters yet, considering that vanilla fighters are already quite OP, and they are getting rebalanced in the next version anywy, and then they would need to be rebalanced again.
I did consider giving Javelins 2 Atropos torpedoes, but then they would be too similar to Tridents. So I kept them the way they were, instead of figuring a new missile to give them. In hindsight this was a bad call, and making them a Trident "clone" for the time being would have been better.
Title: Re: [0.8a] Tyrador Safeguard Coalition 1.2.0 (updated May 27, 2017)
Post by: dk1332 on May 31, 2017, 06:59:34 AM
Found a bug in the simulator. Tyrador fighters are still counted as "ships" and can be spawned as enemies in the simulator.
Title: Re: [0.8a] Tyrador Safeguard Coalition 1.2.0 (updated May 27, 2017)
Post by: SCC on May 31, 2017, 08:32:57 AM
Another small bit: Halberd's beam has 1000 range, while buyable version has 800 range.
Title: Re: [0.8a] Tyrador Safeguard Coalition 1.2.0 (updated May 27, 2017)
Post by: DinoZavarski on May 31, 2017, 11:24:00 PM
Found two sets of typos in last release:

- in data/config/hull_styles.json all occurrences of "/cover/" have to be replaced with "/Cover/"
- in data/lights/Coalition_texture_data.csv all occurrences of "\" have to be replaced with "/"

The second set of typos is wrong directory separator, so enabling your mod most likely breaks the game not only on Linux, but also on MacOS.
Title: Re: [0.8a] Tyrador Safeguard Coalition 1.2.0 (updated May 27, 2017)
Post by: 2_Wycked on June 01, 2017, 02:48:01 PM
Just wanted to chime in and say thank you for the different colored ships and overall excellent design of the new hulls! They look great and really spice things up.
Title: Re: [0.8a] Tyrador Safeguard Coalition 1.2.0 (updated May 27, 2017)
Post by: Chronosfear on June 02, 2017, 03:56:58 AM
Hi,

Thanks for the contributing this mod.
The sprites are well done and your ships fit in very well.

I have some concern about your fighter wings. They seem a bit weak compared to vanilla.
Or even more specialized as vanilla wings
Not playing your mod for a long time yet. So some things might change my opinion.

Sai PD Drone (compared to Wasp wing)
a little bit more armor but lacks the proximity mine.
wasp might be the better choice

Kunai
durable but with only swarmers you cant rely on it.
I prefer Talon (yes they are a OP at the moment)
Still think that a Broadsword or Warthog will be a better choice depending on what damage type you want. (they even have a decoy flare launcher to make them useful vs bigger threats)

Chakram support wing
Seems to have a bug. They stay close to my carrier and not going in to support my bombers like the should.
probably a good choice if it worked.  ???

Javelin Bomber wing
Very strong and very expensive. Gets killed nearly every time the are trying to return to the carrier caused by the frontal only shields.
But if you want something dead. Hunt him down with a pair of Javelins.

Scimitar Gunship
Though and a nice distraction. The phase skimmer is a nice addition.
But for the OP, the Tomahawk is a wiser choice.

Tomahawk Gunship
Not as though as the Scimitar, but 2 per wing makes them better.
They miss the phase lance but got double the amount of swarmers compared to the scimitar
Also they got the decoy flare launcher which makes them better vs. bigger ships,
and with the same speed as the Javelin bomber. They work better together.

Shuriken Interceptor
Does what it says. Until something with shields come into play ( High-tech fighters )

Will add more while I continue to play your sweet mod. :P

Oh and btw : I like those modular transport ships that by adding a hullmod to that specific ship.
Title: Re: [0.8a] Tyrador Safeguard Coalition 1.2.0 (updated May 27, 2017)
Post by: 2_Wycked on June 05, 2017, 03:14:39 PM
Do you have any plans to update this to be compatible with Nexerelin?
Title: Re: [0.8a] Tyrador Safeguard Coalition 1.2.0 (updated May 27, 2017)
Post by: Machine on June 05, 2017, 07:16:31 PM
@2_Wycked:

Yes, current dev version (1.3.0) is already Nexerelin compatible. Ideally I would like to release it during this coming weekend.
Can't make promises though.

The next release will include some bug fixes, namely the ones mentioned above (BTW thanks to all for the bug reports) and some improvements, the removal of the deployment messages triggered by the drone spawner weapons, and the ability to toggle a ship's shield off when using the Ram Drive system.

All that is done already. Currently working in rebalancing/respriting some of the fighters, adding a new weapon, figure what to do with the Amentum's shipsystem, and try to catch any bug that I might have introduced (playtesting the mod a bit).


@Chronosfear:

Thanks for the feedback, I'm taking it into account to rebalance the fighters.

In regards to Javelins, they are way too OP, specially in combination to the Recall Device shipsystem, which makes their downside meaningless. So they are being remade.

In relation to the Scimitar corvette, it gets the "frigate and up" version of the tac laser and the swarmer, both weapons have lesser versions used by fighters (although only the fighter swarmer is vanilla).
Anyway, I get why it would seem a lot less useful than a pair of Tomahawks, specially since graphically it looks pretty similar armament wise, even if it is stronger in practice.

The modded Tactical Laser for fighters has half the range and damage in comparison to the vanilla one. The vanilla swarmer (fighter) fires missiles in burst  of 2 in comparison to the ship version which fires in bursts of 4.
Which means one Scimitar has about twice the firepower of a single Tomahawk plus a Phase Lance, but this is not readily available information to the player.

Currently modified the sprite, made it a bit larger (slightly smaller than the Kite) and gave it 2 proper Tactical Lasers. Also I'm making the fighter tac laser more visually distinctive (It was a bit thinner than the vanilla tac laser, but a difference of 1 is probably not easily noticeable).





Adding a WIP preview of the graphical part of the fighter rework
Spoiler
(https://lh3.googleusercontent.com/eVcHmmNNbc4RAEY21pStDJpRHb9QCso5w4iIq0YM0of4qvDKFT2zZNmdyHGy6LPRliwYhCtZd_HvAGwyNddAr1LO79JSXOEuSw0zTk_T-Z2ylZ8Idf-j31mf1amraMfgMt6Ulw=s140-p-k)
And yup those "fighters" got a bit bigger, and those "engine pods" on the new Javelin are the new torpedoes.
[close]

Title: Re: [0.8a] Tyrador Safeguard Coalition 1.2.0 (updated May 27, 2017)
Post by: 2_Wycked on June 06, 2017, 03:23:40 PM
Awesome! Really digging those new fighters btw, especially the color.
Title: Re: [0.8a] Tyrador Safeguard Coalition 1.2.0 (updated May 27, 2017)
Post by: Shyguy on June 08, 2017, 11:36:52 AM
Question, does the Angon have a more damaging explosion on death than other ships as my barbarian which was about 200 away from one got utterly obliterated from full armour and hull.

Edit: Also noticed the starting ship selection not appearing in Nex, all that appears is the randomisation option, doesn't cause any crashes however so it just means you cant join as the Coalition as a starting option.
Title: Re: [0.8a] Tyrador Safeguard Coalition 1.2.0 (updated May 27, 2017)
Post by: Machine on June 14, 2017, 11:14:03 PM
There is no special code for the Angon besides the modular bay, and the Ram drive. The 0.8a version of the mod was not compatible with Nex, this is fixed in the current 0.8.1a build, which is just below.
Title: Re: [0.8.1a] Tyrador Safeguard Coalition 1.3.0 (updated June 15, 2017)
Post by: Machine on June 14, 2017, 11:15:03 PM
Version 1.3.0 (for Starsector 0.8.1a) (http://fractalsoftworks.com/forum/index.php?topic=5492.0)
"Nexerelin/Ethical" edition
More information on the original post

(https://lh3.googleusercontent.com/VIO3YaiUzntDbbzIbE9FnIGIiigw9skRwjceUiO8rD_jkdo6n0zS3z2_z_wXTpjy2auPzKLsBTonWVkep5Tf5Pcb9POkhCxLJzTnsQUpBjgjXTFCz-3bVDUsJzs_Ssi46mwjjg)
Download Tyrador Safeguard Coalition (https://drive.google.com/file/d/0B_QhkeVVHyWMUHo4djNSbWwtRTg/view?usp=sharing)
Download Mirror (https://www.dropbox.com/s/invuwfadeua83vs/Tyrador%20Safeguard%20Coalition%201.3.0.zip?dl=0)

(Requirements: LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Supports: Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181), Graphics lib (http://fractalsoftworks.com/forum/index.php?topic=10982.0) and Nexerelin (http://fractalsoftworks.com/forum/index.php?topic=9175.0))
(Patch mod no longer required, works with Nexerelin right out of the box).


Meanwhile 0.8.1a did not break the mod, the mod required some balance changes, especially regarding fighters, which got changed quite a bit in some cases. Honestly I expected more nerfs for vanilla fighters.
The mod is now also compatible with the current  version of Nexerelin, and no longer requires the small patch.
Besides that, some polishing touches and bug fixes were also implemented.


Animated preview of the new Lotus-class Torpedo in action
Spoiler
(https://lh3.googleusercontent.com/JxctMWg5vTdILAaKWwJPNvdSM4tQEd6_m6zTq3C4yHluspC_pQNQ52Yu7RDqwfgbES07sYP9t1TW2W2GeIClsWI7m_UMvC3_fgOlHJZrRkxmAyWabc2XcvZZRNdbQ1zNVtlE0Q)
[close]

Changelog:

Version 1.3.0:
Spoiler
   -Mod updated to 0.8.1a.
   -Gameplay Changes:
      -Halberd-class Battleship built-in Disruptor Beam Cannon stats made identical to the modular-buyable version.
      -Halberd-class Battleship ship system "Phase Jump" replaced with "Ram Drive".
      -Halberd-class, Lance-class and Angon-class are now "Ships with modules", and now equipped with a secondary shield emitter activated by turning on their "Ram Drives".
      -Angon-class Transport "Ram Drive" is now a lesser version (less efficient shield) of the one equipped by the Angon-class and Halberd-class.
      -Amentum-class Carrier "Recall Device" ship system replaced with "Reserve Deployment".
      -Kestros-class Cruiser "Reserve Deployment" ship system replaced with "High Energy Focus" (this is a temporal measure, since I've not coded or sprited its new intended system).
      -Buffed the Tessen-class, longer peak CR time, lower deployment costs, now it is a good alternative to sacrificing a combat ship's battle effectiveness by adding the Fleet Server Hullmod to it.
      -All TSC fighters got the vanilla "No Weapon Flux" hullmod.
      -Combat stats of Gunship style fighters (Scimitar, Chakram and Tomahawk) were buffed a bit.
      -Fighter LPC OP cost reduced a bit overall.
      -IR Pulse Lasers employed by TSC fighters replaced with IR Pulse Lasers (High Delay) the vanilla fighter version of the weapon.
      -Added a fighter IR Pulse Laser to the Kunai-class Strike Fighter.
      -Added a fighter IR Pulse Laser and a Stinger-class Proximity Mine to the Shuriken-class Interceptor.
      -Javelin-class Heavy Bomber, Chakram-class Support Gunship and Tomahawk-class Attack Gunship had their sprites redone.
      -Javelin-class Heavy Bomber, Chakram-class Support Gunship and Tomahawk-class Attack Gunship had their speed stat equalized, they are currently designed to be used in tandem.
      -Chakram-class dual Ion Cannon's replaced with a single Ion Micropulser, a smaller version of the Ion pulser.
      -Javelin-class dual Reaper-class Torpedoes replaced with the new Lotus-class Torpedo (overall damage nerf).
      -Javelin-class now has an Omni shield and Maneuvering Jets as ship system.
      -Added Advanced Optics hullmod to Sai-class Defense Drones in order to make them "competitive" when compared to Wasps.
      -Increased the number of Corvo-class Combat Drones deployed by the Corvo Drone Rack weapon to 4 drones in a single wave.
      -Increased the number of Caltrop-class Phase Mine carried by the Caltrop Mine Rack weapon to 3 mines, deployed individually.
      -Increased the number of Misericorde-class Phase Drones in a wing to 4.
      -Increased the number of Buckler-class Shield Drones in a wing to 3.
      -Replaced the Decoy Flare Launcher ship system of the Buckler-class with a lesser version of the Active Flare Launcher system.
      -(D) skins are now closer in line to vanilla (D) skins.
      -All (D) skins can now be restored to their default skin, for most ships this means the TSC skin, even for those that have a TT skin.
      -Medusa (D) is now a vanilla Medusa-class skin.
      -Introduced a new missile weapon, the Lotus-class Torpedo Launcher, it comes in fighter size (single), small mount size (Lotus-class Torpedo), medium mount size (Rainstorm Lotus Launcher), large mount size (Monsoon Lotus Launcher). The weapon is a poorly guided MIRV-like missile that splits into 8 two stage rockets that deal energy damage, the warheads themselves are not very accurate.
      -Ship loadouts altered to reflect changes.

   -Bug Fixes and Improvements:
      -Major unreported bug regarding weapon spawned drones (Corvo and Kulbeda) where they were able to attack an enemy ship and suffer no counterattack was fixed. (Main reason for the delay, required me to figure a way to deal with their AI, and maybe lose the search pattern they exhibit, thankfully I was able to keep the behavior thanks to a second AI altering script).
      -Removed deployment spam messages when spawning weapon based drones.
      -Player or the AI, can't turn the shield off when using the Ram drive shipsystem (affects Angon-class, Lance-class and Halberd-class).
      -Claymore built-in missile can no longer get more than 1 ammo, mostly flavor, its reload time was too long to actually happen.
      -Fighter wings removed from the simulator.
      -Fixed the use of incorrect directory separator in "Coalition_texture_data.csv".
      -Replaced the use of "cover" with "Cover" in "hull_styles.json".
      -Added system weapon slots for the ship hulls that use a weapon shipsystem, that were currently missing it.
   -Misc. Changes:
      -Anything else I forgot to type here.
[close]

EDIT: FIXED THE LINKS IN THIS POST.
Title: Re: [0.8.1a] Tyrador Safeguard Coalition 1.3.0 (updated June 15, 2017)
Post by: Takion Kasukedo on June 15, 2017, 01:36:02 AM
That torpedo is a very interesting MIRV.

I can't wait to see that new system by the by.
Title: Re: [0.8.1a] Tyrador Safeguard Coalition 1.3.0 (updated June 15, 2017)
Post by: Shyguy on June 16, 2017, 07:39:18 AM
I noticed that repairing the D mod Labrys in the previous version didn't restore its large missile hardpoint, was that resolved in the new update?
I also noticed that the D mod variant was the only one to appear in non coalition markets (unless it is just that rare) and it always and only had the destroyed weapon mounts.
The 100 point mining strength for the Maul, does it mean the Neutrino Maul or the Coalition Maul as neither seem to give more than 40 mining strength (unless i've gotten something wrong).

Thats it really, thanks for making the mind thought, the new ships add to the game in a good way.

Spoiler
The pavise is a strange creature.
[close]


Title: Re: [0.8.1a] Tyrador Safeguard Coalition 1.3.0 (updated June 15, 2017)
Post by: Machine on June 16, 2017, 08:55:50 AM
Well restoring to base hull was only added in this update, so before a Labrys (D) would restore to a Labrys (D) minus dmods. The destroyed mounts hullmod is also entirely cosmetic, just to showcase to the player that this (D) hull is lacking some weapon slots, by itself it does nothing, the actual changes are in the skin file.

I could have gone the current vanilla route and add the slot back, but I think a pirate fleet with easy access to large missile weapons is quite scary, it would also make the player's access to them easier. Other way to do so was to degrade that mount to medium sized, but I already did that for the Sagaris (D).

But that's resolved, every added (D) hull restores to base, specifically to the TSC skin (with the exception of the Medusa (D), which restores to vanilla Medusa), if one doesn't then that's a bug, most likely me forgetting to set it to doable in the skin file.

Also, only (D) variants are available on non TSC markets, unless the ship is a civilian ship (everything yellow), or has a faction specific skin (mostly TT skins, the multiple Angon skins, and the (XIV) Koncerz).


I'll look into the Maul, it should be giving 100 mining strength...


Spoiler
A pavise shield is a large shield not designed to be carried in one arm (strapped to the forearm or using a handle), like a normal shield. Instead it was carried on your back then planted on the ground and used as mobile cover for archers/crossbowmen similarly to the "siege weapon" called a Mantlet. Inspired by its namesake the Pavise-class is a defensive cruiser, that usually just won't die, send it to attack a large target to keep it locked in place, or rally it into the middle of battle so it can shield other vessels.
[close]
Title: Re: [0.8.1a] Tyrador Safeguard Coalition 1.3.0 (updated June 15, 2017)
Post by: Althaea on June 19, 2017, 11:50:42 AM
@Machine: the OP suggests that a patch is still needed to make Tyrador Nex-compatible.
Title: Re: [0.8.1a] Tyrador Safeguard Coalition 1.3.0 (updated June 15, 2017)
Post by: HELMUT on July 06, 2017, 12:59:25 PM
I finally found the time to play a full campaign with Tyrador, and i liked it. The faction felt a bit like a mix of low and high-tech, slow and tough (with some exceptions), with a focus on energy weapons. They're pretty well rounded for all parts of the campaign. Their frigates bring a decent amount of pain in early game, carriers and fast destroyers are very strong after that, and they have plenty of front-liners to survive late game.

Before starting, let's get done with the boring stuff. The Javelin's description makes mention of reapers torpedoes, but now have Lotus instead. The station's music sounds weird, there's definitely an issue with the sound quality on this one. Fleet server hullmod efficiency should scale depending on the hull size rather than the current reduced fire rate scale, moreover, it doesn't works on "continuous" beam weapons. Deployed drones counts in the battle deployment points, which i think isn't supposed to happen. Another thing, the mod add a loooot of ship skins, i'd be curious to know what is the VRAM cost of Tyradir, i did crash once during the campaign, can't certify this is the reason though.


Now that we've dealt with this, let's start with the fun part.

The Koncerz was my starter for this campaign, a nearly identical variant of the Wolf, except for its larger mounts. Despite being very similar to the Wolf, i think the Koncerz is noticeably superior. Two med energy hardpoints and one synergy turret tends to be allow for a wider variety of weapons and roles. I outfitted mine with a pair of phase lances and a sabot pod, which allowed me to tear through both shields and armor during early game bounties. Even later on, when the Wolf tend to fall off, the Koncerz can still fill the role of missile support similar to the Vigilance, which keep a place for it even in larger battles. Even when fighting late game IBBs, i still had a pack of graviton/missile Koncerz going with me.

While i'm not against a ship that can fulfil two roles, i think some of its stats should be nerfed in some way. A lower PPT would make it inferior to a dedicated support frigate for late game, and a slightly lower speed would keep the Wolf competitive for early skirmishes.

The Adarga is supposed to be a point defense frigate, but is sadly overshadowed by its vanilla counterparts in that role (Centurion, Monitor). Not having Damper field or Fortress shield prevent it from surviving larger engagements. It's otherwise a pretty solid attack frigate, with reasonable armor and heavy frontal firepower. Sadly very slow at 80, even most destroyers will outrun it. Still, i managed to make a very decent Safety Override variant thanks to its numerous mounts. 3 IR pulses, 1 ion cannon and 1 phase lance to brute force through most opponents early on. There's still the issue of catching them, even with SO.

The Ranseur is a better combat frigate in that regard. Reasonably fast, with the ability to mount a pretty large amount of small missiles. While not exceptional, it'll perform well enough during early game. It still suffer from the presence of the Koncerz that is a flat out better in every roles except anti-fighter.

The Tessen was like an unicorn, i only found one in my entire campaign. An extremely fast, but barely armed support ship, quite similar to the Omen in some way. Its sole purpose is to buff carriers with the Fleet Server hullmod and de-buff enemies with Entropy Amplifier, there's no reasons not to have at least one of those in the fleet. It's very fragile though, its very narrow shield arc differentiate it from the Omen, definitely not an escorter. Better leave it alone doing its thing far away from the main brawl.


In the destroyer category, the Sabre felt very strong. Basically a Sundusa, or Meduser, something fast with a big gun. Just like the Koncerz, the Sabre can perform both a role of attacker or fire-support throughout the campaign. A long range beam harasser? Naturally. An all around skirmisher? Of course. A SO brawler? You bet. It combines both very good stats and exceptional weapon layout (one large energy turret, two medium missiles hardpoints), this makes the Sabre an arguably superior alternative to both the Medusa and Sunder. Not by a massive amount, but still noticeable. I think a 0.8 shield efficiency would be a good start to nerf the beast. Even then, it would still stays very strong.

The Aspis is a luxury Omen. Tougher, stronger, and more than twice as expensive to field. Unlike the Omen however, the Aspsis is not just a mobile EMP emitter. With one medium energy hardpoint and two synergy, the Aspsis also makes for a pretty good fire-support. The kind of ship you need to swat fighters and missiles, while firing at the enemy. Is also endowed with some pretty epic flux stats for some reasons.

The Sagaris is the dedicated missile boat of the faction. A strange and unwieldy thing with a large missile hardpoint and awkward turrets arcs. A poor front-liner, but otherwise a fairly good PD/support craft. Surprisingly, i would have usually considered a destroyer with a large missile impossible to balance. Way too strong, way too easy to exploit. But after trying to field a large amount of those, and getting inferior results to an equivalent carrier fleet, i'm not sure what to think. Perhaps 0.8 changed the balance more than i expected. So... Innocent until proven guilty for the Sagaris i guess?

The Labrys is the little brother of the Sagaris, with its design philosophy taken even further. Capable of lobbing a ludicrous amount of missile for its size, but also stupidly expensive to field, and otherwise a very crappy destroyer in all regards. The kind of weirdo you get out of its padded cell when you really need a lot of lrms (because you're certainly not going to risk putting torpedoes on that thing, hmm?) and not much else. A niche pick for a normal campaign, although i expect some cheesy strats to be possible with this one.


The first cruiser i got was the Lance, a curious mix of awesome and awful. Awful because of its tendency to use its ram drive to dive deep in the enemy fleet by itself. Awesome because of its tendency to use its ram drive to dive deep in the enemy fleet by itself. Because it can't stay in place, an agressive loadout tends to work best, with a lot of EMP weapons to improve its survivability in the inevitable brawls it'll find itself into. A whole fleet of agressive Lances tends to be quite spectacular and effective, until they are outnumbered and surrounded. Narrow front shield, long profile and light armor tends to make them easy preys to flankers. I didn't had to retire my Lances as they all eventually died in battle, now i had to find a proper front-liner that wouldn't go full Pather in every battle.

By the way, the Angon, the civilian alternative of the Lance, cost the same for barely improved freighting stats, and obviously much worse combat capabilities. I liked the hullmods changing the ship sprite though.

I found that front-liner in the Kestros. Actually more fragile than the Lance, but with a better profile, wider shield and a safer system. Also comes with a pair of phase fighter wings. The Misericordes aren't really good at killing thing, thanks to their tendencies to stay cloaked most of the time, but will still distract the AI for a while. The Kestros relatively low fire-power is kinda offset by high energy focus, i outfitted mine with a graviton/tachyon loadout which makes for a pretty tricky ship to approach, especially in fleet battle.

At some point, i encountered ships that even a bunch of Kestros couldn't quite stop. Fortunately, it was also the moment i decided to buy a Trollvise Pavise. An extremely cheap, schadenfreude powered cruiser with the tendency of never dying, ever. Fortress shield tends to do that. Just like the Tessen, it's always a good idea to have at least one of those available. Just give it an eliminate order on that big, scary battleship, not to take it down, but to keep it distracted from the rest of your fleet. I like giving my Pavise Safety Override for better mobility and dissipation, as well as a pair of Ion Pulser and Reapers to keep the "tagged" enemy ship on its toes. Converted hangar isn't a bad idea either if you're looking for a more combat focused variant rather than pure tanking.

I'm not looking forward to the day i'll face one of those though. I'm not sure it should stay the way it currently is, probably extremely un-fun to fight against. Reducing its shield arc wouldn't work that well since it'll just make extended shield, or even front shield emitter, a necessary OP "tax" to keep the full coverage. So... Nerfing the overall OPs? Not a very interesting way of doing things though. I'm not sure how to do it, but the Pavise definitely need something to make it less heinous to destroy.


For the capital ships, the Halberd was the first big one i got. Basically a bigger Lance cruiser, fulfilling a similar role on the battlefield. Fortunately, the Halberd doesn't quite share the Lance's vulnerability to flanking, it's tougher, with better PDs on the sides and rear, and a powerful omni-shield. Like its little brother, the Halberd is better outfitted with an agressive loadout to combo with the ram drive. I found Accelerated Shield to be a very important hullmod for this ship. Since the Ram drive's shield shut down once the ship reaches its destination, usually right on top to the target it was charging, raising it back up quickly is imperative to avoid a surprise alpha strike to the face.

Quite an important addition to the fleet since Tyrador's desperately needs a reliable attack ship for late game battles. Not my favourite flagship though, i kinda struggled to find a reliable "in your face" loadout for that one. On the other hand, a Tachyon lance/Sabot boat works very well for the AI. If Safety Override could be mounted on capital ships, i think the Halberd would like it very much.

The Atlatl sits somewhere in between the Astral and the Legion on the battlefield, with the disadvantage of being more fragile than both. Its heavy armament gives it quite a punch for a carrier, more than the Astral, but maybe slightly less than the Legion. Mine had a pair of Squalls and Tachyon lances for poking, as i never felt very confortable letting it come too close to the frontline because of its relative vulnerability. I admittedly didn't played that much with this one, as it was a very late addition to my fleet. And while the Atlatl could make for a decent flagship, another one already caught my heart.

The Claymore battlecruiser, or what if a Conquest and an Olympus had a child. Unlike its mid-tech counterpart, the Claymore is blessed with an extremely strong shield emitter, making it a much tougher alternative broadside ship. Speaking of broadside, the Claymore is armed to the teeth, 4 medium energy turrets and 1 large per side (with arguably more punishing arcs than the Conquest), plus a rear medium turret that can reach the sides. Add on top of that 4 front medium missile hardpoints, and the built-in Judgement super-torpedo, the Claymore knows how to deliver the pain. Which is why is used it as my flagship for most of the late game.

My Claymore filled an important role in the fleet, the role of finding and destroying the enemy's flagship as quickly as possible. For this purpose, i went for an asymmetrical broadside loadout, with a wall of Heavy Blasters (and one Ion Blaster) on its left, and simple LRPDs on its right, with Sabots on the front. The Blasters were more backup weapons than anything, used to clear a path to my main target which would have the privilege of taking the 12K HE torpedo to the face. Needless to say, this is a strong ship, very strong. Too strong? A powerful shield on a very mobile ship tends to be a winning combo in most situations, even more so when it's backed up by overwhelming firepower. Just like what i suggested with the Sabre, perhaps a slightly less efficient shield should do the trick. Although i would personally go a bit further and downgrade at least two of the missiles hardpoints to small, no one should have that many sabots.

That's all for the ships! A few things about the weapons now, haven't thoroughly tested them all, but i at least took some time to check on those cool little drones launcher.

The drones are at their strongest early game, where one or two "fighter wings" can drastically change the outcome of the battle. The Kulbeda are serviceable in that regard, they can deal a reasonnable amount of damage to frigates while offering decent PD coverage around them. The Corvo felt much stronger though, IR pulse drill through armor much faster than PD lasers, and most importantly, the Corvo comes with shields, which makes them surprisingly durable. The Caltrop mines are... Weirder. Basically flying torpedoes, as such the AI won't use them against frigates. They also have strange behaviour where they'll stay phased on top of a target until they reach their limit, then launch a point blank attack.

While drone launcher are very strong early on, they fall off really hard in larger battle, where heavy fire will rapidly swat them out of the sky before they can contribute. And unlike fighters, there's no replacement for drones. I've been thinking about "infinite ammo" launchers, similar to Salamanders, that would periodically send out smaller waves of drones, self-destructing the previous ones to avoid drone hoarding on the edge of the map. Smaller swarms would nerf the drones for early game, but constant stream of death-bots would keep them relevant for late game. The idea would require some testing though.

I tried a bit the Disruptor beam cannon, which is pretty much an energy based HIL that can deals some hardlfux when used on enemy shields (hardflux beams? Preposterous!). I wasn't really a fan of them though, more expensive than HILs, lower range, less killy, and waiting for the enemy's flux bar to raise tends to be anathema to my playstyle. So i can't really pronounce myself on that.

I can definitely pronounce myself about the Monsoon launcher however, it sucks. Make no mistakes, i really like the Lotus torpedoes, but more than twice the OPs for just a few more ammo? Come on, at least give me an improved auto loader on that thing! (it would probably need more to be honest).

As for the Plasma Lance, this is basically a Plasma cannon for reasonable people. Less killy, but much more flux friendly, the AI loves it. Also a tiny bit more range.

Finally! Writing those always take a while. So in the end, how is TSC? I personally think it's a very good mod, a defensive oriented faction with only a few attacker ships, not groundbreaking by itself, but the execution is good. Top notch sprites too. Add a vanilla friendly lore on top of it, and i think i'll try to lobby TSC Dynasector's integration to Dark Revenant.

tl;dr : Defensive high-tech faction with a few scary killer ships. Really good kitbashed sprites that fit with vanilla, both in appearance and lore. It's a good mod, get it.
Title: Re: [0.8.1a] Tyrador Safeguard Coalition 1.3.0 (updated June 15, 2017)
Post by: Dark.Revenant on July 06, 2017, 10:45:58 PM
VRAM: about 180 MB.  SWP is 215 MB for comparison, and vanilla around 350 MB.
Title: Re: [0.8.1a] Tyrador Safeguard Coalition 1.3.0 (updated June 15, 2017)
Post by: Machine on July 07, 2017, 07:12:10 PM
@alguLoD:  Thanks, I was going to fix it when I had more content to post (as in some animated previews of current content) but real life got a bit in the way.


@ Dark.Revenant: Thanks for the information.


@HELMUT:

I've been waiting for this... oh feedback, gloriously large amounts of feedback.

Thanks for the bug reports, also I was sure I had included the latest changes to the descriptions.csv file, but it seems I forgot to include some of them.
I agree with most of the feedback, I'll apply some nerfs here and there, and for the ships that need them, a buff. I'll address some of the feedback specifically.

I'm not changing how the Fleet Server hullmod works, making it scale depending on hullsize would also merit a different indicator on the fighters/drones affected depending on the ship granting the buff, changing the penalty on the hullmod carrying ship is not out of possibilities though. But currently I think it works well. Would you give the hullmod to a Halberd?, in most circumstances no, it's a ship with a lot of guns and would suffer greatly from it, but a Halberd filled with defensive hullmods, and few weapons, gives you a heavily armored source of the buff, right on top the enemy, the Pavise also works great for this, but it won't reach the frontline as fast. BTW, I have not implemented those variants ingame, because they could easily spawn in fighter-less fleets, maybe in a future mission.

I'm not so sure on what I should do with the Ranseur, it probably needs to be re-implemented, it is just not as good as the Adarga or Koncerz, it's like an underperforming mix of both, and it would lose its place if I make the Adarga faster (which I'm not against). If I don't end up replacing/removing it, the Ranseur is likely getting the Ram Drive shipsystem, in order to fit closer to its naming pattern (a spear-like weapon). I'll see what I can do with the Adarga, since it is underperforming in its intended role.

The Tessen is meant to be a rare ship, mostly because it is dead weight in an AI fleet if it spawns without fighters, so the unicorn moniker fits nicely. I'm planning to give it some support weaponry, specifically a built-in scout probe (because probing was the best part of Mass Effect 2). Heh, more seriously, the idea came after noticing how good were the drones at exploring (which lead to their nerfed sight range). Still not sure if I'll add that weapon to the Tessen, but it seems like a good fit, and it's also not a good candidate for a "modular" weapon.

Regarding the Angon, its combat stats are getting a nerf and its maintenance stats are getting a buff. I'm also introducing 2 more variants, following the same concept as the Colossus, mainly because the Angon, with my mod installed is a widespread enough transport. Anyway, on a related subject, I know the potential problems with VRAM, so I'm not going to include a lot of extra graphical content, at the very most one extra civilian ship, and a Hegemony skin or 2, might re-implement some of the already existing (D) skins as pirate/pather modified skins (more than just a damaged hull image with some dmods), that said those are longer term plans. I wish the game supported some sort of team color, maybe a tint mask, it would make making faction skins cheaper on the graphics card.

Not sure what I could do with the Pavise, it doesn't die, but neither does a Paragon, however that comparison is quite unfair, since the Paragon is not as common. So far I've reduced its OP, so it's harder to mount defensive hullmods, and also increased its deployment costs and fleet points. Although that seems more like nerfs for when it's player controlled. Anyway, when facing one, I usually ignore it as best as I can and deal with it once there's little opposition left.

Regarding the weapons I took a deep look at the Monsoon Lotus Launcher, and honestly I should have never tried to make it inferior to the Hurricane MIRV, since it is meant to compete with the Cyclone Reaper Launcher. Currently increased its ammunition to 18 missiles and increased its fire rate.
And finally the drones. I'll add more weapons that deploy drones, this does not necessarily mean more drone variants. Looking at the graphics folder, should give one idea on what I've been planning. BTW, it's not the "Drone Bay", that was removed for the potentially infinite spawning of drones. Reaching critical drone mass with them is not a good idea. If drones are to be "permanent", drones can't regen ammunition.
I've considered the idea of making the drones self destruct if a new wave is spawned, but discarded it, since I had no idea on how I could achieve that, and it also makes it work too similarly to the current fighter implementation.

That said, I'm not against ammunition regen. I've considered using limited lifetime drones. Like CR limited drones, probably with a script that kills them when their CR gets too low, otherwise you'll see them fleeing the battlemap. Other idea, is ammunition limited "suicide" drones, which after expending their ammunition self destruct by kamikazeing into an enemy ship.

I like this idea and given it a lot more thought, I would make it so that when the drone's weapon gets low in ammunition, the weapon's script gets the parent ship (the drone), and issues a command to use an AI-less shipsystem, the ship system is a weapon type shipsystem (like flares),  which acts similarly to how the Caltrops currently act (removing the ship and spawning a drone shaped missile). Both ideas are fully compatible though, do they make the drones too similar to missiles?, I'm not sure. If implemented will I make it affect the current drones?, maybe it would be a big nerf for them, but seems easier to balance. Anyway if I do so, I would increase the ammunition of the current drones.

There was also another idea, for which I wanted to reuse the Drone Bay sprite, I considered making static defenses, a weapon that spawns small stations, however after discussing it with Mesotronik, it seems clear that it would be quite hard to code a proper AI for that, I still like the idea though, mostly because it was part of Battleships Forever, and I like using Ravens in SC2. Reloading and limited lifetimes could make it more excusable for the AI to waste them from time to time, otherwise you would want them powerful, and for the AI to only use them on relevant locations like combat objectives and where it would expect heavy combat.





Considering I'm posting and I like posting with new content, some spoilers (which I actually spoiled above)

Spoiler
(https://lh3.googleusercontent.com/O16gz8IuNjBsHLu3p8UT4ZylFluaV29fGPeOPumjkuKmRVlMW2IhFzKf94il1HPA1uI7hepTepOi1ziydHzHjmgid8QxpDAwt4SqkSrBUbwtYhUTy_vHOK3Efrlfc4mtj-S1Kbu6iw)
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Title: Re: [0.8.1a] Tyrador Safeguard Coalition 1.3.0 (updated June 15, 2017)
Post by: Outro on July 09, 2017, 03:42:33 PM
I think the modular cargo bay mechanic is excellent, and I love that it actually affects the look of the ship if you have it installed.
The tooltip is confusing though, I am unsure of what the "units" actually refer to.
For example "increases overall fleet capacity by 4 units" actually adds 240 units of fuel space to the Adze.
Title: Re: [0.8.1a] Tyrador Safeguard Coalition 1.3.0 (updated June 15, 2017)
Post by: Histidine on September 05, 2017, 07:31:50 AM
Dunno if you saw this on Skype, so I'm crossposting + editing it here for reference:

The Coalition seems to have a disproportionate number of military markets (5 out of 7). For comparison: Hegemony are 6/12,  Luddic Church 1/4, League 4/12 and Tri-Tachyon 2/5.

I'd remove the base from Atrio; it's just a dumpy size 4 mining world and the player can do their military shopping at Arcon.
CSV Andes could be deleted outright (or at least relocated) on similar grounds, it doesn't have any real reason to exist orbiting out there when the system (Arydas) already has a much bigger TSC market.
Title: Re: [0.8.1a] Tyrador Safeguard Coalition 1.3.0 (updated June 15, 2017)
Post by: Machine on September 05, 2017, 06:13:12 PM
I did see it... earlier today.

I'm keeping those large mobile shipyards where they are, but I admit I want to drop their status as markets, and keep them as fleet spawners. So that would be 2 military markets less. I'll keep the under construction CSV Urals as a market though.
In the case of Atrio, well there's a reason for it, lorewise. The planet is not just a small mining planet. It's probably more apparent if you translate the name.

Atrio is Spanish for the Latin word Atrium, a large open area of the domus (upper class roman home) usually located right after the entryway of the residence. In this case the entryway would be the inner jump point located at L1.

An "Atrio", when related to churches, is also the place where people that are not entering the church must wait (where only the faithful are able to enter). This is referenced by the independent market that its station houses, and its status as a free port.

Atrio's station is also named because of it, although the connection is... well... a bit more tenuous. A common element found in roman Atriums was the Impluvium, where rain water would be collected. Since I was not just going to slap a Roman name into the station, I chose something somewhat similar, My first choice was Aljibe, also a Spanish word (although from Arab origin), which would be an underground/partially underground water cistern. But Aljibe station/market just sounds bad to me so I just went with a type of well.

Next is the asteroid belt and the "small" defensive platforms located at Atrio's-Tyrador lagrangian points. The idea here, is to reinforce the notion that the system was/is being  transformed into a fortress, hence why Atrio has a notable military presence, and because of it, a military market, at least currently, I'm not against removing it for balance reasons.
Title: Re: [0.8.1a] Tyrador Safeguard Coalition 1.3.0 (updated June 15, 2017)
Post by: Delta7 on September 08, 2017, 10:48:10 PM
i love this mod, but was very sad to discover that the Maul-C variant lacks the same ludicrous mining capabilities of the normal maul, rendering it as a more lightly armed version of the original that is also worse at mining. the salvage gantry doesn't really make up for that, and the non-combat converted variant should, sensibly, be the variant better equipped for mining.
maybe that'll change when construction ships start being able to construct other ships from raw resources, but for now, it's useless, which i find unfortunate considering how cool looking it is.
i tried changing that myself in the game files like so: text file: C:\Users\User\Saved Games\Fractal Softworks\Starsector\mods\Tyrador Safeguard Coalition\data\config\exerelin\mining_ships added line: "id,strengthTSC_Maul_C,100"
it didn't seem to work, so either i missed something, or the text file doesn't consider the C variant maul skin as being the same ship as the maul. the problem might actually be with Exerilin, not this mod, though i could be wrong.
Title: Re: [0.8.1a] Tyrador Safeguard Coalition 1.3.0 (updated June 15, 2017)
Post by: Regularity on September 19, 2017, 12:31:24 PM
I've started trying out the ships from this mod and have encountered something odd.

The Lance Cruiser seems to have twin shielding: one AI-controlled fixed shield, which raises and vents on its own (separate from a ship-wide vent), and a regular omni-shield controllable by the player).

Adding onto this odd behaviour is the fact that auto-fire does not seem to function on the ship. Hardpoint mounts, front turrets, rear turrets, small, large, etc. Even with auto-fire enabled for that weapon group.

Do these sound like working-as-designed and/or known issues? Just wondering if it's the mod itself or a possible (known) mod conflict causing this stuff.
Title: Re: [0.8.1a] Tyrador Safeguard Coalition 1.3.0 (updated June 15, 2017)
Post by: Machine on September 19, 2017, 10:41:12 PM
That's an interesting bug report.

Just to make sure I tested this again on my end, and it is working as intended, autofire groups work normally, and the "secondary shield" only activates when the Lance's shipsystem is in use (even if the ship is not controlled by the player).

I'm assuming it might be a mod conflict, for a couple of reasons.

The Lance does have a secondary shield, technically a module (like a station) which was made for its Ram Drive shipsytem (meant to activate its shields as it rushes forward). However the behaviour you describe of the shield flicking on and off should be impossible since the "module's" custom AI is blanked. By doing this the module should not react to anything, with one exception, the activation of the movement system of its parent vessel, where the module's custom AI is told to turn its shields on, if its parent vessel (the Lance-class itself) is using its shipsystem and the module's shields are currently off, and to turn its shields off if its parent vessel is not using its shipsystem and the module's shields are on.

In this case, for it to react on its own, it would need to have its AI reset to default, or something is very wrong with the uploaded version of the mod, but that seems unlikely, I would have expected this bug to be reported earlier in that case... do you have any mod that alters ship AI?.

The autofire issue is even weirder, since besides the module, the Lance is a completely normal ship, it doesn't use a custom AI at all. No idea what could be causing it.


Both issues make me think it is a mod compatibility problem, but I can't be completely sure, since I can't replicate it. Also, I would guess this behaviour extends to the Halberd and Angon classes, since they work in a similar way.

Could you post your mod list, and your save?. Since this seems worthy of a hotfix, instead of something minor to be pushed back to the next content patch, or at the very least, list a mod incompatibility on the first page.
Title: Re: [0.8.1a] Tyrador Safeguard Coalition 1.3.0 (updated June 15, 2017)
Post by: Regularity on September 20, 2017, 11:00:48 AM
I thought the targeting/autofire issue might be related to the shield since there are hints the game considers them two independent entities (i.e., when you retreat, your shield gets its own retreat message as if it were a ship). So I thought whatever AI controlled the automatic shield might also be controlling the autofire, and subsequently messing it up.

After some testing, I figured out the culprit: the AI overhaul mod. Remove it, the autofire works fine now. So take note in case any future users of your mod encounter a similar issue.

P.S., love your mod. Keep up the good work.
Title: Re: [0.8.1a] Tyrador Safeguard Coalition 1.4.0 (updated October 2, 2017)
Post by: Machine on October 02, 2017, 06:54:06 PM
Version 1.4.0 (for Starsector 0.8.1a) (http://fractalsoftworks.com/forum/index.php?topic=5492.0)
DynaSector edition
More information on the original post

(https://lh3.googleusercontent.com/VIO3YaiUzntDbbzIbE9FnIGIiigw9skRwjceUiO8rD_jkdo6n0zS3z2_z_wXTpjy2auPzKLsBTonWVkep5Tf5Pcb9POkhCxLJzTnsQUpBjgjXTFCz-3bVDUsJzs_Ssi46mwjjg)
Download Tyrador Safeguard Coalition (https://drive.google.com/file/d/0B_QhkeVVHyWMVXRSZkpZbGdvU28/view?usp=sharing)
Download Mirror (https://www.dropbox.com/s/171t6xrhqgy7ry1/%5B0.8.1a%5DTyrador%20Safeguard%20Coalition%20%281.4.0%29.zip?dl=0)

(Requirements: LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Supports: Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181), Graphics lib (http://fractalsoftworks.com/forum/index.php?topic=10982.0) and Nexerelin (http://fractalsoftworks.com/forum/index.php?topic=9175.0))
(Supported by DynaSector (http://fractalsoftworks.com/forum/index.php?topic=11001.0))


 

Small, if numerous changes, including changes to accommodate a better integration with DynaSector.

Mainly balance changes (just to not say minor nerf bat pass), and some fixes to potential exploits...no more Paragon bowling..., and of course some extra content... including MORE Angon-class variant skins, new hullmods, and WEAPON SOUNDS (Special thanks to MesoTroniK for his help with the sounds), full changelog in the section below.

As stated above, several times, the mod has been integrated into DynaSector (Special thanks to Dark Revenant for taking his time doing this), so go and download it.


Screenshot of some of the new content in action
Spoiler
(https://lh3.googleusercontent.com/ecQnbptR8DCt1WyKu2QfV258ZrdrJIljHTIi4F4oQ8jdW4AblesiIHBF1SoUdkSI-E70x-8a4GnNp8SDmaiBiA2BA8r-EVvAQ0GW8FrvT3ccXd1-q89HyYoqws3Xo3BQbX3LyyvccQ) (https://photos.app.goo.gl/n2zOWPI2E8Gcb0w42)
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Changelog:

Version 1.4.0:
Spoiler
   -Added custom sounds for most weapons; thanks MesoTroniK.
   -Added blacklist for xenoargh's AI Overhaul, should increase compatibility.
   -Added Modular Crew Quarters hullmod. Requires Modular Cargo Bay, incompatible with Modular Containers and Modular Fuel Tanks.
   -Added Sand Caster hullmod. Requires Integrated Particle Conduits, incompatible with Graviton Lensing and Shielded Plating.
   -Added new "Stealth" ship variants using the "Sand Caster" hullmod.
   -Added new graphics for Lance, Angon and Adze classes' "Modular Cargo Bay".
   -Added (fighter) descriptor to the name of the fighter version of the Tactical Laser.
   -Added interaction illustration to Reydes.
   -Added carrier based starts for Nexerelin.
   -Removed Angon-class variants from the codex, that had identical stats, to reduce clutter.
   -Removed Arambai-class from codex. Pending reimplementation as dedicated scout vessel.
   -Removed Pernach-class troop transport. Was already made obsolete due to the removal of boarding, replaced in fleet compositions with Adze-class modular transports.
   -Removed Kris-class combat shuttle (built-in fighter for Pernach-class).
   -Removed Modular Bay from Lance (D)-class weapon groups... not sure how it got in there to begin with.
   -Removed Free port market condition from Abandoned Base.
   -Relocated Abandoned Base to L1 between Tiilo and Mephis.
   -Renamed Maul-class to Threshal-class.
   -Renamed Abandoned Base to Alcazar Station.
   -Reduced player's capability to do "Paragon bowling".
   -Blurred Fleet Server's effect range indicator to reduce artifacting.
   -Market spawn chance of Maul (S) reduced.
   -Fixed some incorrect, obsolete, and missing descriptions.
   -Fixed missing SYSTEM tag on the Chakram-class Ion Micropulser.
   -Akvan is no longer a military market
   -Balance Changes:
      -Claymore-class Battlecruiser:
         -OP decreased to 300.
         -Shield efficiency decreased to 0.8.
      -Maul-class:
         -Mining strength set to 50.      (Nexerelin Only)
         -Maul (D):
            -Mining strength set to 50.   (Nexerelin Only)
         -Maul (S):
            -Mining strength set to 75.   (Nexerelin Only)
      -Amentum-class Carrier:
         -Designation changed to Carrier.
         -Shield efficiency decreased to 0.8.
      -Pavise-class Cruiser:
         -Fleet point cost increased to 18.
         -Max flux decreased to 8000.
         -OP decreased to 100.
         -Fuel efficiency decreased to 4 Fuel/LY.
         -CR to deploy increased to 15.
         -Supplies/month increased to 20.
      -Lance-class Cruiser:
         -Fleet point cost decreased to 16.
         -Max speed decreased to 55.
         -Acceleration decreased to 35.
         -Transport stats: (unchanged, here for comparison purposes)
            -Crew:   250   (with modular hullmod:   1000)
            -Cargo:   200   (with modular hullmod:   600)
            -Fuel:   150   (with modular hullmod:   600)            
      -Angon-class Transport:
         -Fleet point cost decreased to 10.
         -Hitpoints decreased to 6500.
         -Armor rating decreased to 550.         
         -Shield efficiency decreased to 0.8.
         -Max flux decreased to 7000.
         -Flux dissipation decreased to 450.
         -Max speed decreased to 55.
         -Acceleration decreased to 35.
         -Mass decreased to 1500.
         -Supplies/month decreased to 10.
         -Transport stats:
            -Crew:   300   (with modular hullmod:   1200)   closest vanilla equivalent: Starliner:   1500
            -Cargo:   250   (with modular hullmod:   750)   closest vanilla equivalent: Colossus:   900
            -Fuel:   250   (with modular hullmod:   1000)   closest vanilla equivalent: Phaeton:   600/Prometheus:   3000
         -Added Pather and Pirated conversions.
         -Angon Mk.2:
            -Pather variant.
            -Added built-in custom devastator cannon.
            -Added built-in Ill advised modifications, Safety Overrides hullmods.
            -Added extra weapon mounts.
            -Removed built-in Modular Cargo Bay hullmod.
            -Removed built-in Loader drones.
            -Fleet point cost set to 12.
            -Armor rating set to 750.
            -OP set to 85.
            -Mass set to 1750.
            -Supplies/month set to 12.
         -Angon Mk.3:
            -Pirate variant.
            -Added built-in custom devastator cannon.
            -Added built-in Ill advised modifications hullmod.
            -Added extra weapon mounts.
            -Added Launch Bay.
            -Removed built-in Modular Cargo Bay hullmod.
            -Removed built-in Loader-drones.
            -Fleet point cost set to 12.
            -Armor rating set to 750.
            -OP set to 85.
            -Mass set to 1750.
            -Supplies/month set to 12.   
      -Sabre-class Destroyer:
         -Armor rating reduced to 300.
         -Shield efficiency reduced to 0.8.
      -Adarga-class Heavy Frigate:
         -Max speed increased to 100.
         -Shipsystem changed to Ram Drive.
      -Koncerz-class Frigate:
         -Max speed decreased to 135   
      -Scimitar-class Corvette:
         -Rocket DPS reduced to half.
         -Phase Lance DPS reduced to about 75%. Equipped Phase Lance renamed to Phase Lance (corvette).
         -Shield efficiency reduced to 1.2.
      -Misericorde-class Phase Attack Drones:
         -Number of fighters reduced to 3.
         -Phase cloak activation cost increased to 0.15.
         -Phase cloak cost increased to 0.05.
         -OP cost increased to 10.
      -Kunai-class Strike Fighter:
         -OP cost decreased to 6.
      -Buckler-class Shield Drone:
         -Wing formation set to CLAW
         -Fighter type set to INTERCEPTOR
         -Leash range reduced to 2000
      -Warden PD System:
         -Added new projectile.
         -Removed laser effect.
         -Damage type set to FRAGMENTATION.
         -Spawns 5 AOE projectiles in a 30° cone formation.
         -Range reduced to 500.
      -Disruptor Beam Cannon:
         -Fallout reduced to 0.5 secs.
         -Sound muted a bit.
      -Monsoon Lotus Laucher:
         -Ammo increased to 18.
         -Fire delay decreased to 3.
      -Ram Drive shipsystem:
         -Can no longer dissipate flux during use.
         -Bonus acceleration removed shortly after use.   -Misc. Changes:
      -Anything else I forgot to type here.
[close]

Hopefully descriptions are properly updated this time, but I probably missed a couple of things anyway.
Title: Re: [0.8.1a] Tyrador Safeguard Coalition 1.4.0 (updated October 2, 2017)
Post by: ANGRYABOUTELVES on October 03, 2017, 04:10:36 PM
I’d like to preface this post by saying that the sprite work is good, the weapons look very nice, and the weapons themselves are generally balanced. However, almost every single Tyrador ship I used is overpowered or badly designed in some way.

The Koncerz has way too many medium mounts, and one of them’s even a synergy. Put a sabot pod, a phase lance, and a pulse laser on that thing, you will win any duel with anything smaller than a cruiser. On the other hand, the viability of this frigate in direct combat is determined entirely by whether or not you find a Sabot pod; if you don’t get to cheat in the flux war, you lose. Or, you could run it as a 3x Graviton beam support boat, which is boring and also probably overpowered because 3 Graviton beams is enough to lock down any other frigate in the game. The turret loadout needs to be reconsidered.

The Woomera has 20 to 30 more OP than it should have. It’s got 4 small energies, 2 medium energies, and 2 fighter bays; baseline minimum OP is 5 per small mount, 10 per medium, 20 per large, and 0 per fighter bay, so baseline OP for the Woomera is (4*5) + (2*10) = 40. It’s got 105 OP, 65 over baseline. In comparison, the Drover is 40 OP over baseline, the Medusa is 40 OP over baseline, the Enforcer is 40 OP over baseline, the Hammerhead is 45 OP over baseline, and the Harbinger is 55 over baseline. Chop off some OP.

At first I thought the Sabre class was just really bad ship design. A 360° large turret is incredibly powerful and just slapping one on a destroyer that doesn’t have some sort of downside is generally not a good idea. Putting a 360° turret on a ship which is both very maneuverable and has a Phase Skimmer seems completely pointless; you’ll always be able to have the Sabre pointing where you want it anyway. However, further meditation upon the Sabre has revealed to me that it is a genius design based upon a next-level piloting paradigm.

Firstly, the Sabre has two forward-pointing medium missile hard points. But the thing about missiles is that they don’t have to be pointed forward to be effective; homing missiles don’t care if you fire them sideways, and Tyrador even has these deployable single-wing fighter packages that go in missile slots, so there’s even less reason to keep your missiles pointed forwards. Secondly, the Sabre has a medium energy turret that only covers a very narrow arc directly to its stern. This is overkill for point defence, the only thing it’d be zapping is Salamanders. Wouldn’t it be great if that medium energy turret was pointed forward, so you could supplement your large turret with a phase lance or ion beam? Are you seeing it now?

If you don’t need to keep your missiles pointed forwards, and you want to bring your medium energy to bear, all you have to do is rotate the Sabre 180 degrees. Yes, the Sabre is a ship designed to be flown BACKWARDS. Not only does this bring the rear medium energy forwards for more firepower, your engine is also brought forward under the protective cover of your shields, so even in the thick of combat your engine will never be shot out by Salamanders or fighters. Alternatively, the Sabre’s turret loadout is so bad that it’s driven me insane. I can’t tell.

The Kestros is slightly too much. A cruiser with forward firepower consisting of one large energy hardpoint and two medium energy turrets boosted by HEF would be great enough on its own; the two built-in fighter wings make it amazing, especially considering it only costs 20 supplies to deploy. It should be bumped up to 25 supplies, or maybe take an OP nerf.

The Amentum has 3 fighter bays and Reserve Deployment. This alone would cause problems, even if it was limited to vanilla fighters. That it exists in the same mod as the Scimitar LPC, the Javelin LPC, and the Fleet Server hullmod? It’s like some kind of sick joke. Having 6 Scimitars constantly roaming around the battlefield, with reinforcements that never stop spawning no matter how many you kill, is absurd. Being able to dump a burst of 30 Lotus torpedoes on something is like opening up the console and using the kill command. On top of that, the Amentum has way more OP than even the Mora despite having a much lighter armament; the Amentum has 145 OP, the Mora has 115, the Heron has 100. Replace Reserve Deployment with literally anything else and hack off at least 30 OP.

The Scimitar is still crazy, even post-nerf. It tears through fighters, frigates, destroyers, and cruisers alike, and this cannot possibly be blamed on the Strike Command 3 bug because it has no projectile guns, only beams and missiles. It could lose both tac lasers and one of the annihilator pods and still be worth 15 OP. Additionally, the phase lance is on a 360° turret, which is very wrong, and there’s a noticable gap between the tac laser’s weapon sprite and the point at which the tac laser beam starts.

The Javelin is also crazy, because it’s a source of infinite Lotus torpedoes in massive numbers. Lotus torpedoes aren’t game-breaking as missiles mostly because they’re limited by ammo and you can’t fire them in massive salvos. When a single cruiser can launch them in waves of 12 or 18 at a time, over and over and over, they become overwhelming. Some missiles just shouldn't be mounted to fighters.

I didn’t end up playing around with the capitals much, but please do not put plasma jets on a capital ship. It’s not going to work out.

The Adze has too much logistical capability for a 3 supply per month ship. If you put Modular Fuel Tanks on it, it has more fuel capacity than a Dram, the cargo of a Shepherd, and the personnel carrying capacity of a combat destroyer, all in the same ship. It doesn’t even have civilian hull! It should cost at least 5 or 6 supplies per month.

Atrio has two open markets; one Tyrador, one Independent. Is this a bug?
Title: Re: [0.8.1a] Tyrador Safeguard Coalition 1.4.0 (updated October 2, 2017)
Post by: Porkchop on October 04, 2017, 02:46:58 PM
I think the Scimitar was nerfed in the wrong way. Instead of piling clunky nerfs on it I would have increased its OP cost and then seen what kind of adjustments are needed. I really liked the "pocket frigate" concept, but its being nerfed into just another heavy fighter. Restore the Scimitar's power and make it 30+ OP so a carrier can't fit them in every slot (without making major sacrifices at least).
Title: Re: [0.8.1a] Tyrador Safeguard Coalition 1.4.0 (updated October 2, 2017)
Post by: Eji1700 on October 14, 2017, 04:40:14 AM
Only got a little time in with the mod, and i'm not very good, a few things:

1. Easily one of my favorite mods.  There's lots of high quality ones, but I like that this one adds certain things I felt the base game was missing while not being quite as jarring of a transition visually.

2. That said I do agree it needs some more balance.  Sabre feels like cheating.  Granted i put sabot pods on it, but hell even with harpoons or something else that thing is nuts (had a large weapon of my choice, 2 sabot pods, PD, expanded missile racks, a hanger with a 0 cost squad, and between 5-15 vents. 

Personally I'd suggest starting with locking the large slot forward, upping the deploy cost, and lowering the total AP.  Hell in a way the idea of great slots but not enough AP to easily use them all to max potential could do a lot here.

3.  The adze is probably one of my favorite ships period, although it's also a little too good.  It seriously bugs me that many freighters/tankers in most of the game are actually just passive upgrades for all that they actually affect your decisions.  The Adze fills a very nice niche in the early game (similar to the gemini) in that it can actually be used in your fleet and handles it flexibility perfectly. 

I grabbed one early on, threw a hanger on it and some 0 AP fighters, and put a cargo mod in (filled out the PD and that's it + capacitors).  Had it follow my carrier around along with my controller and really enjoyed actually having my cargo design MATTER, and the better feeling was when I finally upgraded my capacity I could rip out the modular cargo mod and gain enough AP to finish kitting it out with some salamanders and max capacitors (had i had the money I was going to put a 10-15 point fighter in instead of the free drones).

That said, that's a LOT of flexibility for the cost.  It's cheap to buy, cheap to maintain, still has lots of AP even with the cargo space being used, and costs 3 to deploy, making it an absurdly efficient carrier.  Economy in Starsector is pretty busted by default, but I'd suggest adding at least 10-20k to the price and dropping the AP by 5-10 so that you're less likely to feel super safe if you bring it to the front lines while it's chugging your loot around.  I'm terrible with deploy costs, but 3 is certainly too cheap (i'd gladly pay 5..maybe more?)

Title: Re: [0.8.1a] Tyrador Safeguard Coalition 1.4.0 (updated October 2, 2017)
Post by: AxleMC131 on October 14, 2017, 01:05:18 PM
... lowering the total AP. 

... not enough AP to easily use them all ...

... some 0 AP fighters...

... gain enough AP to finish kitting it out...

... has lots of AP even with the cargo space being used...

... dropping the AP by 5-10 ...

"Ordnance Points" = OP  ;) I don't know what this "AP" you keep referring to means.
Title: Re: [0.8.1a] Tyrador Safeguard Coalition 1.4.0 (updated October 2, 2017)
Post by: Eji1700 on October 14, 2017, 08:57:34 PM
... lowering the total AP. 

... not enough AP to easily use them all ...

... some 0 AP fighters...

... gain enough AP to finish kitting it out...

... has lots of AP even with the cargo space being used...

... dropping the AP by 5-10 ...

"Ordnance Points" = OP  ;) I don't know what this "AP" you keep referring to means.

Yeah....kept thinking action points for some reason.
Title: Re: [0.8.1a] Tyrador Safeguard Coalition 1.4.0 (updated October 2, 2017)
Post by: Machine on October 14, 2017, 09:43:08 PM
Usually I don't post if I have nothing relevant to say, I do lurk and check replies (heh, I probably should change my profile picture to a lurker (https://vignette.wikia.nocookie.net/starcraft/images/f/f8/Lurker_SCR_HeadAnim.gif/revision/latest/scale-to-width-down/180?cb=20170729150905), I've thought of doing so several times...), but since I'm posting...

Thanks for the feedback, I'm taking it into account, even if I don't reply as soon as it is posted.

I'll be attaching the current changelog for the next version, keep in mind that this does not mean I'm not adding more stuff or stopped balancing some stuff, this is strictly what is already in the game coded and functional, but perhaps lacking a bit of polish (as an example Orchids do not have new graphics yet).

Nor should you expect this update to come any time soon; honestly, if there's a major game crashing bug/exploit I'll stop the new content development, fix the issue and update the mod as version 1.5.0, otherwise I'll just keep developing until I'm happy enough on how far I've progressed with my large TODO list (sorry keeping that a secret, because I like spoiling stuff when it's nearer to completion, so I have something to show)... or the game updates, whichever happens sooner.
Patches are a different thing though, but those won't include balance changes or new content; they would be named version 1.4.1, and would be saved for stuff like a sudden incompatibility with another mod that can/should be fixed on my end, or small easy to fix bugs that are still noteworthy (unlike the autofit exploit, mentioned below).

Changelog:

v.1.5.0 DEV
Spoiler
   -Implemented "timed expiration" system for weapon spawned drones:
      -Affects Kulbeda, Corvo and Kabura-ya drones.
      -Does not affect Caltrop-class phase mine drones.
      -Drones affected by the system loose their CR constantly (even if there are no enemies on the map) at about 1% per second.
      -CR dependent effects:
         -CR = 0%:   drone gets a high random chance to explode on the spot(adds a bit extra randomness so they don't all explode exactly at the same time).
         -CR ? 1%:   drone suddenly stops functioning.
         -CR ? 5%:   drone will try self destruct by ramming into a nearby enemy vessel, doing low kinetic damage (mostly visual).
         -CR > 5%:   drone behaves normally.
   -Renamed Chakram's "Ion Pulser" to "Ion Micropulser"; the name change was reverted accidentally and went unnoticed.
   -Added the Ayllo-class Frigate, a scout/surveying themed drone tender ship that uses built-in weapon spawned drones.
   -Added the Kabura-ya-class Scout Drone, a built-in weapon spawned drone, it lacks the "Low Resolution Sensors" hullmod found in the other weapon spawned drones.
   -Added the "Drone Swarm" shipsystem, the system reloads the drone spawner weapons; currently used by Ayllo and Kestros classes.
   -Added "Kamikaze" shipsystems for Kulbeda, Corvo and Kabura-ya drones.
   -Added Dmod "Damaged Particle Conduits", a milder version of "Unreliable Subsystems" that also blocks "Hardened Subsystems" and "Integrated Particle Conduits" using hullmods, used by (P) skins and can be rolled in recovered TSC ships.
   -"Integrated Particle Conduits" hullmod blocks "Hardened Subsystems" hullmod.
   -Fixed autofit hullmod installing minor exploit (not sure why would someone want to run a TT Amentum with fleet server when it will only give you a debuff for 25 OP; guess getting a TT skin with Graviton Lensing or similar hullmod works).
   -Corrected OP values for carriers; was using outdated formula for launch bays.
   -Added Kulbeda Drone Pod Launcher weapon, a large sized missile weapon that deploys several Kulbeda drones.
   -Added Corvo Drone Pod Launcher weapon, a large sized missile weapon that deploys several Corvo drones.
   -Added Orchid-class Torpedo Launcher weapon, a small sized missile weapon with 2 Orchid Torpedoes, each torpedo does about 55% the damage of a Lotus Torpedo.
   -Added new graphical effect to Plasma Lance and Warden PD System projectiles.
   
   -Balance Changes:
      -Claymore-class Battlecruiser:
         -Removed "Plasma Jets" shipsystem.
      -Atatl-class Carrier:
         -OP decreased to 275.   (Class adjustment OP set to +100)
      -Kestros-class Cruiser:
         -Built-in fighters and launch bays removed.
         -Replaced "High Energy Focus" shipsystem with "Drone Swarm" shipsystem.
         -Added 6 built-in reloadable, single drone, launchers.
      -Amentum-class Carrier:
         -OP decreased to 105.   (Class adjustment OP set to +25)
         -Removed "Reserve Deployment" shipsystem.
      -Angon-class Cruiser:
         -Added "Civilian-grade Hull" built-in hullmod.
         -Angon (D):
            -Removed "Shielded Cargo Holds" built-in hullmod.         
      -Sabre-class Destroyer:
         -OP decreased to 90.
         -Replaced rear facing medium energy turret mount with a small mount.
         -Reduced central large energy turret mount movement arc to 270°.
         -Added "Oversized Turret Mounts" built-in hullmod.
         -Sabre (D) renamed to Sabre (P).
         -Sabre (P):
            -Changed central medium energy turret to large.
            -Energy mounts replaced with ballistic mounts.
            -Added "Damaged Particle Conduits" built-in hullmod.
            -Can't be restored to base hull anymore.
      -Sagaris-class Missile Destroyer:
         -Sagaris (D) renamed to Sagaris (P).
         -Sagaris (P):
            -Changed central medium missile hardpoint to large.
            -Energy mounts replaced with ballistic mounts.
            -Added "Damaged Particle Conduits" built-in hullmod.
            -Can't be restored to base hull anymore.
      -Labrys-class Destroyer:
         -Labrys (D) renamed to Labrys (P).
         -Labrys (P):
            -Restored central large missile hardpoint as large ballistic.
            -Energy mounts replaced with ballistic mounts.
            -Added "Damaged Particle Conduits" built-in hullmod.
            -Added "Ill-advised Modifications" built-in hullmod.
            -Removed "Destroyed Weapon Mounts" built-in hullmod.
            -Can't be restored to base hull anymore.
      -Woomera-class Escort Carrier:
         -OP decreased to 85.   (Class adjustment OP set to +25)
      -Adze-class Transport:
         -OP decreased to 35.   (Class adjustment OP set to +0/+15 if not used for logistics)
         -Supplies/month increased to 5.
         -Added "Civilian-grade Hull" built-in hullmod.
         -Cost increased to 30000.
         -Transport stats: (note comparisons are according to hullsize)
            -Crew:   75   (with modular hullmod:   300)   closest vanilla equivalent: Valkyrie:   300
            -Cargo:   100   (with modular hullmod:   300)   closest vanilla equivalent: Buffalo:   300
            -Fuel:   80   (with modular hullmod:   320)   closest vanilla equivalent: Phaeton:   600
      -Koncerz-class Frigate:
         -OP decreased to 50.   (Class adjustment OP set to +20)
         -Central turret mount changed from synergy to missile.
         -Konccerz (D) renamed to Koncerz (P).
         -Koncerz (P):
            -Energy mounts replaced with ballistic mounts.
            -Added "Damaged Particle Conduits" built-in hullmod.
            -Can't be restored to base hull anymore.
      -Adarga-class Heavy Frigate:
         -Adarga (D) renamed to Adarga (P).
         -Adarga (P):
            -Restored rear small energy turrets.
            -Energy mounts replaced with ballistic mounts.
            -Added "Damaged Particle Conduits" built-in hullmod.
            -Removed "Destroyed Weapon Mounts" built-in hullmod.
            -Can't be restored to base hull anymore.
      -Ranseur-class Frigate:
         -Ranseur (D) renamed to Ranseur (P).
         -Ranseur (P):
            -Energy mounts replaced with ballistic mounts.
            -Synergy mounts replaced with composite mounts.
            -Added "Damaged Particle Conduits" built-in hullmod.
            -Can't be restored to base hull anymore.      
      -Scimitar-class Corvette:
         -OP cost increased to 25.
         -Reduced central medium energy turret mount movement arc to 120°.
      -Javelin-class Heavy Bomber:
         -Replaced Lotus-class Torpedoes with Orchid-class Torpedoes.
      -Kulbeda Drone Rack:
         -Increased chargedown time to 45 seconds. Under normal circumstances this means that per weapon you can have up to 6 drones active (2 groups of 3) at a time.
         -Doubled drone count.
      -Corvo Drone Rack:
         -Increased chargedown time to 90 seconds. Under normal circumstances this means that per weapon you can have up to 4 drones active (1 group of 4) at a time.
         -Doubled drone count.
[close]
         
Keep in mind that this changelog can, and most likely will, change; some of the stuff included here is WIP, specially the Drone racks drone "ammo" count, since I'm considering adding reloading to them. A lot of the stuff is also depending on things I've wanted to make for a long time, like the Drone pod launchers, balancing them depended on adding the timers, otherwise they get too spammy; the Kestros drone's reimplementation, which is now much closer to my original design/intention for it (it still needs its own unique combat drones though).
Some WIP changes are not listed, like reverting Plasma Jets to Maneuvering Jets for the Claymore-class, or giving Targeting Feed to the Amentum, in both cases I would like to go for something more unique.
For the Scimitar I don't think I'll nerf it further (OP cost not subject to statement), since I would rather keep it at about the same strength it currently has, but further changes will happen, I've planned for quite some time to give it a new modular weapon, a new TSC medium energy weapon, which at the moment there are none, this will likely end reducing its alpha strike capacity, but that's desired.

Feel free to comment regarding the WIP changelog, feedback is always appreciated, even regarding WIP stuff, someone might probably see issues I'm just ignoring.

Also adding some mildly spoilery WIP images...
Spoiler
(https://lh3.googleusercontent.com/YEFzoE8HfBxKSZXurq9zt_qKR24B9R2JcuN-zfkFOWaixjCAnER_PyC0EjctwQNHcAs8RWfQmgHWQsI0z29uoSMy2HU-T0GhIuIWA47YG885I3B640ao3hiWfmYd0dkV4V30gPI36w) (https://photos.app.goo.gl/2WDiF3YQfT6Ia2lh2)

New Plasma Lance projectile effect, slowed down massively for testing purposes (set to 50 IIRC).


(https://lh3.googleusercontent.com/1sZUjZtuGaSZWZNSN3F45LuWfzm2PPRLpvcAxu1jt8221Wj--IWcsEMWlJINlivJhf55BHePrhNFNX-M0GWQrYvPc1DSwM6PmXwYscUHNbL4mnAnehIsyP9XzW-_DEgSXpyN6MkHfA) (https://photos.app.goo.gl/HCnAo0T3u7Un4GM63)

Recover screen showing the Damaged Particle Conduits dMod in a freshly combat damaged Aspis-class destroyer; note the lack of Integrated Particle Conduits, and the automatic removal of Graviton Lensing IPC dependant hullmod (although that's not apparent from the screenshot).


(https://lh3.googleusercontent.com/fwqxQrY9QvnSJUiM6owpiQDXGBY2LkHoq7o8dwaHmfrDlTVeypr8zljZXBDICqIBYx-bpBGKearG7jbITrtzoV_WEz-y2hf91YGXFSWNJ73AMltVbmum3y5kt8lQ_JFxPl_BcsyHbw) (https://photos.app.goo.gl/Ybw584RHTiCdBJfG2)

Refit screen showing the Damaged Particle Conduits dMod in a freshly combat damaged Labrys-class destroyer; again, note the lack of Integrated Particle Conduits, and the automatic removal of Graviton Lensing IPC dependant hullmod (although that's not apparent from the screenshot). And, yes this can be restored to mint condition, built-in hullmods and all.



(https://lh3.googleusercontent.com/yfRvjZ7lvcJNfveJFVl0RNkTyW4f4xHFSf-H4gInJZyqandd91B8UE6peDo8HuoC0vNQbLy3-0q02Bf5JvxdVao48N4g5myb8pUvpNJYTXkfxesSkO6koUFtZI9uVDCf-oYgt7ArEA) (https://photos.app.goo.gl/c4mnv1AX8RrTyzVh2)

A Corvo (top), Kulbeda (right), Kabura-ya (left) ramming a target.
[close]


@Eji1700:
Don't worry it was obvious from the context, still parsed that as action points though, but then I usually parse OP as Over Powered.
Title: Re: [0.8.1a] Tyrador Safeguard Coalition 1.4.0 (updated October 2, 2017)
Post by: Arkar1234 on October 15, 2017, 05:36:54 AM
Hmm... I feel like the Plasma Lance shot could use some more... "umph" to it. Currently, it looks a tad bit lacking... though i have to admit I love the re colouration.
Title: Re: [0.8.1a] Tyrador Safeguard Coalition 1.4.0 (updated October 2, 2017)
Post by: Delta7 on October 22, 2017, 08:36:59 PM
i love the concept of the scimitar, but the tachyon lance is far too powerful a weapon for any fighter to have. if you were to replace it with an IR pulse laser, it would probably be balanced without having to change anything else about the ship.

the tactical lasers do seem a bit redundant though, they can't pummel shields, they don't act as point defense, and the rockets already shred armor. maybe replace them both with IR pulse lasers, and the tachyon lance with a LR point defense laser?
Title: Re: [0.8.1a] Tyrador Safeguard Coalition 1.4.0 (updated October 2, 2017)
Post by: A Random Jolteon on October 22, 2017, 09:43:03 PM
i love the concept of the scimitar, but the tachyon lance is far too powerful a weapon for any fighter to have. if you were to replace it with an IR pulse laser, it would probably be balanced without having to change anything else about the ship.

the tactical lasers do seem a bit redundant though, they can't pummel shields, they don't act as point defense, and the rockets already shred armor. maybe replace them both with IR pulse lasers, and the tachyon lance with a LR point defense laser?
Or a new powerful weapon...Because...Nemo needs his ridiculous 6 scimitars of Death.
Title: Re: [0.8.1a] Tyrador Safeguard Coalition 1.4.0 (updated October 2, 2017)
Post by: AxleMC131 on October 22, 2017, 10:28:29 PM
Heh. Nemo's kinda fallen in love with the Scimitars, for sure.

Also @Delta7 it's a Phase Lance. Tachyon Lance is the large one. :P
Title: Re: [0.8.1a] Tyrador Safeguard Coalition 1.4.0 (updated October 2, 2017)
Post by: Botaragno on November 15, 2017, 01:02:20 PM
I'm getting fatal crashes on startup after I downloaded the mod, haven't updated my mods in a while.

6025 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [TSC_Pernach] not found!
java.lang.RuntimeException: Ship hull spec [TSC_Pernach] not found!
   
Apparently the Pernach isn't found or whatever
Title: Re: [0.8.1a] Tyrador Safeguard Coalition 1.4.0 (updated October 2, 2017)
Post by: Machine on November 15, 2017, 02:38:58 PM
Well, I can confirm it is this mod, however it should not be causing that error.

The Pernach-class was removed in the previous update, mainly due to being an obsolete concept. A heavily armored cheap troop transport was no longer needed, thanks to the removal of boarding, so it was replaced with the ability to add a crew boosting hullmod to Adze, Angon and Lance classes.

I see a couple of ways that it might be causing you issues. If you just overwrote/copied over the contents of the update over an older version of the mod, in that case you should delete the mod and reinstall it. Otherwise, you might be using a save created with an older version of the mod, in that case you would need to use save transfer.
Title: Re: [0.8.1a] Tyrador Safeguard Coalition 1.4.0 (updated October 2, 2017)
Post by: Drokkath on November 23, 2017, 01:51:07 AM
This mod has only now appeared on my proverbial radar thanks to Nemonaemo. So far I've only given Labrys' assault variant a try and I'm impressed by it's default assault variant and the ship itself having enough amount of frontal weaponry mounts that makes it a very viable ship to me. Why I chose to try out Labrys first? Because it's general shape from afar reminded me of Auto-Assault drone/AI vessel from FTL.

Not that much of a fan of green and red color scheme of TSC faction, however; in-game experience changed my opinion of the color scheme to something I'm alright with just like in the original DOS-era X-Com 1 that made purple and pink colors seem a lot more alien, sinister, ominous and serious (at least to me it did).

Overall I just felt like posting because of finding this mod interesting enough.
Title: Re: [0.8.1a] Tyrador Safeguard Coalition 1.4.0 (updated October 2, 2017)
Post by: 00lewnor on November 25, 2017, 06:49:35 AM
Suggestion; Mention in the Threshal's description that the built in SCV construction corvette wing provides a 25% salvage bonus.

More outlandish suggestion; Modular flight deck and/or modular heavy weapon mount (what could go wrong with that?).
Title: Re: [0.8.1a] Tyrador Safeguard Coalition 1.4.0 (updated October 2, 2017)
Post by: MajorTheRed on November 27, 2017, 04:27:31 PM
Really like this mod, I was really surprise by the balancing of ships. Some of them seems overpowered on paper but manage to be not over the top with one or two drawback (Sagaris en Koncerz in particular).

My two main remarks are about the IA of some ships (I suppose you cannot do many things about it but still worth mentionning it) :
_The Lance cruiser charge needlessly on the ennemy using Ram Drive. I built a incredible dancing-laserball-of-death with Laser, graviton and ion beams for a cautious officer and this *** put himself in the middle of a pirat fleet with obvious results...
-The Kestros has the exact reverse problem. We need him to get close (ion cannon, pulse laser and plasma lance), but because it thinks he is a carrier he always pull back!
Title: Re: [0.8.1a] Tyrador Safeguard Coalition 1.4.0 (updated October 2, 2017)
Post by: A Random Jolteon on November 27, 2017, 04:52:22 PM
Really like this mod, I was really surprise by the balancing of ships. Some of them seems overpowered on paper but manage to be not over the top with one or two drawback (Sagaris en Koncerz in particular).

My two main remarks are about the IA of some ships (I suppose you cannot do many things about it but still worth mentionning it) :
_The Lance cruiser charge needlessly on the ennemy using Ram Drive. I built a incredible dancing-laserball-of-death with Laser, graviton and ion beams for a cautious officer and this *** put himself in the middle of a pirat fleet with obvious results...
-The Kestros has the exact reverse problem. We need him to get close (ion cannon, pulse laser and plasma lance), but because it thinks he is a carrier he always pull back!
Nemo has a playthrough and had this problem with the Lance and Halberd. Never noticed the problem with the Kestros.

He ended up just piloting the Halberd, and not using the Lance.
Title: Re: [0.8.1a] Tyrador Safeguard Coalition 1.4.0 (updated October 2, 2017)
Post by: Spess Mahren on January 18, 2018, 12:34:43 PM
Is the SCV only found built in to the salvage cruiser? Been playing with the mod awhile and find the salvage bonus appealing but I cant find any LPC's of it in markets so far.
Title: Re: [0.8.1a] Tyrador Safeguard Coalition 1.5.0 (updated January 22, 2018)
Post by: Machine on January 21, 2018, 10:46:58 PM
Version 1.5.0 (for Starsector 0.8.1a) (http://fractalsoftworks.com/forum/index.php?topic=5492.0)
Merry Christmas... heh, wait... where did December go to? edition
More information on the original post

(https://lh3.googleusercontent.com/VIO3YaiUzntDbbzIbE9FnIGIiigw9skRwjceUiO8rD_jkdo6n0zS3z2_z_wXTpjy2auPzKLsBTonWVkep5Tf5Pcb9POkhCxLJzTnsQUpBjgjXTFCz-3bVDUsJzs_Ssi46mwjjg)
Download Tyrador Safeguard Coalition (https://drive.google.com/file/d/1wtjiG1AsrtOAuOyq443WHs5Q897JyzTx/view?usp=sharing)
Download Mirror (https://www.dropbox.com/s/72eu52rp02nkg3i/%5B0.8.1a%5DTyrador%20Safeguard%20Coalition%20%281.5.0%29.zip?dl=0)

(Requirements: LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Supports: Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181), Graphics lib (http://fractalsoftworks.com/forum/index.php?topic=10982.0) and Nexerelin (http://fractalsoftworks.com/forum/index.php?topic=9175.0))
(Supported by DynaSector (http://fractalsoftworks.com/forum/index.php?topic=11001.0))


 

Large(ish) content update, another step closer to what I want for this mod. Includes a new gameplay mechanic, timed drone expiration, affecting every weapon spawned drone added by this mod, with the exception of the mines. Also added a new ship class (technically 2, but one is mission only content for now... this reminds me, added a new story line mission), some new weapons, 2 new shipsystems, improved the behavior of the Ram Drive shipsystem, and added a TSC exclusive Dmod.
Some content was also removed, mainly stuff deemed a bit redundant, specifically some ship skins, so, like always, this update .
Another big part of this update is the diversification of current ship skins, TSC skins are no longer strictly superior to TT skins, D skins (now pirate skins) now offer different load outs, replacing the energy weapon mounts with ballistics.
And balance changes... lots of them, as to be expected.
Full changelog in the section below.


Previews of some of the new content in action
Spoiler
(https://lh3.googleusercontent.com/T29GN_Y8EIttXbdYfwaXBzr5AkalTGyYQ_gRa0Rzn75nMFvVSiOAZM1pTPI6cK1-pGIIVXOOrvMpdHnRBizI3WifNsPCQJnsSGIrgsO0rXmEel2QY2N41_-pwHdNTwGGQKcdYgvQMA) (https://photos.app.goo.gl/WA6wjkbgsOZlncdT2)

Animated gifs
Spoiler
(https://lh3.googleusercontent.com/kJ6ts57sZ5m5DtocSpEqAubJJSaUczPL0v_p2BxRfBCCawBOarq_QwZxPP15bYDA2cPhGelyOWlsrd_jVzyF2BPZfDByBz8GnsEZoHLZigDeKsTSaPr86nwfOqhI50s2zRsiu-42OQ) (https://photos.app.goo.gl/Oh6fIg3WJCiWG5w23)
Judgement-class torpedo's new launch and explosion effects, also some new weapons.

(https://lh3.googleusercontent.com/uxvAtlheMwXb4a9GYjIbCh97ABJDPmo4PEUTzNSkrPaO65w4diicwvRzXViEfN53N7frJRcgU71zAnWFTdSA1SlSuOb3t_JaD-7YCYp5cxQZifz5l7AbJqXxfzJ2h3aju5djK3A1hw) (https://photos.app.goo.gl/rotjlspzrGLLD71r1)
Dronepods in action, also new Plasma Lance effect.

(https://lh3.googleusercontent.com/FwJpUbNPQ5gRlptHBFmZsjUydkbka6GsDEsZcJHSgx36olPG8jvoNjHGu9Fwt7c8G0dTup8hDiFVzBUuK4UUB1LoxnSUcIQezzHfV1oqZ2F3SJ2mJyXToLzxaKYGpGK-aIR1Jdxmlg) (https://photos.app.goo.gl/0owbWDFLFKqHyJik1)
Shield Burst shipsystem in action.
[close]
[close]

Changelog:

Version 1.5.0:
Spoiler
-Implemented "timed expiration" system for weapon spawned drones:
      -Affects Kulbeda, Corvo, Kabura-ya drones and Dronepods.
      -Does not affect Caltrop-class phase mine drones.
      -Drones affected by the system loose their CR constantly (even if there are no enemies on the map).
      -CR dependent effects:
         -CR = 0%:   drone gets a high random chance to explode on the spot(adds a bit extra randomness so they don't all explode exactly at the same time).
         -CR ? 1%:   drone suddenly stops functioning.
         -CR ? 5%:   drone will try to self destruct by ramming into a nearby enemy vessel, doing low kinetic damage (mostly visual). (Dronepods will forcefully release their drones).
         -CR > 5%:   drone behaves normally.
   -Renamed Chakram's "Ion Pulser" to "Ion Micropulser"; the name change was reverted accidentally and went unnoticed.
   -Add the Anvil-class Forgeship, a "ship" version of TSC mobile shipyard stations, mission-exclusive content... for now, depending on next game update.
   -Added the Ayllo-class Frigate, a scout/surveying themed drone tender ship that uses built-in weapon spawned drones.
   -Added the Kabura-ya-class Scout Drone, a built-in weapon spawned drone, it lacks the "Low Resolution Sensors" hullmod found in the other weapon spawned drones.
   -Added Dronepods (for Kulbeda and Corvo drones), large weapon spawned shielded "drones", that release drones when: near an enemy, their CR gets too low, or they start getting HP damage. Just like a MIRV they can still be shot down before releasing their contents though.
   -Added the "Drone Swarm" shipsystem, the system reloads the ammunition of drone spawner weapons and sets their cooldown to 0. Currently used by Ayllo, Kestros and Atlatl classes.
   -Added the "Shield Burst" shipsystem, the system deploys a short lived 360° shield that grows in size up to 5 times the ship shield's normal radius, the shield does not collide with allies. Currently used by Adarga-class.
   -Added the "Mega Shield Burst" shipsystem, a much larger version of the "Shield Burst" shipsystem, with a slightly longer duration, less charges and slower recharge. Currently used by Anvil-class Forgeships (mission-only content).
   -Added "Kamikaze" shipsystems for Kulbeda, Corvo and Kabura-ya drones.
   -Added Dmod "Damaged Particle Conduits", a milder version of "Unreliable Subsystems" that also blocks "Hardened Subsystems" and "Integrated Particle Conduits" using hullmods, used by (P) skins and can be rolled in recovered TSC ships.
   -"Integrated Particle Conduits" hullmod blocks "Hardened Subsystems" hullmod.
   -Fixed autofit hullmod installing minor exploit.
   -Fixed bug that made weapon spawned drones use fleet deployment points.
   -Corrected OP values for carriers; was using outdated formula for launch bays.
   -Corrected laser offsets for fighters.
   -Added Kulbeda Dronepod Launcher weapon, a large sized missile weapon that deploys 6 Kulbeda drones.
   -Added Corvo Dronepod Launcher weapon, a large sized missile weapon that deploys 4 Corvo drones.
   -Added Warden PD System "modular" weapon, a large sized energy weapon similar to the Pavise-class frontal mounted built-in weapon, but a bit less powerful.
   -Added Disruptor Burst Beam weapon, a medium sized energy weapon, similar to the Disruptor Beam Cannon, it does a small amount of hard flux damage to raised shields, however unlike it, it is not a constant beam working similarly to a Burst PD Beam.
   -Added Orchid-class Torpedo Launcher weapon, a small sized missile weapon with 2 Orchid Torpedoes, each torpedo does about 55% the damage of a Lotus Torpedo.
   -Added new graphical effect to Plasma Lance and Warden PD System projectiles.
   -Added story mission: "To Tame a Land".
   -Ship variants updated.
   
   -Balance Changes:
      -Claymore-class Battlecruiser:
         -Replaced "Plasma Jets" shipsystem with "Maneuvering Jets".
      -Atatl-class Carrier:
         -OP decreased to 275.   (Class adjustment OP set to +100)
         -Replaced "Phase Minelayer" shipsystem with "Drone Swarm" shipsystem.
         -Added a built-in 9x Kulbeda drone rack.
      -Threshal-class:
         -Designation changed to "Construction Ship".
         -Replaced "Reserve Deployment" shipsystem with "Burn Drive" shipsystem.
         -Threshal (S):
            Replaced "Reserve Deployment" shipsystem with "Phase Minelayer" shipsystem.
      -Kestros-class Cruiser:
         -Built-in fighters and launch bays removed.
         -Replaced "High Energy Focus" shipsystem with "Drone Swarm" shipsystem.
         -Added 6 built-in Corvo drone launchers.
      -Amentum-class Carrier:
         -OP decreased to 105.   (Class adjustment OP set to +25)
         -Replaced "Reserve Deployment" shipsystem with Targeting Feed.
      -Lance-class Cruiser:
         -Shield type changed to OMNI.
         -Lance (D):
            -Removed.
      -Angon-class Cruiser:
         -Added "Civilian-grade Hull" built-in hullmod.
         -Secondary shield emitter module (civ) replaced with the standard version used by combat vessels.
         -Angon (A):
            -Removed.
         -Angon (D):
            -Removed.
         -Angon (LC):
            -Removed.
         -Angon (TT):
            -Removed.
      -Sabre-class Destroyer:
         -OP decreased to 90.
         -Replaced rear facing medium energy turret mount with a small mount.
         -Reduced central large energy turret mount movement arc to 270°.
         -Added "Oversized Turret Mounts" built-in hullmod.
         -Sabre (D) renamed to Sabre (P).
         -Sabre (P):
            -Changed central medium energy turret to large.
            -Energy mounts replaced with ballistic mounts.
            -Added "Damaged Particle Conduits" built-in hullmod.
            -Can't be restored to base hull anymore.
      -Sagaris-class Missile Destroyer:
         -Sagaris (D) renamed to Sagaris (P).
         -Sagaris (P):
            -Changed central medium missile hardpoint to large.
            -Energy mounts replaced with ballistic mounts.
            -Added "Damaged Particle Conduits" built-in hullmod.
            -Can't be restored to base hull anymore.
      -Labrys-class Destroyer:
         -Labrys (D) renamed to Labrys (P).
         -Labrys (P):
            -Restored central large missile hardpoint as large ballistic.
            -Energy mounts replaced with ballistic mounts.
            -Added "Damaged Particle Conduits" built-in hullmod.
            -Added "Ill-advised Modifications" built-in hullmod.
            -Removed "Destroyed Weapon Mounts" built-in hullmod.
            -Can't be restored to base hull anymore.
      -Woomera-class Escort Carrier:
         -OP decreased to 85.   (Class adjustment OP set to +25)
      -Adze-class Transport:
         -OP decreased to 35.   (Class adjustment OP set to +0/+15 if not used for logistics)
         -Supplies/month increased to 5.
         -Added "Civilian-grade Hull" built-in hullmod.
         -Cost increased to 30000.
         -Transport stats: (note comparisons are according to hullsize)
            -Crew:   75   (with modular hullmod:   300)   closest vanilla equivalent: Valkyrie:   300
            -Cargo:   100   (with modular hullmod:   300)   closest vanilla equivalent: Buffalo:   300
            -Fuel:   80   (with modular hullmod:   320)   closest vanilla equivalent: Phaeton:   600
      -Koncerz-class Frigate:
         -OP decreased to 50.   (Class adjustment OP set to +20)
         -Central turret mount changed from synergy to missile.
         -Konccerz (D) renamed to Koncerz (P).
         -Koncerz (P):
            -Energy mounts replaced with ballistic mounts.
            -Added "Damaged Particle Conduits" built-in hullmod.
            -Can't be restored to base hull anymore.
      -Adarga-class Heavy Frigate:
         -Replaced "Ram Drive" shipsystem with "Shield Burst".
         -Increased max speed to 120.
         -Adarga (D) renamed to Adarga (P).
         -Adarga (P):
            -Restored rear small energy turrets.
            -Energy mounts replaced with ballistic mounts.
            -Added "Damaged Particle Conduits" built-in hullmod.
            -Removed "Destroyed Weapon Mounts" built-in hullmod.
            -Can't be restored to base hull anymore.
      -Ranseur-class Frigate:
         -Vessel class reimplemented, no longer a missile boat, now the frigate counterpart of the Ram Drive ship-class line.
         -Redesigned sprite.
         -Weapon mounts modified to suit new sprite.
         -OP increased to 60.   (Class adjustment OP set to +20)
         -Replaced "Maneuvering Jets" shipsystem with "Ram Drive".
         -Ranseur (D): renamed to Ranseur (P).
         -Ranseur (P):
            -Energy mounts replaced with ballistic mounts.
            -Synergy mounts replaced with composite mounts.
            -Replaced "Maneuvering Jets" shipsystem with "Burn Drive".
            -Added "Damaged Particle Conduits" built-in hullmod.
            -Can't be restored to base hull anymore.
         -Ranseur (TT):
            -Replaced "Maneuvering Jets" shipsystem with "Plasma Jets".
      -Scimitar-class Corvette:
         -OP cost increased to 25.
         -Reduced central medium energy turret mount movement arc to 120°.
         -Replaced Phase Lance (Corvette) with Disruptor Burst Beam.
      -Javelin-class Heavy Bomber:
         -Replaced Lotus-class Torpedoes with Orchid-class Torpedoes.
         -Added Jet Booster shipsystem (always active until Orchids are fired).
         -Reduced max speed to 100.
      -Kulbeda Drone Rack:
         -Increased chargedown time to 50 seconds.
         -Ammunition reloads in batches of 6 drones every 100 seconds.
         -Deploys drones in a single wave of 6.      
      -Corvo Drone Rack:
         -Increased chargedown time to 50 seconds.
         -Ammunition reloads in batches of 4 drones every 100 seconds.
         -Deploys drones in a single wave of 4.
      -Ram Drive shipsystem:
         -No longer locks direction.
         -Added small bonus to max turn rate, and turn acceleration.
         -Reduced duration to 4 seconds.
         -Ram Drive Shield has the same arc as the ship equipped shield.
         -Ram Drive Shield deployment speed increased.
         -Venting bug/exploit fixed.
[close]
Title: Re: [0.8.1a] Tyrador Safeguard Coalition 1.5.0 (updated January 22, 2018)
Post by: Machine on January 21, 2018, 11:00:52 PM
@Spess Mahren:
SCVs can only be found built-in in ships, they will appear in more places (still built-in though) as I make some space stations.

@00lewnor:
The SCV bonus is now mentioned on the first paragraph of their description so now it can be seen directly from their built-in "fighter" icon.
Also Modular Cargo Bays already provide a lot of utility adding a specialized carrier hullmod to it might be a bit too much.

@MajorTheRed:
The Ram Drive shipsystem should work much better than it did before, ships equipping it should be about as suicidal as ships that have Burn Drive as their shipsystem. The Kestros lost its built-in fighters in exchange of built-in weapon spawned drones, and the Drone Swarm shipsystem, so any issues with carrier AI should not apply to it anymore.
Title: Re: [0.8.1a] Tyrador Safeguard Coalition 1.5.0 (updated January 22, 2018)
Post by: A Random Jolteon on January 24, 2018, 05:17:37 PM
@MajorTheRed:
The Ram Drive shipsystem should work much better than it did before, ships equipping it should be about as suicidal as ships that have Burn Drive as their shipsystem. The Kestros lost its built-in fighters in exchange of built-in weapon spawned drones, and the Drone Swarm shipsystem, so any issues with carrier AI should not apply to it anymore.
Nemo would be happy with that. ^.^
Title: Re: [0.8.1a] Tyrador Safeguard Coalition 1.5.0 (updated January 22, 2018)
Post by: HELMUT on January 25, 2018, 04:05:31 AM
That new judgement "venting" animation just before firing adds +1 *cool point* to the Claymore.

Also, the Adarga is going to be a must have escort with its new shield burst system.
Title: Re: [0.8.1a] Tyrador Safeguard Coalition 1.5.0 (updated January 22, 2018)
Post by: Drokkath on January 26, 2018, 09:16:23 PM
Quoting myself from Nexerlin thread, just in case:

Tyrador seems to be absent from the list of factions to start off with. I only recently grabbed the new version of that mod and the last time I played as a part of Tyrador was about one or two Nexerlin's updates back. So I'm not sure what's changed and what hasn't.

To me though it isn't that much of a big deal to begin with because I tend to leave factions eventually and become a pirate.

Thought it was important to mention/re-mention.


Nice, some answers:
Spoiler
There's a bug with Tyrador where the mod_info.json file contains incorrect values, that's probably the issue here: remove the text "DEV" from Tyrador's mod_info.json file.
Ah, so that's why. Thanks!

*headdesk* Looks like I have to re-start my playthrough because the faction didn't even spawn in the game because of that!
[close]
Title: Re: [0.8.1a] Tyrador Safeguard Coalition 1.5.1 (updated January 27, 2018)
Post by: Machine on January 27, 2018, 07:23:57 AM
Version 1.5.1 (for Starsector 0.8.1a) (http://fractalsoftworks.com/forum/index.php?topic=5492.0)
Hotfix: Incorrect Mod ID

(https://lh3.googleusercontent.com/VIO3YaiUzntDbbzIbE9FnIGIiigw9skRwjceUiO8rD_jkdo6n0zS3z2_z_wXTpjy2auPzKLsBTonWVkep5Tf5Pcb9POkhCxLJzTnsQUpBjgjXTFCz-3bVDUsJzs_Ssi46mwjjg)
Download Tyrador Safeguard Coalition (https://drive.google.com/file/d/1wtjiG1AsrtOAuOyq443WHs5Q897JyzTx/view?usp=sharing)
Download Mirror (https://www.dropbox.com/s/pu1zr5pme7f7hhd/%5B0.8.1a%5DTyrador%20Safeguard%20Coalition%20%281.5.1%29.zip?dl=0)

Changelog:
Version 1.5.1:
Spoiler
   -Fixed incorrect settings on mod_info file.
   -Removed unnecessary line from setting.json.
   -Removed unnecessary old sprites.
[close]
Title: Re: [0.8.1a] Tyrador Safeguard Coalition 1.5.1 (updated January 27, 2018)
Post by: Drokkath on January 28, 2018, 02:52:47 AM
Nice, thank you! Just checked the previous version again in case of clarity and indeed the faction didn't spawn as none of the mod's planets and places literally weren't on the map.
For some reason I found this overly hysterical as far as hindsight of it goes.
Title: Re: [0.8.1a] Tyrador Safeguard Coalition 1.5.1 (updated January 27, 2018)
Post by: Daquan_Baton on January 30, 2018, 03:47:20 PM
I only have a few problems with this mod and it's that the coalition ships are 70% laser spam, I've had to increase the flux per second of the graviton and tac laser and decrease the range to 900 because most of the time the coalition ships that I face have multiple lasers on them, also when there are multiple ships doing it, all the damage adds up and makes pursuing them super difficult, especially when the fast ships that you have to use are small and lightly armored, so trying wont last long. Another problem I have is that I've been encountering small/medium-ish standard coalition fleets (5-10 ships) that have a whole battlecruiser or battleship in them and that a few of the Destroyers or simple cruisers with a large have PLASMA CANNONS on them, no matter the fleet size. I understand that the coalition isn't supposed to be some easy faction to take down or anything, it's just that the things I've stated are kind of... far fetched. But besides that, everything is good (including the sprites ;D). I'm not trying to be negative or anything, I just wanted to bring this up.
Title: Re: [0.8.1a] Tyrador Safeguard Coalition 1.5.1 (updated January 27, 2018)
Post by: Takion Kasukedo on February 26, 2018, 05:27:10 PM
I think you may need to make the "distinct" ships, Like the Angon (P) and Pather Angon into skins for the Angon at some point.

Spoiler
If, for whatever reason you have, decide not to, then maybe decrease the turning speed of ill-suited ships converted into combat ships by a small margin.

Ram driving in a ship that looks like junk and turning fast doesn't make too much sense once you think about it, unless the sheer acceleration goes down for one side and allows the other side to enable the ship to turn for a hit in the acceleration/speed.

Said ship turns faster than pracitcally any other vanilla cruiser, curiously. Is it supposed to be that way, even with the pirate version? Pather, I can kind-of understand, that "Holy" ship has been ill-suited to modifications and overridden, making it's acceleration/speed/turn rate quite fast. But pirates? Surely the modifications are sub-standard, unless they've actually been smart enough to somehow tune the engines in a way that they turn faster than anything that would outmaneuver them.

Essentially, the Angon (Pirate) turns a tad too fast for it's sake, and other ship's sake, even a high speed Hecate, amongst other ships have trouble flanking an Pirate Angon. And this is a freighter/cargo ship that was modified into a functional-ish Cruiser.

I'm aware the Angon is linked to the Lance in the way that the Lance is the successor to the Angon's hull and form, hence why it can do what an Angon does, but better, while being able to survive longer. I overlooked that, hence why this edit exists.
[close]

Lowdown - Nerf Turn Rate for Angon MkII (Pirate) and check the top speed/acceleration for the other 'ill-suited for battle' ships that aren't made for combat in mind.
Title: Re: [0.8.1a] Tyrador Safeguard Coalition 1.5.1 (updated January 27, 2018)
Post by: Takion Kasukedo on August 03, 2018, 01:11:28 PM
I have noticed this sneak preview, only because of the mention.

I do hope you come back to this mod and that last post could have the suggestion forgotten, considering the ship has those two engines at the side.

Coalition needs to return some time.
Title: Re: [0.8.1a] Tyrador Safeguard Coalition 1.5.1 (updated January 27, 2018)
Post by: Machine on August 03, 2018, 07:00:47 PM
Fear not, even if I don't reply, I do take into consideration every piece of feedback, usually making them a note in my "TODO and goals" document. I often agree with most feedback, at times it is stuff that I had already considered. Different perspectives are also welcome, mainly because I'm used to fight with and against my own mod, so I'm aware of their weaknesses and strengths, but those might not be that clear to other players.

I'll post the current changelog, you might notice some changes addressing the latest feedback, either posted here, or as comments from other moders. Keep in mind it is a WIP changelog, and it does not include some of the content that I've been working on lately...ish (haven't had much time to work on the mod this past couple of weeks).

Spoiler
v.1.6.0 DEV
   -Added custom icons to the following shipsystems, Ram Drive, Drone Swarm, Shield Burst, Mega Shield Burst, Phase Minelayer, Booster Jets, Kamikaze and Deploy Drones.
   -Added custom icon to Low Resolution Sensors hullmod.
   -Added the Mantlet Platform built-in hullmod, it allows the parent ship to mount hullmods that upgrade Mantlet-class defensive platforms.
   -Added the Mantlet Armor Plating hullmod, it adds 3 armor plate modules to (spawned) Mantlet-class platforms.
   -Added the Mantlet Weaponry Upgrade hullmod, replaces the built-in Heavy Burst Laser of (spawned) Mantlet-class platforms with a built-in Glass Cannon.
   -Added the Modular Hangar hullmod, it adds dedicated fighter launch bays to ships with a Modular Cargo Bay.
   -Added the Sliver Gun weapon, a small sized somewhat inaccurate energy weapon that fires 3 projectiles; does area damage in a very small radius.
   -Added the Glass Cannon weapon, a medium sized energy weapon that fires a single projectile; does area damage in a small radius.
   -Added the Mantlet Dronepod Launcher weapon, a large sized built-in drone spawning weapon, spawns a dronepod that eventually deploys into a Mantlet-class modular defense platform.
   -Added the Scanner Array weapon, a small sized built-in beam weapon used by the Kabura-ya-class drones and Arambai-class corvette, applies a debuff to the target ship defensive stats as long as the beam hits its armor or hull.
   -Added the Corseque-class destroyer, a though front line combatant, equipped with the ram drive shipsystem.
   -Added the Labrys Mk.II-class destroyer, a pirate version of the Labrys that keeps its original concept.
   -Added the Mantlet-class defense platform, a small frigate sized station spawned by the Mantlet Dronepod Launcher weapon, it equips the Shield Burst shipsystem and a Heavy Burst Laser by default.
   -Added (properly; and finally... it has been WIP for a very long time) the Arambai-class Corvette, a large phase-capable single fighter wing designed for battlefield distortion.
   -Updated the sprites for... pretty much every TSC combat ship, ranging from small color alterations (reducing pure gray areas) for most of the sprites, to almost complete respriting for some, like the Atlatl and Labrys.
   -Updated the sprites for all the pirate variants.
   -Updated the sprites for most of the portraits.
   -Fixed a potential gamecrash source found in the drone spawning script, the crash was related to an engine oddity with simultaneous projectile removal and station spawning.
   -Ship variants updated.
   -Balance Changes:
      -Atlatl-class Carrier:
         -Resprited for an overall size increase.
         -Added "Mantlet Platform" hullmod.
         -Replaced built-in "Kulbeda Drone Bay" weapon with a "Mantlet Dronepod Launcher".
         -Weapon positions altered to match new sprite, loadout remains mostly the same.
         -Lateral large sized missile turret mounts changed to front facing hardpoints.
      -Threshal-Class
         -Resprited for an overall size increase.         
         -Designation changed to "Transport".
         -Added "Modular Cargo Bay" hullmod.
         -Weapon positions altered to match new sprite.
         -Central large sized energy turret mount changed to frontal hardpoint.
         -Downgraded frontal large sized missile mounts to medium size.
         -Downgraded back medium sized missile mounts to small size.
         -OP total updated to reflect changes (185).
         -Threshal (S):
            -Added back the back-facing missile mounts.
            -Designation changed to "Construction Ship".
            -OP total updated to reflect changes (140).
      -Angon-class Transport:
         -Reduced max speed to 50.
         -Reduced turn max rate to 20.
         -Reduced turn acceleration to 20.
      -Angon Mk.II-class Modified Transport:
         -Reduced max speed to 50.
         -Reduced turn max rate to 20.
         -Reduced turn acceleration to 20.      
      -Angon Mk.III-class Modified Transport:
         -Added additional launch bay
         -OP adjustment set to -10.
         -OP total updated to reflect changes (95).
         -Reduced max speed to 50.
         -Reduced turn max rate to 20.
         -Reduced turn acceleration to 20.
      -Sabre-class Destroyer:
         -Reduced overall abundance in Coalition fleets.
      -Sagaris-class Destroyer:
         -Replaced "Maneuvering Jets" shipsystem with "Drone Swarm".
         -Replaced large missile hardpoint with a built-in "Kulbeda Drone Bay" weapon.
         -Upgraded lateral small sized missile mounts to medium size.
         -OP total updated to reflect changes(80).
         -Sprite updated to reflect changes.
         -Reduced overall abundance in Coalition fleets.
         -Sagaris (P):
            -Replaced built-in "Kulbeda Drone Bay" weapon with a carrier's modular launch bay.
            -Replaced "Drone Swarm" shipsystem with "Maneuvering Jets".
            -OP adjustment set to 15 (10 less than standard Sagaris).
            -OP total updated to reflect changes (80).
            -Sprite updated to reflect changes and made more pirate-like.
      -Labrys-class Destroyer:
         -Re-imagined ship as a combat support vessel capable of deploying forward turrets (Mantlet-class defense Platforms).
         -Added "Mantlet Platform" hullmod.
         -Replaced large missile hardpoint with a built-in "Mantlet Dronepod Launcher" weapon.
         -Replaced "Burn Drive" shipsystem with "Drone Swarm".
         -Sprite redone following its original shape.
         -Labrys (P):
            -Removed.
      -Ranseur-class Frigate:
         -Reduced max speed to 110.
         -Reduced acceleration to 90.
         -Reduced turn max rate to 50.
         -Reduced turn acceleration to 85.
      -Scimitar-class Corvette:
         -Replaced Disruptor Burst Beam with Glass Cannon.
      -Kabura-ya-class Scout Drone:
         -Conceptually reimagined to be closer to its intended role (long range probe) and namesake (a Kabura-ya is a type of signal "whistling" arrow).
         -Added frontal shields.
         -Replaced "Kamikaze" shipsystem with "Booster Jets".
         -Replaced "Mining Laser" weapon with "Scanner Array".
         -Reduced speed by 50 (set to 100).
         -Sprite redone (following a probe concept designed for space engineers, technically never released... although there should be a bug report map that I uploaded to Keen's forums which has a WIP version IIRC)
      -Anvil-class Forgeship:
         -Ancile Shield Emitter Module:
            -Removed from Codex (it was shown because of a typo).
            -Huh what is this? play the "To Tame a Land" mission.
      -Ram Drive shipsystem:
         -Bonus to max turn rate and turn acceleration removed.
      -Modular Cargo Bay hullmod:
         -Made incompatible with Converted Hangar.
      -Sandcaster hullmod:
         -Added 10% EMP damage reduction.
[close]
         
I'm not sure when I'll post an update, and to be honest I'm on the fence between releasing before the next Starsector update or waiting for it, specially since it addresses a bug I would like to squish for the current release, for which I have no way to properly deal with, specially since some of the changes would make the bug more common. I might still release some sort of "preview version", but that will likely depend on the next blogpost, and how much free time I'm able to dedicate to the mod at the time.



Anyway, here's a "cookie", since there's a post about the sneaky preview (I'm aware that it had been mentioned on the discord already; I still managed to be stealthy for almost a full month).

Spoiler
Built-in Mantlet (https://en.wikipedia.org/wiki/Mantlet) Dronepod Launcher being fired from an Atlatl, the Atlatl (outside of the image) has been striped from all weaponry and hullmods with the exception of the Mantlet Armor Plating Upgrade, which gives its spawned Mantlets 3 additional armor plates.
That specific loadout was chosen because it gives you a Mantlet variant that's not showcased in the "ship preview". There's currently 4 variants, PD turret, Gun Turret, Armored PD turret and Armored Gun Turret, those would be launched by ships with, no additional hullmods, only the Mantlet Weaponry Upgrade hullmod, only the Mantlet Plating Upgrade hullmod, and both upgrade hullmods, respectively.

Mantlets themselves are "ships with modules", with a custom script that lowers their speed if rammed, as long they are no longer being rammed/colliding, allowing them to eventually anchor again. This was done to counter some of the hardcoded features of stations, specially their fully anchored into place nature, and meanwhile that might seem ideal, large capital ships ignored them for collision purposes and just rammed into them, being stuck into place, this meant that they were eventually destroyed.
Just like the other weapon spawned "ships" a Mantlet's CR will slowly decay, eventually causing its self destruction.

(https://drive.google.com/uc?export=download&id=1P4dxG3eBAqQoQ4g6DpvJW2VMJK_aSHEw)
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Title: Re: [0.8.1a] Tyrador Safeguard Coalition 1.5.1 (updated January 27, 2018)
Post by: Takion Kasukedo on August 04, 2018, 07:44:29 AM
Oh hey that's pretty cool.

That's pretty damn cool.
Title: Re: [0.8.1a] Tyrador Safeguard Coalition 1.5.1 (updated January 27, 2018)
Post by: grinningsphinx on November 13, 2018, 09:44:47 AM
Sabre destroyer mentions that it has a Large Energy turret, ship specs have it listed as Ballistic.
Title: Re: [0.8.1a] Tyrador Safeguard Coalition 1.5.1 (updated January 27, 2018)
Post by: Machine on November 13, 2018, 12:30:11 PM
I suppose you got yourself a Sabre (P). TSC pirate variants use ballistic weapons instead of energy weapons, additionally they do not get the "integrated particle conduits" built-in hullmod, just like the TT variants.
If so, this is working as intended. The idea behind this is to increase player choice... to a small degree. Do you want a Sabre, but you want to mount a large ballistic?, capture a pirate one and restore it (it will keep the pirate skin, and ballistic mounts). Similarly, need to equip a TSC ship with hardened subsystems, get yourself a TT variant, since they lack the IPC hullmod, which conflicts with hardened subsystems.

Also keep in mind, that in both cases, the ships won't restore to the TSC standard (energy weapons and IPC hullmod), so if you want to use the IPC hullmod, you would need a proper TSC variant. Next version might include a way to convert TT, and pirate variants into TSC variants.
That said, I'll make a note to change its description.

No idea when I will update the mod, currently dealing with IRL stuff (it's nothing bad, it is just keeping me busy), hopefully I should be able to work more on it during December; anyway it will also depend on the release date of 0.9.
Title: Re: [0.8.1a] Tyrador Safeguard Coalition 1.5.1 (updated January 27, 2018)
Post by: grinningsphinx on November 14, 2018, 09:44:58 AM
Got it, thank you for the reply.  Didnt realize there would be different versions. Maybe add some flavor text to ships like that "Such and such faction has tinkered with the base design". For tinkered stuff, consider the Ill Advised Modifications hull mod?
Title: Re: [0.8.1a] Tyrador Safeguard Coalition 1.5.1 (updated January 27, 2018)
Post by: Kitfox88 on December 19, 2018, 02:45:00 PM
Any chance of a christmas surprise? Love this mod and I miss it in .9, but I understand if it's still far from done and whatnot. Busy time of year.  :)
Title: Re: [0.8.1a] Tyrador Safeguard Coalition 1.5.1 (updated January 27, 2018)
Post by: Machine on December 19, 2018, 05:06:08 PM
Christmas surprise?... who knows? certainly not me, and I would not ruin a surprise if I knew.

Anyway, since I've been quiet for quite a while... and I like spoilers.

Spoiler

Life found a way in Jurassic Park

hahaha... do ancient spoilers still count?

Spoiler

Actual teasers.

Integrated Particle Conduits
(https://drive.google.com/uc?export=download&id=1dqNPLCr-OgSg7rLnF9TRQaBaAxRWic72)

Mantlet Platform
(https://drive.google.com/uc?export=download&id=1EF1pmDswe6ZHgp7IYPECEFW1LODplzhE)

Modular Hold
(https://drive.google.com/uc?export=download&id=1OtEFWNyZaGjlfnqeGMCaNqX0FMiH2YdO)

Forgeship
(https://drive.google.com/uc?export=download&id=1xmMMgH0Zw7hBbDko05CyrBn6Hhoosk5x)

Sector Map
(https://drive.google.com/uc?export=download&id=1uJZtBD7pnrE_OMFpWVitlR1p_CDpU_vR)

As usual with most of the teasers I upload, there's more stuff on display than what I'm directly showing  ;).
Also there's something wrong with the sector map, if you can point it give yourself a cookie; a hint, it is not on the core worlds.
[close]
[close]
Title: Re: [0.8.1a] Tyrador Safeguard Coalition 1.5.1 (updated January 27, 2018)
Post by: Kitfox88 on December 20, 2018, 04:55:59 AM
50000 cargo capacity :o
Title: Re: [0.8.1a] Tyrador Safeguard Coalition 1.5.1 (updated January 27, 2018)
Post by: cjuicy on December 21, 2018, 01:40:04 PM
Is that a Threshal rework I see? Amazing! The tooltips are a nice touch too. Excited for what this mod brings to the table for 0.9. You gonna give the Defense Platforms any use this version?
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.0 (updated December 25, 2018)
Post by: Machine on December 25, 2018, 06:26:30 PM
Version 1.6.0 (for Starsector 0.9a) (http://fractalsoftworks.com/forum/index.php?topic=5492.0)
Merry Christmas!!! I'm actually on time, this time edition
More information on the original post

(https://lh3.googleusercontent.com/VIO3YaiUzntDbbzIbE9FnIGIiigw9skRwjceUiO8rD_jkdo6n0zS3z2_z_wXTpjy2auPzKLsBTonWVkep5Tf5Pcb9POkhCxLJzTnsQUpBjgjXTFCz-3bVDUsJzs_Ssi46mwjjg)
Download Tyrador Safeguard Coalition (https://drive.google.com/file/d/1UWJEnsSZiVX8lrn6amy6D-FHkhx58IbK/view?usp=sharing)
Download Mirror (https://www.dropbox.com/s/pbkmetw4k73nr0s/%5B0.9a%5DTyrador%20Safeguard%20Coalition%20%281.6.0%29.zip?dl=0)

(Requirements: LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0), MagicLib (http://fractalsoftworks.com/forum/index.php?topic=13718.0))
(Supports: Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181), Graphics lib (http://fractalsoftworks.com/forum/index.php?topic=10982.0) and Nexerelin (http://fractalsoftworks.com/forum/index.php?topic=9175.0))
(Supported by DynaSector (http://fractalsoftworks.com/forum/index.php?topic=11001.0))


 

Looking at the changelog... this might be a bigger update than 1.5.0...

Graphical tweaks of multiple sprite to multiple degrees, also compatibility changes required by 0.9a, including but not limited to ship and weapon blueprints, industries, and market conditions.

Still no proper custom station, working on it; you do get the Anvil-class forgeships as custom stations though,  one can be found orbiting Akvan in the Arydas system and the other Chaxiraxi, in Magec. They can't be captured, so they're mostly there for the challenge, which is about a bit harder than a REDACTED Nexus, but less so than a high tech Star Fortress. They are usable if you spawn one, I won't judge you if you do so, it would require adding console commands to you mod list, which reminds me I also added blueprints packages that are not meant to drop, these add rare coalition ships that can only drop, normally, individually, this was done mainly for testing, but I left them ingame, just in case.

Also added some new ship classes, the Corseque-class destroyer, a high tech style brawler ship, now the most common destroyer in Coalition fleets; the Pernach (to be honest I reworked the original concept, since this was a previously removed ship) a troop transport, the Arambai-class phase corvette, a support wing, but perhaps more importantly, the Mantlet-class modular defensive platform, which I've showcased before.

In addition, I also added a couple of unique...ish ship skins, which can VERY rarely appear in TSC fleets, or you could just get them as a guaranteed drop in a secret star system.

Had a lot of fun coding that star system, and its full of sweet sweet loot, including the colonizable kind, however be warned, it is extremely dangerous... And before it is reported, no, the amount of enemies is not a bug, it was a bug before though... I had it spawning, accidentally, between 48 to 78 enemy fleets full of REDACTED, it's not that high anymore, but still noticeable. Just remember the transponder can be your best ally.

Also added a retrofit market to Arcon, it mainly deals with doing proper restorations, transforming non TSC skins into their TSC version. The market itself has a high entry cost, but otherwise has no fees for the conversions. There's also a custom military market in Atrio that does not require commission, it also offers a slightly higher number of weaponry and ships, both in quantity and variety, than a normal military market. The ships offered are those available to both the Independent and the Coalition itself.

I'm probably forgetting some extra stuff that's worth mentioning here, but this is getting too long already...

Anyway couple of known issues:
-The modular versions of the upgraded hullmods granted by the Modular Hold hullmod are not hidden, this was done because the game requires them to be so for its dynamic loadouts.
-Dynamically generated TSC ships that include Dmods, can roll with the "Damaged Particle Conduits" Dmod, in this case, if the generated variant had also an "Integrated Particle Conduits" dependant hullmod, it will present an informational error hullmod, which has no effects. This issue could happen in the previous release but only on recovered ships. It is technically easy to fix, all I would need to do is to remove it, however that defeats its purpose which was to inform the player of the reason why those IPC hullmods can't be installed anymore.
-The Orbital Manufactorum unique...ish industry (requires an orbital ring) can be built alongside Heavy Industry/Orbital Works, it was not made incompatible, since doing so presents a mod compatibility issue (nothing that could crash your game though). Their effects on ship quality will stack, but the effect of any nanoforge present in either of them won't, and a corrupted one might overwrite the effects of a pristine nanoforge.

"Full changelog" in the section below.


Previews of some of the new content in action
Spoiler

Fully upgraded Mantlet-class platform at work
(https://drive.google.com/uc?export=download&id=1sn-UykwbbNgbgCY0qP8AW3eHBA8Ov-dI)

New customized markets for Arcon and Atrio, respectively
(https://drive.google.com/uc?export=download&id=1_l96rzpMV4_-wGAX9L5UK3udyYSuwdky)
(https://drive.google.com/uc?export=download&id=1Lgj6COchntvi1HoOQW5Z7OTje6YKy-2Z)


Animated gifs
Spoiler
(https://drive.google.com/uc?export=download&id=1P4dxG3eBAqQoQ4g6DpvJW2VMJK_aSHEw)
Mantlet in action.
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[close]

Changelog:

Version 1.6.0:
Spoiler
-Compatibility changes needed for 0.9 RC10. Yup, this way I don't have to type lines and lines for the required changes.
   -Missions "Knowing Yourself" and "Knowing your Enemy", removed... temporally.
   -Moved the CSV Andes from the asteroid belt in Arydas to Akvan.
   -Moved the CSV Himalayas from the asteroid belt in Magec to Chaxiraxi, added conditions to Chaxiraxi.
   -Added market conditions to all the planets in the Penelope's Star system.
   -Added custom "space stations" industries for the CSV Andes and CSV Himalayas, from now on the unique forgeships are part of the campaign layer.
   -Added the CSV Andes "industry" to Akvan with an added Beta core.
   -Added the CSV Himalayas "industry" to Chaxiraxi with an added Beta core; Chaxiraxi is now under Coalition control.
   -Added the Orbital Manufactorum industry, an upgraded version of "Orbital Works", requires a pre-existing Orbital ring to be built.
   -Added the Orbital Manufactorum industry to Arcon with an added Corrupted Nanoforge.
   -Arconian Orbital Ring custom entity is no longer interactable.
   -Added the Arconian Naval Reconstruction, a custom retrofitting submarket, to Arcon. It offers ships reconstruction (IE converts pirate/TT/... ship variants to their equivalent TSC variants), and upgrade services (it can install the IPC hullmod to some non-TSC ships), it does so free of charge, as long as you paid the "entry fee" and the ship is in pristine condition (has no dmods).
   -Added the Artesian Market, a custom military submarket that sells both independent and faction equipment and ships without requiring a commission, to Atrio. Also removed the existing military submarket and the old extra independent market.
   -Added custom icons to the following shipsystems, Ram Drive, Drone Swarm, Shield Burst, Mega Shield Burst, Phase Minelayer, Booster Jets, Kamikaze and Deploy Drones.
   -Added custom icon to Low Resolution Sensors hullmod.
   -Added the Mantlet Platform built-in hullmod, it allows the parent ship to mount hullmods that upgrade Mantlet-class defensive platforms.
   -Added the Mantlet Armor Plating hullmod, it adds 3 armor plate modules to (spawned) Mantlet-class platforms.
   -Added the Mantlet Weaponry Upgrade hullmod, replaces the built-in Heavy Burst Laser of (spawned) Mantlet-class platforms with a built-in Glass Cannon.
   -Added the Coalition Vanguard built-in hullmod, it increases the ship's manoeuvrability and flux venting speed.
   -Added the Dedicated Launch Bays hullmod, an upgraded version of converted hangar that has docking requirement and takes a logistic slot.
   -Added the Modular Launch Bays hullmod, it adds dedicated fighter launch bays to ships with a Modular Cargo Bay.
   -Added the Sliver Gun weapon, a small sized somewhat inaccurate energy weapon that fires 3 projectiles; does area damage in a very small radius.
   -Added the Glass Cannon weapon, a medium sized energy weapon that fires a single projectile; does area damage in a small radius.
   -Added the Hive Launcher weapon, a large sized missile weapon that fires 5 2-stage "smart missiles/dumb suicide drones"; the weapon benefits from the effects of the Drone Swarm shipsystem.
   -Added the Mantlet Dronepod Launcher weapon, a large sized built-in drone spawning weapon, spawns a dronepod that eventually deploys into a Mantlet-class modular defense platform.
   -Added the Scanner Array weapon, a small sized built-in beam weapon used by the Kabura-ya-class drones and Arambai-class corvette, applies a debuff to the target ship defensive stats as long as the beam hits its armor or hull.
   -Added the Plasma Burst Lance, a large sized built-in upgraded version of the Plasma Lance, can store and fire up to 3 shots, otherwise it keeps the same fire rate as the normal Plasma Lance.
   -Added the Strategic Laser, a huge sized built-in long range laser.
   -Added the Corseque-class destroyer, a though front line combatant, equipped with the ram drive shipsystem.
   -Added the Labrys Mk.II-class destroyer, a pirate version of the Labrys that keeps its original concept.
   -Added the Pernarch-class troop transport, a military crew transport, equipped with the missile autoforge shipsystem.
   -Added the Pernarch Mk.II-class siege cruiser, modified for long range firepower, equipped with the high energy focus shipsystem.
   -Added the Mantlet-class defense platform, a small frigate sized station spawned by the Mantlet Dronepod Launcher weapon, it equips the Shield Burst shipsystem and a Heavy Burst Laser by default.
   -Added (properly; and finally... it has been WIP for a very long time) the Arambai-class Corvette, a large phase-capable single fighter wing designed for battlefield distortion.
   -Added retrofiting market to Arcon.
   -Added the "REDACTED" constellation, a randomly located and randomly named constellation offering a "REDACTED" challenge experience and "epic loot".
   -Added unique variations of the Halberd, Atlatl, Kestros, Amentum.
   -Updated the sprites for... pretty much every TSC combat ship, ranging from small color alterations (reducing pure gray areas) for most of the sprites, to almost complete re-spriting for some like the Atlatl and Labrys.
   -Updated the sprites for all the pirate variants.
   -Updated the sprites for most of the portraits.
   -(Alex) Fixed an issue with ship spawning, reinforcement spawn area is no longer pushed back by every spawned ship, only by proper reinforcements. This affected all mods, however only mine is the one that goes bonkers with this mechanic.
   -Fixed a potential gamecrash source found in the drone spawning script, the crash was related to an engine oddity with simultaneous projectile removal and station spawning.
   -Improved the performance of shield module scripts, unified the modules into a single module.
   -Renamed "Drone" variants to "Dronehost".
   -Ship variants updated.
   -Balance Changes:
      -Atlatl-class Carrier:
         -Re-sprited for an overall size increase.
         -Added "Mantlet Platform" hullmod.
         -Replaced built-in "Kulbeda Drone Bay" weapon with a "Mantlet Dronepod Launcher".
         -Weapon positions altered to match new sprite, loadout remains mostly the same.
         -Lateral large sized missile turret mounts changed to front facing hardpoints.
      -Threshal-Class Freighter:
         -Re-sprited for an overall size increase.
         -Reduced base cargo capacity to 400.         
         -Designation changed to "Transport".
         -Added "Modular Cargo Bay" hullmod.
         -Weapon positions altered to match new sprite.
         -Central large sized energy turret mount changed to frontal hardpoint.
         -Downgraded frontal large sized missile mounts to medium size.
         -Downgraded back medium sized missile mounts to small size.
         -OP total updated to reflect changes (185).
         -Threshal (S):
            -Added back the back-facing missile mounts.
            -Designation changed to "Construction Ship".
            -OP total updated to reflect changes (140).
      -Lance-class Cruiser:
         -Reduced base cargo capacity to 175.
      -Angon-class Transport:
         -Reduced base cargo capacity to 200.
         -Reduced max speed to 50.
         -Reduced turn max rate to 20.
         -Reduced turn acceleration to 20.
      -Angon Mk.II-class Modified Transport:
         -Reduced cargo capacity to 200.
         -Reduced max speed to 50.
         -Reduced turn max rate to 20.
         -Reduced turn acceleration to 20.      
      -Angon Mk.III-class Modified Transport:
         -Reduced cargo capacity to 200.
         -Added additional launch bay
         -OP adjustment set to -10.
         -OP total updated to reflect changes (95).
         -Reduced max speed to 50.
         -Reduced turn max rate to 20.
         -Reduced turn acceleration to 20.
      -Sabre-class Destroyer:
         -Reduced overall abundance in Coalition fleets.
      -Sagaris-class Destroyer:
         -Replaced "Maneuvering Jets" shipsystem with "Drone Swarm".
         -Replaced large missile hardpoint with a built-in "Kulbeda Drone Bay" weapon.
         -Upgraded lateral small sized missile mounts to medium size.
         -OP total updated to reflect changes(80).
         -Sprite updated to reflect changes.
         -Reduced overall abundance in Coalition fleets.
         -Sagaris (P):
            -Replaced built-in "Kulbeda Drone Bay" weapon with a carrier's modular launch bay.
            -Replaced "Drone Swarm" shipsystem with "Maneuvering Jets".
            -OP adjustment set to 15 (10 less than standard Sagaris).
            -OP total updated to reflect changes (80).
            -Sprite updated to reflect changes and made more pirate-like.
      -Labrys-class Destroyer:
         -Re-imagined ship as a combat support vessel capable of deploying forward turrets (Mantlet-class defense Platforms).
         -Added "Mantlet Platform" hullmod.
         -Replaced large missile hardpoint with a built-in "Mantlet Dronepod Launcher" weapon.
         -Replaced "Burn Drive" shipsystem with "Drone Swarm".
         -Sprite redone following its original shape.
         -Labrys (P):
            -Removed.
      -Adze-class Transport:
         -Reduced base cargo capacity to 75.
         -OP total updated to reflect "Modular Cargo Bay" changes (30).
      -Ranseur-class Frigate:
         -Reduced max speed to 110.
         -Reduced acceleration to 90.
         -Reduced turn max rate to 50.
         -Reduced turn acceleration to 85.
      -Scimitar-class Corvette:
         -Replaced Disruptor Burst Beam with Glass Cannon.
      -Buckler-class Shield Drone:
         -Shield type change to frontal permanently active shields.
      -Kabura-ya-class Scout Drone:
         -Conceptually re-imagined to be closer to its intended role (long range probe) and namesake (a Kabura-ya is a type of signal "whistling" arrow).
         -Added frontal shields.
         -Replaced "Kamikaze" shipsystem with "Booster Jets".
         -Replaced "Mining Laser" weapon with "Scanner Array".
         -Reduced speed by 50 (set to 100).
         -Sprite redone (following a probe concept designed for space engineers, technically never released... although there should be a bug report scene that I uploaded to Keen's forums which has a WIP version IIRC)
      -Anvil-class Forgeship:
         -Ancile Shield Emitter Module:
            -Removed from Codex (it was shown because of a typo).
            -Huh what is this? play the "To Tame a Land" mission.
         -Added to the campaign layer.
      -Ram Drive shipsystem:
         -Bonus to max turn rate and turn acceleration removed.
      -Modular Cargo Bay hullmod:
         -Renamed to "Modular Hold".
         -Made incompatible with "Converted Hangar".
         -Altered function, now upgrades some logistical hullmods improving their bonuses, and removing their penalties.
         -Shows relevant information about its dependent hullmods in its tooltip.
      -Integrated Particle Conduits:
         -Shows relevant information about its dependent hullmods in its tooltip.
         -Sand Caster hullmod:
            -Added 15% EMP damage reduction.
            -Grants 50% sensor strength reduction.
            -Grants 100% sensor profile reduction to frigates and fighters.
            -Grants 80% sensor profile reduction to destroyers.
            -Grants 60% sensor profile reduction to cruisers.
            -Grants 50% sensor profile reduction to capitals.
   -A lot of minor stuff I tweaked/re-tweaked and forgot to take note of.
[close]
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.0 (updated December 25, 2018)
Post by: etherealblade on December 25, 2018, 09:43:33 PM
Wow...Thanks.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.0 (updated December 25, 2018)
Post by: Agalyon on December 25, 2018, 10:11:51 PM
Great christmas gift! Thanks, and keep up the good work.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.0 (updated December 25, 2018)
Post by: HELMUT on December 26, 2018, 12:52:07 PM
Your new sprites are so damn pretty.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.0 (updated December 25, 2018)
Post by: JDCollie on December 26, 2018, 01:09:13 PM
Oh wow o.O 

Tyrador just moved significantly upwards on the "must have" mod list.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.0 (updated December 25, 2018)
Post by: solardawning on December 26, 2018, 03:55:52 PM
Ooooohhhhhhh maaaan. I started a game with your mod, hunted for the Anomaly systems ASAP... spent a tense 10 minutes sneaking around it dodging patrols, managed to grab two of the derelects and book it out of there.

Now THAT was a fun thing to do early in a game.

Bugs so far:
1: Some planets are being generated with Scattered Ruins alongside whatever other ruins they have. So Vast & Scattered, Widespread & Scattered, etc.
2: The special planet in the Anomaly System: The special heavy manufacturing industry is not an upgrade to Heavy, instead it is built separately, which is redundant and has no function.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.0 (updated December 25, 2018)
Post by: Harmful Mechanic on December 26, 2018, 06:43:26 PM
Yeah, the procgen work you've done is really great. Definitely a reminder to keep upping my game.

I've been playing around with the Mantlet and it's also way cool. Really pushing the bounds of the possible within the engine.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.0 (updated December 25, 2018)
Post by: solardawning on December 26, 2018, 07:32:36 PM
In terms of fun ship builds, this mod has made my day.

I've been struggling to find a fun use for the vanilla Falcon (P) with all of it's medium missile capability- but with Tyrador, it makes for a hilarious drone tender.

Try this:
Give it the Dedicated Launch Bays hullmod (gives it 2 fighter bays, with increased OP cost for fighters) with 2 Misericorde phase interceptor drones, then load out the medium missile and medium composite mounts with 4 dronepod launchers.

It's not really that powerful, but a fleet of them is fun to watch. It's like the All Shepard fleet turned up to 11.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.0 (updated December 25, 2018)
Post by: Machine on December 26, 2018, 07:35:20 PM
Bugs so far:
1: Some planets are being generated with Scattered Ruins alongside whatever other ruins they have. So Vast & Scattered, Widespread & Scattered, etc.
2: The special planet in the Anomaly System: The special heavy manufacturing industry is not an upgrade to Heavy, instead it is built separately, which is redundant and has no function.

Managed to replicate the first bug, not sure what it is causing it though, I have a hunch though, considering the only planets that I've found so far with the issue had the same type as the "Anomaly Planet"... Are the planets you found with this issue also only "Barren-Desert" typed planets?.


The second issue is not a bug, but a known issue, sadly.
I could make it an upgrade, however that means editing the heavy industry/orbital works entry, which breaks compatibility with any other mod that also modifies it, be it to add an upgrade, like I wanted, or add an incompatibility, which was also something that I considered.
Taking this into account, and considering that it can only be built in 2 places, the "Anomaly Planet" and Arcon, I decided that it's better to live with the issue, rather than ruin it for other mods.

The only possible fix, I can see for this, at the moment, is to make another Library-like mod that modifies all vanilla industries (ideally) to use an extended script that adds some sort of compatibility/incompatibility/upgrade method for other mods to hook into it... which might be a lot of work, and still prone to fail, if another mod doesn't support it.

Note that they are not completely redundant, both industries will stack their inherent ship quality bonus, allowing you to reach 100% quality without a nanoforge. Nanoforges themselves won't stack though, and having a corrupted and pristine one installed at the same time (one in the Orbital Manufactorum, and the other in Orbital Works), might make the corrupt nanoforge take priority.


Also glad you had fun finding and sneaking around in "The Anomaly", I hope it wasn't too easy to find; also the systems, and constellation will change their name and location if you make a new save, so the novelty shouldn't die too quickly.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.0 (updated December 25, 2018)
Post by: Mr. Nobody on December 27, 2018, 04:26:02 AM
Awesome stuff
They say a picture is worth a thousand words.

edit:
Quote
The upload folder is full. Please try a smaller file and/or contact an administrator.
Alex plz fix is only 104 KB
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.0 (updated December 25, 2018)
Post by: Kitfox88 on December 27, 2018, 02:19:50 PM
Hell yeah, now I can tool around in my favorite Halberds once again!
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.0 (updated December 25, 2018)
Post by: Spess Mahren on December 27, 2018, 10:42:59 PM
Really liking the update and want to mention some things I have noticed playing a game long enough to survey half a regular sized sector. First it seems the dedicated launch bay hull mod seems intended for ships that have innate hanger bays but right now it can be applied to any ship that can take converted hanger bay, making the latter useless. Secondly with salvaging 3 the lions share of blueprints I'm getting are all Tyrador with a total of several duplicates of a number of Tyrador capitals while I have only gotten a single vanilla capital, making me think the drop odds need adjusting. Lastly it seems the code implies there should be blueprint packages for Tyrador but all I am getting are single item blueprints, even for things that do not have a rare_bp tag......actually just looking at the code right now the ID's in special_items.csv do not match the tags in the ship/fighter/weapon files so that would explain it.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.0 (updated December 25, 2018)
Post by: cjuicy on December 28, 2018, 12:46:24 AM
Bugs so far:
1: Some planets are being generated with Scattered Ruins alongside whatever other ruins they have. So Vast & Scattered, Widespread & Scattered, etc.
2: The special planet in the Anomaly System: The special heavy manufacturing industry is not an upgrade to Heavy, instead it is built separately, which is redundant and has no function.

Managed to replicate the first bug, not sure what it is causing it though, I have a hunch though, considering the only planets that I've found so far with the issue had the same type as the "Anomaly Planet"... Are the planets you found with this issue also only "Barren-Desert" typed planets?.
I've found it on a pair of Terran worlds and an Alkali world. I'll keep an eye out for any other planets with them.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.0 (updated December 25, 2018)
Post by: DinoZavarski on December 28, 2018, 05:37:06 AM
Are cargo hold modular containers really supposed to count against the global limit of 2 logistic upgrades? Aren't they faction+hull specific feature? I understand adding mass, reducing flux, adding crew, etc, but reducing global upgrades availability seems illogical.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.0 (updated December 25, 2018)
Post by: Machine on December 28, 2018, 10:47:45 AM
@Spess Mahren:
Regarding the "dedicated launchbays", originally I planned to have "converted hangar" altered by my mod, in order to add an extension to its script and add an exception so it could be mounted on ships with a modular hold that also had launch bays.
There were some issues with that though, since converted hangar works quite differently to the "expanded cargo holds", "auxiliary fuel tanks" and "additional berthing" mods, considering it is not a logistical hullmod, and it also doesn't require a dock to install.
Because of that a player could exchange one of those hullmods for the upgraded modular version of converted hangar, at any time. The answer was to either add a similar hullmod to converted hangar, or modify converted hangar even further; after discussing it a bit, the alternative similar hullmod idea seems to be less intrusive, and due to that it was implemented.

I admit it is superior to converted hangar, but in contrast it does use a logistic slot, and requires a dock to install, it is also a bit more expensive for capitals.


Regarding the drops, I was already aware, and already fixed it. I've been doing a proper long normal playthrough for testing purposes, rather than several short ones looking for specific things, and because of it noticed this issue.
Also, the Coalition tech packages do drop (the 2 that are supposed to, at least), but they are a bit rare by themselves, the TSC blueprint package is a expensive one, and it will drop along all other tech packages, but it can only randomly roll if the value of the loot is at least 40000 credits, the TSC auxiliary tech package, which has all the retrofits and civilian vessels is valued at 20000 credits.

I redownloaded my mod, just to check if I messed something but the tech packages do point to the correct tags, "package_bp" on the package itself, so it will drop along the other blueprint packages, and on the plugin params line to the (weapon, fighter, ship) blueprint tags they should contain (TSC_base_bp, TSC_aux_bp, TSC_rare_bp and TSC_vanguard_bp; where the last 2 are packages unable to drop normally, and just there for testing purposes).

Anyway, the issue was that I decided to add the "TSC_rare_bp" tag to the drop_groups.csv file, in order to avoid adding the ships, weapons, fighters to the vanilla tag "rare_bp", this was done in the case someone used that tag for a faction, and suddenly you had a random faction rolling with TSC ships, for no apparent reason.
Meanwhile this approach works, as an example, it makes it so that if your roll a drop from the "blueprints" group you would be given either a vanilla rare_bp, a TSC_rare_bp, or rarely a blueprint package. This would cause an over-abundance of Coalition blueprint drops, making vanilla and package drops rarer. So at the moment I've integrated the relevant ships into vanilla's "rare_bp" drop group, while also maintaining the tag for the blueprint packages. I've been testing this by making the custom debris fields in the anomaly drop only blueprints at an obscene drop value,

Good news is, the fix seems to be save compatible, since drop_groups are not altered, only their contents and that's used after salvaging, and that I had no issues with a save made before the fix.


@cjusa:
Thanks, I think I've fixed it, however can't be sure 100%, considering chance is a big factor here, but so far I've made about 10 saves, and none had planets with doubled ruins (thankfully you can text search this stuff on the save). Seems to be fixed since I added the anomaly planet to the procgen list with a frequency of 0 (forgot to do that; did not notice it appearing in other systems during testing since it being a custom planet was a late addition to the update), and removing the category entry for the orbital ring condition, which was required to be in the procgen because the anomaly planet can be surveyed, otherwise it gives a nullpointer error.
Still not sure why the orbital ring condition was being replaced by scattered ruins though... If anything I think the bug was a combination of the "anomaly planet" having no procgen data, and then rolling for the orbital ring condition more often than other planet types, and then that condition was transformed into a copy of scattered ruins.

Bad news is that this fix is not save compatible, shouldn't crash the game though, but you won't get any changes either until a new game is made.


@DinoZavarski:
It's mainly due to the price of versatility, so consider it balancing. Also the hullmods it upgrades are already logistics hullmods, so consistency is also factoring into it. And I wouldn't be opposed if someone else wanted to implement a ship with the same hullmod in their mod, as long as it was kept consistent between mods.



Considering these fixes, and after some extra testing on my part, I plan to release an update, most likely tomorrow.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.0 (updated December 25, 2018)
Post by: grinningsphinx on December 28, 2018, 01:38:10 PM
Are cargo hold modular containers really supposed to count against the global limit of 2 logistic upgrades? Aren't they faction+hull specific feature? I understand adding mass, reducing flux, adding crew, etc, but reducing global upgrades availability seems illogical.

I personally changed the hard limit on logistics mods to make it more inline with the older version...Ive found 3 or 4 isnt out of line. 2 is too limiting and only the "best" ones are usually chosen leaving the rest as wasted design space.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.0 (updated December 25, 2018)
Post by: Nia Tahl on December 28, 2018, 04:24:24 PM
There seems to be a crash when trying to autofit the Vanguard-edition Halberd.

The log:
Spoiler
173248 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ArrayIndexOutOfBoundsException: 1
java.lang.ArrayIndexOutOfBoundsException: 1
   at com.fs.starfarer.campaign.fleet.FleetMemberStatus.applyToShip(Unknown Source)
   at com.fs.starfarer.coreui.refit.oOOO.?0000(Unknown Source)
   at com.fs.starfarer.coreui.refit.oOOO.setFleetMember(Unknown Source)
   at com.fs.starfarer.coreui.refit.auto.I.syncUIWithVariant(Unknown Source)
   at com.fs.starfarer.api.plugins.impl.CoreAutofitPlugin.doFit(CoreAutofitPlugin.java:424)
   at com.fs.starfarer.coreui.refit.auto.void.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?0000(Unknown Source)
   at com.fs.starfarer.ui.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.OoO0.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.D.oooO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.while.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.while.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.J.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.while.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.U.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.0 (updated December 25, 2018)
Post by: Machine on December 28, 2018, 08:14:55 PM
Just to be sure, did you add the ship via console commands? or played the "To tame a land" mission?.

Since after some testing, this only happens if the "shield emitter" module is missing from the ship; spawning the ship variant (TSC_Halberd_Vanguard) with the "addship" command, gives you a fully loaded version with the modules intact, that can be refitted with no issues  ;). Recovering the Vanguard Halberd from the Anomaly should also be fine, since it shouldn't lose the module, if it was that one, then that is a another different bug to hunt, which I haven't encountered personally, so it would be nice to know.

This said, this bug seems to be a vanilla bug, already notified Alex about the issue, and sent him a test mod to replicate the issue. So thanks for the feedback.

And sadly, this also affects the pirate versions of the ranseur and adarga (they lack the module naturally), so try to avoid autofitting them... until I come up with a fix, which means the upcoming patch will get delayed a little bit. And this specific bugfix, will likely be a workaround, most likely just adding back the shield module to the pirate versions, but make it completely brain dead.

For some good news, I'm fairly sure the doubled ruins bug is gone, if it is not, I should probably start looking into gambling all my money, because my luck might be at stratospheric levels... checking all planets, in 30 saves, and none had the double ruins issue anymore, nor the orbital ring condition or reydian crab (just checked those 2, to be sure)... also thank god for word processors otherwise I would be still testing that.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.0 (updated December 25, 2018)
Post by: Nia Tahl on December 28, 2018, 08:41:11 PM
ah, kk. I grabbed that one from storage via allships console command. Haven't yet had time to actually play Starsector the past couple days.

Btw, loving what you did for your glowing projectiles. Toss me a copy of that script, would you? ;)
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.0 (updated December 25, 2018)
Post by: Machine on December 28, 2018, 09:03:10 PM
Heh, good to know.

also, sure go ahead, the script is TSC_ProjectileFX located in the data/scripts/plugins folder, just also credit MesoTroniK since he helped me a lot to make it, and gave me the original source, granted I did butcher that poor script horribly to the point it barely resembles the original.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.0 (updated December 25, 2018)
Post by: Kittah Khan on December 29, 2018, 03:12:10 AM
I don't have a clear crash report for you, or even a guarantee that it's your mod.

It seems that the Angon-class transports prevent disengaging.
The run-away battle happens as normal, but when all your ships have burned off the map, you're stuck. I get the vague feeling it has something to do with the loader cargo drones, but I can't be sure, would need some testing.

Context:
1x Apogee
1x d'Erlon (DME)
1x Celika (Sylphon)
2x Angon (unstable injector, militarized subsystems) one with fuel, another with cargo
1x Sheperd

VS

Blade Breakers (DME)
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.0 (updated December 25, 2018)
Post by: Ravenholme on December 29, 2018, 04:14:26 AM
I don't have a clear crash report for you, or even a guarantee that it's your mod.

It seems that the Angon-class transports prevent disengaging.
The run-away battle happens as normal, but when all your ships have burned off the map, you're stuck. I get the vague feeling it has something to do with the loader cargo drones, but I can't be sure, would need some testing.

Context:
1x Apogee
1x d'Erlon (DME)
1x Celika (Sylphon)
2x Angon (unstable injector, militarized subsystems) one with fuel, another with cargo
1x Sheperd

VS

Blade Breakers (DME)

Sounds like this issue:
http://fractalsoftworks.com/forum/index.php?topic=14719.0
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.0 (updated December 25, 2018)
Post by: Kittah Khan on December 29, 2018, 04:34:57 AM
Sounds like this issue:
http://fractalsoftworks.com/forum/index.php?topic=14719.0

Yeah, sounds about right, I've noticed the loader wings remain alive, while they should blow up when their parent ship leaves/dies.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.0 (updated December 25, 2018)
Post by: DrakonST on December 29, 2018, 12:20:03 PM
Yep, Angons broke game during retreat. Awesome.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.0 (updated December 25, 2018)
Post by: solardawning on December 29, 2018, 01:11:00 PM
Hey Machine, I wanted to say that the Strategic Laser is the most visually and audibly satisfying to use weapon I've seen yet in Starsector.
You did a fantastic job with this.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.0 (updated December 25, 2018)
Post by: Machine on December 29, 2018, 03:38:45 PM
Meanwhile that "Angon issue" is caused by a vanilla bug, which is fixed for the next patch. I still tried to do something about it, and to be honest I'll be trying to eliminate all module dependencies from now on. At this moment, I've removed the need for a module shield for all ships with a Ram Drive. So the "Angon bug" is fixed on my end.

I don't think I can do the same for the Burst Shields shipsystem though, since the shield needs to have a fighter-class collision, and can't alter shield collision type independently without modifying the module/ship it is on. And If removing the modules is the goal, then I would need to alter the ship itself, which is not happening. So that will need a different approach.

Anyway removing the module dependency for the Ram Drive shipsystem, also fixed the refit crash bug, which to be honest was the reason why I started removing them on the first place. This also forced me to change the vanguard halberd shipsystem to something that does not require a module, for the time being, fortress shields. Regarding the Adarga (P), it is no longer a skin of the Adarga, which also fixes the bug.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.0 (updated December 25, 2018)
Post by: evilphish on December 30, 2018, 05:06:29 AM
Newest version crashes for me due to TSC_Sabre_TT_default_D already existing. I tried the download from google as well as dropbox. Same result either way.

Code
3593 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: /home/evilphish/games/starsector/./mods/sylphon (data/hulls/skins/SRD_Omega_Aeterna_null.skin)]
3594 [Thread-5] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [data/hulls/skins/SRD_Okarra_TT.skin]
3594 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: /home/evilphish/games/starsector/./mods/sylphon (data/hulls/skins/SRD_Okarra_TT.skin)]
3594 [Thread-5] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [data/hulls/skins/TSC_Ranseur_TT.skin]
3594 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: /home/evilphish/games/starsector/./mods/Tyrador Safeguard Coalition (data/hulls/skins/TSC_Ranseur_TT.skin)]
3594 [Thread-5] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [data/hulls/skins/TSC_Kestros_Vanguard.skin]
3594 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: /home/evilphish/games/starsector/./mods/Tyrador Safeguard Coalition (data/hulls/skins/TSC_Kestros_Vanguard.skin)]
3595 [Thread-5] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [data/hulls/skins/TSC_Sunder_TSC.skin]
3595 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: /home/evilphish/games/starsector/./mods/Tyrador Safeguard Coalition (data/hulls/skins/TSC_Sunder_TSC.skin)]
3595 [Thread-5] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [data/hulls/skins/TSC_Sagaris_TT.skin]
3595 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: /home/evilphish/games/starsector/./mods/Tyrador Safeguard Coalition (data/hulls/skins/TSC_Sagaris_TT.skin)]
3595 [Thread-5] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [data/hulls/skins/TSC_Atlatl_Vanguard.skin]
3595 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: /home/evilphish/games/starsector/./mods/Tyrador Safeguard Coalition (data/hulls/skins/TSC_Atlatl_Vanguard.skin)]
3596 [Thread-5] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [data/hulls/skins/TSC_Aspis_TT.skin]
3596 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: /home/evilphish/games/starsector/./mods/Tyrador Safeguard Coalition (data/hulls/skins/TSC_Aspis_TT.skin)]
3596 [Thread-5] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [data/hulls/skins/TSC_Venture_TSC.skin]
3596 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: /home/evilphish/games/starsector/./mods/Tyrador Safeguard Coalition (data/hulls/skins/TSC_Venture_TSC.skin)]
3596 [Thread-5] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [data/hulls/skins/TSC_Kestros_TT.skin]
3597 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: /home/evilphish/games/starsector/./mods/Tyrador Safeguard Coalition (data/hulls/skins/TSC_Kestros_TT.skin)]
3597 [Thread-5] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [data/hulls/skins/TSC_Koncerz_XIV.skin]
3597 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: /home/evilphish/games/starsector/./mods/Tyrador Safeguard Coalition (data/hulls/skins/TSC_Koncerz_XIV.skin)]
3597 [Thread-5] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [data/hulls/skins/TSC_Amentum_TT.skin]
3597 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: /home/evilphish/games/starsector/./mods/Tyrador Safeguard Coalition (data/hulls/skins/TSC_Amentum_TT.skin)]
3597 [Thread-5] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [data/hulls/skins/TSC_Pernach_Siege.skin]
3598 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: /home/evilphish/games/starsector/./mods/Tyrador Safeguard Coalition (data/hulls/skins/TSC_Pernach_Siege.skin)]
3598 [Thread-5] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [data/hulls/skins/TSC_Maul_C.skin]
3598 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: /home/evilphish/games/starsector/./mods/Tyrador Safeguard Coalition (data/hulls/skins/TSC_Maul_C.skin)]
3598 [Thread-5] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [data/hulls/skins/TSC_Shepherd_TSC.skin]
3598 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: /home/evilphish/games/starsector/./mods/Tyrador Safeguard Coalition (data/hulls/skins/TSC_Shepherd_TSC.skin)]
3598 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.missions.sinkingthebismarck.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), sk
ipping compilation.
3599 [Thread-5] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [data/hulls/skins/TSC_Sagaris_D.skin]
3599 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: /home/evilphish/games/starsector/./mods/Tyrador Safeguard Coalition (data/hulls/skins/TSC_Sagaris_D.skin)]
3599 [Thread-5] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [data/hulls/skins/TSC_Sabre_TT_default_D.skin]
3599 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: /home/evilphish/games/starsector/./mods/Tyrador Safeguard Coalition (data/hulls/skins/TSC_Sabre_TT_default_D.skin)]
3599 [Thread-5] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [data/hulls/skins/TSC_Amentum_Vanguard.skin]
3599 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: /home/evilphish/games/starsector/./mods/Tyrador Safeguard Coalition (data/hulls/skins/TSC_Amentum_Vanguard.skin)]
3600 [Thread-5] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [data/hulls/skins/TSC_Koncerz_TT.skin]
3600 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: /home/evilphish/games/starsector/./mods/Tyrador Safeguard Coalition (data/hulls/skins/TSC_Koncerz_TT.skin)]
3600 [Thread-5] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [data/hulls/skins/TSC_Halberd_Vanguard.skin]
3600 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: /home/evilphish/games/starsector/./mods/Tyrador Safeguard Coalition (data/hulls/skins/TSC_Halberd_Vanguard.skin)]
3600 [Thread-5] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [data/hulls/skins/TSC_Medusa_D.skin]
3600 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: /home/evilphish/games/starsector/./mods/Tyrador Safeguard Coalition (data/hulls/skins/TSC_Medusa_D.skin)]
3601 [Thread-5] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [data/hulls/skins/TSC_Sabre_D.skin]
3601 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: /home/evilphish/games/starsector/./mods/Tyrador Safeguard Coalition (data/hulls/skins/TSC_Sabre_D.skin)]
3601 [Thread-5] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [data/hulls/skins/TSC_Adarga_D.skin]
3601 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: /home/evilphish/games/starsector/./mods/Tyrador Safeguard Coalition (data/hulls/skins/TSC_Adarga_D.skin)]
3601 [Thread-5] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [data/hulls/skins/TSC_Sabre_default_D.skin]
3601 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: /home/evilphish/games/starsector/./mods/Tyrador Safeguard Coalition (data/hulls/skins/TSC_Sabre_default_D.skin)]
3602 [Thread-5] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [data/hulls/skins/TSC_Maul_D.skin]
3602 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: /home/evilphish/games/starsector/./mods/Tyrador Safeguard Coalition (data/hulls/skins/TSC_Maul_D.skin)]
3602 [Thread-5] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [data/hulls/skins/TSC_Koncerz_D.skin]
3602 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: /home/evilphish/games/starsector/./mods/Tyrador Safeguard Coalition (data/hulls/skins/TSC_Koncerz_D.skin)]
3602 [Thread-5] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [data/hulls/skins/TSC_Ranseur_D.skin]
3602 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: /home/evilphish/games/starsector/./mods/Tyrador Safeguard Coalition (data/hulls/skins/TSC_Ranseur_D.skin)]
3603 [Thread-5] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [data/hulls/skins/TSC_Sabre_TT.skin]
3603 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: /home/evilphish/games/starsector/./mods/Tyrador Safeguard Coalition (data/hulls/skins/TSC_Sabre_TT.skin)]
3613 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [TSC_Sabre_TT_default_D] already exists
java.lang.RuntimeException: Ship hull spec [TSC_Sabre_TT_default_D] already exists
        at com.fs.starfarer.loading.M.o00000(Unknown Source)
        at com.fs.starfarer.loading.ShipHullSpecLoader.o00000(Unknown Source)
        at com.fs.starfarer.loading.ShipHullSpecLoader.Ò00000(Unknown Source)
        at com.fs.starfarer.loading.ShipHullSpecLoader.Object(Unknown Source)
        at com.fs.starfarer.loading.SpecStore.ÒO0000(Unknown Source)
        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$1.run(Unknown Source)
        at java.lang.Thread.run(Unknown Source)
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.0 (updated December 25, 2018)
Post by: Machine on December 30, 2018, 06:11:38 AM
I can see why that might be happening, since making a default_d skin was the way to get a ship with a damage overlay, which was going to be used for mission purposes, removed both test skins, so it should be fixed... anyway, in what context is that happening, considereing there's also a TSC_Sabre_default_D?.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.0 (updated December 25, 2018)
Post by: gauntman on December 30, 2018, 08:01:21 AM
I was really enjoying this mod but I came across a bug that repeatedly caused my game to crash.  I assume it was due to some issue with the Ranseur Class Frigate.  Twice, when I attempted to manually refit the front weapon slots on a captured Ranseur, the game crashed.  That was the first time, I've experienced the game crashing in this fashion and the same crash occurred when repeating the attempt.

Not being a modder, my guess is there is an issue with the weapon slot.  If you figure it out, please update.  I'd really enjoy the work you've done.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.0 (updated December 25, 2018)
Post by: Nia Tahl on December 30, 2018, 08:42:05 AM
Heh, good to know.

also, sure go ahead, the script is TSC_ProjectileFX located in the data/scripts/plugins folder, just also credit MesoTroniK since he helped me a lot to make it, and gave me the original source, granted I did butcher that poor script horribly to the point it barely resembles the original.

thx.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.0 (updated December 25, 2018)
Post by: Machine on December 30, 2018, 08:59:11 AM
@gauntman:
Can't replicate the bug, not even using the released version. I assume it might be related to the module bug mentioned before, which I've already fixed, but that only triggers for me by using autofit.
I'm planning to release an update before new year, so I would welcome a more detailed description; was it a pirate ranseur, a TT or a Coalition one?, which weapon did you try to fit?, do you have other mods?, and ideally the crashlog? (the file named "starsector.log" located in the folder "starsector-core").
Thanks in advance.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.0 (updated December 25, 2018)
Post by: evilphish on December 30, 2018, 10:37:45 AM
I can see why that might be happening, since making a default_d skin was the way to get a ship with a damage overlay, which was going to be used for mission purposes, removed both test skins, so it should be fixed... anyway, in what context is that happening, considereing there's also a TSC_Sabre_default_D?.

Hi, I just re-downloaded the file from google. Still the same error. The context is actually simply loading the game with the mod enabled :)
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.0 (updated December 25, 2018)
Post by: Machine on December 30, 2018, 11:25:51 AM
@evilphish:
Thanks... also, do you mean loading a save, or the game itself?, if it is the former I can guess why, since the game has likely made some changes on how it handles the autogenerated d skins, and if there was a damaged TT sabre somewhere I could see it conflicting... If it is the later though, then... I have no idea why it is not crashing for me.

Anyway, you might also want to try deleting the following files "TSC_Sabre_TT_default_D.skin" and "TSC_Sabre_default_D.skin", located in the "data\hulls\skins" folder inside the mod.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.0 (updated December 25, 2018)
Post by: Ravenholme on December 30, 2018, 11:56:52 AM
I can see why that might be happening, since making a default_d skin was the way to get a ship with a damage overlay, which was going to be used for mission purposes, removed both test skins, so it should be fixed... anyway, in what context is that happening, considereing there's also a TSC_Sabre_default_D?.

Hi, I just re-downloaded the file from google. Still the same error. The context is actually simply loading the game with the mod enabled :)

In addition to what Machine said, are you deleting your old Tyrador folder in starsector/mods before extracting in the redownloaded copy?
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.0 (updated December 25, 2018)
Post by: evilphish on December 30, 2018, 12:32:11 PM
Hey. Yes I have completely deleted the old Tyrador folder, even deleted the browser cache, re-downloaded the mod and copied it to the mods folder.
The game crashes while starting up, so no loading of savegames involved. If I disable Tyrador, it starts up just fine.

Code
7567 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: /home/evilphish/games/starsector/./mods/Tyrador Safeguard Coalition (data/hulls/skins/TSC_Sabre_TT_default_D.skin)]
7567 [Thread-5] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [data/hulls/skins/TSC_Amentum_Vanguard.skin]
7567 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: /home/evilphish/games/starsector/./mods/Tyrador Safeguard Coalition (data/hulls/skins/TSC_Amentum_Vanguard.skin)]
7567 [Thread-5] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [data/hulls/skins/TSC_Koncerz_TT.skin]
7568 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: /home/evilphish/games/starsector/./mods/Tyrador Safeguard Coalition (data/hulls/skins/TSC_Koncerz_TT.skin)]
7568 [Thread-5] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [data/hulls/skins/TSC_Halberd_Vanguard.skin]
7568 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: /home/evilphish/games/starsector/./mods/Tyrador Safeguard Coalition (data/hulls/skins/TSC_Halberd_Vanguard.skin)]
7568 [Thread-5] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [data/hulls/skins/TSC_Medusa_D.skin]
7568 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: /home/evilphish/games/starsector/./mods/Tyrador Safeguard Coalition (data/hulls/skins/TSC_Medusa_D.skin)]
7568 [Thread-5] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [data/hulls/skins/TSC_Sabre_D.skin]
7568 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: /home/evilphish/games/starsector/./mods/Tyrador Safeguard Coalition (data/hulls/skins/TSC_Sabre_D.skin)]
7569 [Thread-5] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [data/hulls/skins/TSC_Adarga_D.skin]
7569 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: /home/evilphish/games/starsector/./mods/Tyrador Safeguard Coalition (data/hulls/skins/TSC_Adarga_D.skin)]
7569 [Thread-5] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [data/hulls/skins/TSC_Sabre_default_D.skin]
7569 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: /home/evilphish/games/starsector/./mods/Tyrador Safeguard Coalition (data/hulls/skins/TSC_Sabre_default_D.skin)]
7569 [Thread-5] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [data/hulls/skins/TSC_Maul_D.skin]
7569 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: /home/evilphish/games/starsector/./mods/Tyrador Safeguard Coalition (data/hulls/skins/TSC_Maul_D.skin)]
7569 [Thread-5] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [data/hulls/skins/TSC_Koncerz_D.skin]
7570 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: /home/evilphish/games/starsector/./mods/Tyrador Safeguard Coalition (data/hulls/skins/TSC_Koncerz_D.skin)]
7570 [Thread-5] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [data/hulls/skins/TSC_Ranseur_D.skin]
7570 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: /home/evilphish/games/starsector/./mods/Tyrador Safeguard Coalition (data/hulls/skins/TSC_Ranseur_D.skin)]
7570 [Thread-5] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [data/hulls/skins/TSC_Sabre_TT.skin]
7570 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: /home/evilphish/games/starsector/./mods/Tyrador Safeguard Coalition (data/hulls/skins/TSC_Sabre_TT.skin)]
7580 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [TSC_Sabre_TT_default_D] already exists
java.lang.RuntimeException: Ship hull spec [TSC_Sabre_TT_default_D] already exists
        at com.fs.starfarer.loading.M.o00000(Unknown Source)
        at com.fs.starfarer.loading.ShipHullSpecLoader.o00000(Unknown Source)
        at com.fs.starfarer.loading.ShipHullSpecLoader.Ò00000(Unknown Source)
        at com.fs.starfarer.loading.ShipHullSpecLoader.Object(Unknown Source)
        at com.fs.starfarer.loading.SpecStore.ÒO0000(Unknown Source)
        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$1.run(Unknown Source)
        at java.lang.Thread.run(Unknown Source)

The first line of this code block loads the skin in question, and at the end it tries to do so again.
If I delete the two files in question (TT_default_D and default_D, which are most definately still part of the zip file downloadable via google drive) the game startup progresses further. It is then abruptly haltet by a case mismatch between one of the config entries and one of the filenames (Linux filesystems are usually case sensitive). The file data/weapons/proj/TSC_drone_Hornet_S2.proj refers to graphics/Coalition/missiles/TSC_BombDrone/TSC_Hornet_s2.png but the filename for the PNG in question is S2.png (uppercase s). In your other config files that use this sprite (i.e. data/lights/Coalition_texture_data.csv) you use graphics/Coalition/material/missiles/TSC_BombDrone/TSC_Hornet_S2.png. Changing the entry inside the data/weapons/proj/TSC_drone_Hornet_S2.proj file to point to the uppercase S2 variant then enables complete startup of the game.

In summary (TL;DR): Skin files are still part of the zip even though they should not be. In addition, case mismatch in data/weapons/proj/TSC_drone_Hornet_S2.proj regarding graphics/Coalition/material/missiles/TSC_BombDrone/TSC_Hornet_S2.png ;)
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.0 (updated December 25, 2018)
Post by: Machine on December 30, 2018, 12:55:21 PM
I haven't updated the mod yet, so the files being still there was to be expected, also I don't have a linux machine to test the mod, so that feedback point is greatly appreciated, thanks.  ;D.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.0 (updated December 25, 2018)
Post by: evilphish on December 30, 2018, 02:50:42 PM
In that case it comes as no surprise that the files are still present in the zip. ^^ And of course you are very welcome regarding the case issue... least I can do really. Thank you so much for your mod. ;)
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.0 (updated December 25, 2018)
Post by: 00lewnor on January 01, 2019, 04:27:52 AM
I think I've found a bug caused by this mod; my game crashes whenever I try to auto-fit my Ranseur (TT).

Spoiler
1728265 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ArrayIndexOutOfBoundsException: 1
java.lang.ArrayIndexOutOfBoundsException: 1
   at com.fs.starfarer.campaign.fleet.FleetMemberStatus.applyToShip(Unknown Source)
   at com.fs.starfarer.coreui.refit.oOOO.Õ00000(Unknown Source)
   at com.fs.starfarer.coreui.refit.oOOO.setFleetMember(Unknown Source)
   at com.fs.starfarer.coreui.refit.auto.I.syncUIWithVariant(Unknown Source)
   at com.fs.starfarer.api.plugins.impl.CoreAutofitPlugin.doFit(CoreAutofitPlugin.java:424)
   at com.fs.starfarer.coreui.refit.auto.void.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.super(Unknown Source)
   at com.fs.starfarer.BaseGameState.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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

[close]

All of the Ranseur auto-fit templates are for the Tyrador skin so I am wondering if the game is trying to fit integrated particle conduits to the TT skin.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.0 (updated December 25, 2018)
Post by: Kitfox88 on January 02, 2019, 09:08:04 PM
Heya, had a crash happen when I was entering battle. The only thing I can think that could be related is that I had Shield Overrides from SWP installed on my Halberd and that played bad with the Ram Drive system?

6140640 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.AI.Ships.TSC_ShieldEmitterAI.advance(TSC_ShieldEmitterAI.java:81)
   at com.fs.starfarer.combat.entities.Ship$ShipAIWrapper.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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

EDIT: Yeah, the crashes stopped after removing it.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.0 (updated December 25, 2018)
Post by: Nia Tahl on January 04, 2019, 11:00:44 AM
(https://i.imgur.com/bqgdn1B.png)

You might wanna add that this refers to Tyrador.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1 (updated January 6, 2019)
Post by: Machine on January 06, 2019, 12:34:36 PM
Version 1.6.1 (for Starsector 0.9a) (http://fractalsoftworks.com/forum/index.php?topic=5492.0)
Happy Nex Year!!! edition
More information on the original post

(https://lh3.googleusercontent.com/VIO3YaiUzntDbbzIbE9FnIGIiigw9skRwjceUiO8rD_jkdo6n0zS3z2_z_wXTpjy2auPzKLsBTonWVkep5Tf5Pcb9POkhCxLJzTnsQUpBjgjXTFCz-3bVDUsJzs_Ssi46mwjjg)
Download Tyrador Safeguard Coalition (https://drive.google.com/file/d/1Q3EVyLbYBkRsd8mCGGmjI6bcSRZ8ckjC/view?usp=sharing)
Download Mirror (https://www.dropbox.com/s/dvl92vjp6bavyui/%5B0.9a%5DTyrador%20Safeguard%20Coalition%20%281.6.1%29.zip?dl=0)

(Requirements: LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0), MagicLib (http://fractalsoftworks.com/forum/index.php?topic=13718.0))
(Supports: Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181), Graphics lib (http://fractalsoftworks.com/forum/index.php?topic=10982.0) and Nexerelin (http://fractalsoftworks.com/forum/index.php?topic=9175.0))
(Supported by DynaSector (http://fractalsoftworks.com/forum/index.php?topic=11001.0))


 

The download contains, mainly bugfixes, I managed to load a save made with the 1.6.0 release, and had no issues, much to my surprise...
However, I strongly recommend to start a new save, considering Nexerelin's release, also meanwhile loading an older save might work, you won't benefit from all bugfixes, specially the doubled ruins bugs.

As an added feature, the retrofit market available conversion data is presented in a new better, IMHO, way. This leaves me with a considerable amount of extra space to add more conversions at a later date, also expanded a bit the list of available conversions to include more non-updated yet mods. The lists will change according the mods you have installed.

Additionally added "IPC" variant skins of many high tech ships, to get them you'll need to unlock the retrofitting market, convert one of the listed ships, and wait until it is done. Keep in mind that the market only accepts ships with no Dmods, so you might need to restore them before converting them. The "IPC", named as such for the "Integrated Particle Conduits" hullmod, adds that hullmod to the ship, and the effect weapon required for the "Fleet Server" hullmod, it also adds all the negatives of having the IPC hullmod.

At the moment the IPC conversion includes almost all vanilla phase ships (gremlin excluded). Converting a phase ship, however, might not be the best idea at the moment, since they can't mount "Shielded Plating", partly benefit from "Sand Caster", leaving only "Graviton Lensing" with its full effect, and beam weapons are not usually what you would mount on them; they do benefit from "Fleet Server" though, although I'm not sure if that is helpful.
I do plan to add some IPC hullmods that benefit phase ships at a later date though.

As something of note, the conversion market should work for ships added my mods, and since its list is no longer autogenerated, some ships that would have been listed separately, have been grouped. As an example, a wolf variant skin added by some mod, that wasn't actually a skin file, but a different ship (like my own TSC wolf), would be considered as already added in the "reconstruction list", when before it might have appeared as a doubled entry in the list.
There is a vanilla bug, which I mentioned previously, where illegal transfer texts, won't work on "storage markets" for ships, meanwhile this bug has already been notified, it might explain why some ships that might appear as conversion able, aren't. At the moment the TSC will refuse converting Cabal ships (there's no real reason why, but as I picture it, lorewise, the TSC might be worried of potential "troyans" built-into Cabal ships), and also ships with Dmods, need to be restored properly before converting.

Anyway, if I missed some mod-added ship, or you think I should add a specific conversion, just post a comment, changing the part that handles the conversion list of the market script is fully save compatible.

"Full changelog" in the section below.



New Retrofitting Market
Spoiler

Unmodded (mostly, just the bare basics, and my mod)
(https://drive.google.com/uc?export=download&id=1LBnk7w7TZimggngahyj2NThdw81kmxYL)

Heavily modded (almost all mods available, and some that aren't, sadly not many changes yet, since most fall into already existing lists)
(https://drive.google.com/uc?export=download&id=1dlMCpKj6fbFqFDIUm0z92Y61WdAO3Vjw)
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Changelog:

Version 1.6.1:
Spoiler
   -Nexerelin compatibility changes.
   -Improved the tooltip of Arcon's retrofitting submarket.
   -Added IPC (Integrated Particle Conduits) "skins" (technically, they still use the same sprite) to some high tech ships, this allows them to mount the IPC dependant hullmods and fleet server.
   -Added the ability to transform some vanilla ships into their IPC skins, via the retrofitting submarket at Arcon.
   -Fixed a potential gamecrash issues related to a pair of ship skins with a pre-applied D-overlay.
   -Fixed linux gamecrash related to case sensitivity.
   -Fixed a gamecrash issue when refitting the ship skins of ships with modules.
   -Removed modules from all ships that had a Ram Drive shipsystem; the shipsystem no longer depends on it. Can't do the same for Burst shield though.
   -Adarga (P), is no longer a skin of the Adarga, this won't be apparent to the player, but is part of the gamecrash bugfix.
   -Replaced Vanguard Halberd shipsystem with fortress shield, a sad consequence of the bugfix.   
   -Removed all Dmods from pirate skins, with the exception Damaged Particle Conduits.
   -Fixed doubled ruins planetary conditions bug from appearing in procgen planets.
   -Reduced drop chance of TSC individual ship, fighter and weapons blueprints. This also increased very slightly the drop chance of the TSC blueprints packages.   
   -Reduced the beam width of the Strategic Laser and removed its flare effect, to make it more visually consistent with its power.
   
    -Balance Changes:
      -Halberd (Vanguard)-class Battleship:
         -Replaced "Shield Burst" shipsystem with "Fortress Shields".
      -Medusa (D)-class Destroyer:
         -Removed blueprint tags, was wrongly added to the pirate tag.
      -Ram Drive shipsystem:
         -No longer requires a module to work.
         -Shield activation happens very slightly later, about 0.5 seconds.
         -Shield remains on after the system finishes.
         -Since the system uses now the ship's own shield, AoE damage shield bleed through should followe the same exact rules as with shields.      
      -Dedicated Launch Bays hullmod:
         -Made incompatible with phase ships from the "Shadowyards" mod.
      -Integrated Particle Conduits hullmod:
         -Made incompatible with "Shield Bypass" hullmod from "Ship and Weapon Pack" mod.
         -Shielded Plating hullmod:
            -Made incompatible with ships without shields.
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Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1 (updated January 6, 2019)
Post by: Spess Mahren on January 06, 2019, 08:14:59 PM
I have been playing with the sliver gun/glass cannon and I don't think the AOE is big enough, it appears that when you fire at certain ships at certain angles it detonates the shot just outside the blast radius, At least that's how I interpret the lack of damage numbers when a volley hits.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1 (updated January 6, 2019)
Post by: Vulpis on January 07, 2019, 01:52:11 AM
   -Replaced Vanguard Halberd shipsystem with fortress shield, a sad consequence of the bugfix.
Aww, I literally used that ship for the Shield Burst system...
Any chance of it being added back on in the future or will this be permanent?
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1 (updated January 6, 2019)
Post by: Machine on January 07, 2019, 07:16:12 PM
@Vulpis:
Had to change it as a consequence of a workaround of a vanilla "bug". As Alex told me "a skin having a different set of modules is most likely just an unsupported use case."
Meanwhile this did not directly affect the Vanguard Halberd (it used the same module as the base Halberd), it did affect the Ranseur (P) and (TT), and Adarga (P). Granted, it was first reported affecting a Vanguard Halberd, but that was spawned by using console commands with the "allhulls" command, and since it spawns ship skins without their modules, it would also cause the bug.

I would like to give the shipsystem back to it, but that would require me rewriting the Shield Burst shipsystem to not use a module and that makes it harder, since the shield needs a different collision type than the ship itself, and the way to do that was using a module with fighter collision type.

There are other workarounds that aren't ideal, like making the Vanguard Halberd not a ship skin (since it only affects skins), but that leaves you without the extra description paragraph when you mouse over your ship in the fleet screen; I did something similar to that for the pirate Adarga, which is now a skin of a "fake" module-less non-playable Adarga clone, so it no longer has less modules than its base ship.

Anyway, if this is fixed/supported in a subsequent version, along the fighter bug (which I think has already been fixed for the next Starsector version), then I would restore it, alternatively if I figure a different method to get the system working that does not require using a module, I would do so too.
And to be honest, I might just re-enable it, even if only the fighter bug gets resolved, that would leave me dealing with the occasional bug report that was caused by a ship spawned module-less with console commands, though that doesn't seem too bad.

@Spess Mahren:
Took a look at it, reduced the fuse range, keeping the same AoE, it helps a bit, still not ideal though. I'll look into doing a proximity fuse script for it.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1 (updated January 6, 2019)
Post by: Vulpis on January 08, 2019, 06:35:53 AM
Could you maybe ask the person who does the Neutrino faction? The Mammut has a similar ability.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1 (updated January 6, 2019)
Post by: taerkar on January 08, 2019, 12:18:02 PM
I rather like this mod but I can't help but feel that the Angon transport is a little bit too good. Burn 9 on a civilian freighter/tender/transport cruiser seems a bit fast, even if you effectively are giving up one of two hull mods for the modular mount. I've found that unless I really another hull for something like sensors or surveying equipment I have no reason to not use Angrons for cargo or fuel.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1 (updated January 6, 2019)
Post by: Wyvern on January 08, 2019, 12:54:13 PM
I rather like this mod but I can't help but feel that the Angon transport is a little bit too good. Burn 9 on a civilian freighter/tender/transport cruiser seems a bit fast, even if you effectively are giving up one of two hull mods for the modular mount. I've found that unless I really another hull for something like sensors or surveying equipment I have no reason to not use Angons for cargo or fuel.
Conversely, I've looked over their stats and found myself generally unimpressed; they're neat, and well designed, and compared to the gold standard of a Colossus, they just aren't quite as good at cargo hauling - the Colossus carries more for a lower supply cost and the same fuel cost, and if you really need burn 9, then a Colossus with augmented drive fields is still the better choice.
Now, they do make a decent tanker; there, at least, there's a choice to be made versus vanilla hulls; the Angon has more fuel capacity per unit fuel consumed, and a bigger cargo bay, at the cost of a higher supply usage and one fewer logistics slot.
I haven't bothered with any sort of analysis for crew carrying - that's something I do so infrequently that it just doesn't matter to me.  Similarly, the modular-fighter-bay version of the Angon is -neat-, but if I'm going for a cruiser carrier, I'd rather get a dedicated one.

Honestly, I really like all the modular ships, and would like to use them... but they're just... not that great.  Reminds me a bit of World of Warcraft, where hybrid classes that could fill any role were deliberately balanced to be worse than dedicated classes - and the result was people mostly not using those hybrid classes.  On the other hand, if you brought the Angon up to where it matched the Colossus' abilities... then who'd use anything else?  It's not a problem I've got an answer for.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1 (updated January 6, 2019)
Post by: Ishman on January 08, 2019, 02:18:07 PM
I feel like if it's good enough as a freight vessel and can be deployed into combat and reasonably contribute - that's desirable enough. Especially if it's efficient. The neutrino piledriver is my favorite cargo ship for that reason with it's relative survivability, decent pd & shield efficiency, and good drones. It helps a lot to sway my decision when it's only a few supplies to bring in some more guns that probably aren't going to die instantly.

The problem is that for most ships that *could* be good like that, they don't have enough OP to fit campaign hullmods AND be fitted for combat right now. Most of the mod faction logistic ships are particularly guilty of this right now, with OP allowances that make Drams look generous for their class.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1 (updated January 6, 2019)
Post by: taerkar on January 08, 2019, 03:55:47 PM
Conversely, I've looked over their stats and found myself generally unimpressed; they're neat, and well designed, and compared to the gold standard of a Colossus, they just aren't quite as good at cargo hauling - the Colossus carries more for a lower supply cost and the same fuel cost, and if you really need burn 9, then a Colossus with augmented drive fields is still the better choice.
Now, they do make a decent tanker; there, at least, there's a choice to be made versus vanilla hulls; the Angon has more fuel capacity per unit fuel consumed, and a bigger cargo bay, at the cost of a higher supply usage and one fewer logistics slot.
I haven't bothered with any sort of analysis for crew carrying - that's something I do so infrequently that it just doesn't matter to me.  Similarly, the modular-fighter-bay version of the Angon is -neat-, but if I'm going for a cruiser carrier, I'd rather get a dedicated one.

Honestly, I really like all the modular ships, and would like to use them... but they're just... not that great.  Reminds me a bit of World of Warcraft, where hybrid classes that could fill any role were deliberately balanced to be worse than dedicated classes - and the result was people mostly not using those hybrid classes.  On the other hand, if you brought the Angon up to where it matched the Colossus' abilities... then who'd use anything else?  It's not a problem I've got an answer for.

A cargo-modded Angon has 100 less cargo than a Colossus and does have 4 more supplies per month, but it also carries more than twice as much fuel while consuming at the same rate, it's faster both in cruise terms (9 base vs 7) and in combat (50 vs 40. The Angon is tougher, the shield is better (.8 vs 1) but has drastically worse upkeep (270 vs 50), but it also has significantly better flux stats and a bit more armor. It's pretty much a military logistics vessel in all but the hull mod. Giving it either militarized subsystems to run with frigates (burn 10, lower sensor profile) or insulated engines to go with most everything else (burn 9) and not ruin your sensor profile.

Just feels like burn 8 might be a better spot for it.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1 (updated January 6, 2019)
Post by: mkire on January 10, 2019, 09:22:03 PM
honestly the biggest appeal of the modular transports was being able to swap what their module was in the field; say i've been using them as a tanker and i need more cargo space, swap the tank into a cargo hold and there i go. With the changes to logistics-based mods this isn't possible anymore, i have to track down a spaceport to do it, and in that case i'm better off buying and modding a dedicated ship for whatever i need
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1 (updated January 6, 2019)
Post by: Machine on January 11, 2019, 05:56:59 PM
(https://drive.google.com/uc?export=download&id=1QsovNEu0NKBEqGtbG9sqlPSNxR4es9Cb)

Current consumer research has made our company aware that the public approval of our main "Cool Mint" flavored product is not what it was before.
But fear not, in order to satiate your appetite, the Arconian Faculty of Ice-cream Development, has created 3 new Coalition flavors for your enjoyment!!!.
We proudly present you our new members to the Shipsicletm family...


(https://drive.google.com/uc?export=download&id=1n0ZxtEVWaD0yUuin0zsnaNbXQwJy_zpl)

The original Cool Mint is now accompanied by the new flavors such as,  Greek Olives, Executive Berries, and Ancient Grapes, all now available for download.



Jokes/fun aside, just download a skin pack and overwrite the mod's files. The packs include all applicable (green) TSC combat vessels, missiles and weapons... with the exception of the forgeship.
Eventually, I might make the olive color the default coloration, and keep "Cool Mint" as an alternative download along the partial TT coloration, not sure about the purple one, that one is a joke, heh I guess we'll see.

Cool Mint (https://drive.google.com/file/d/1two0EqL1Lgu0txPyii7G5mlzBldxuqHQ/view?usp=sharing) (Original Flavor)
Greek Olives (https://drive.google.com/file/d/1pQ1DvfaRAQtET29BZRsOI5l3WY46kX3v/view?usp=sharing)
Executive Berries (https://drive.google.com/file/d/1ZG8oHwxRWnmConUs_xsGDmn8EpFCCTV2/view?usp=sharing)
Ancient Grapes (https://drive.google.com/file/d/1K__ukT9N1iBvkrrGy-kmTFe2vYK9Lxsc/view?usp=sharing)



I've been taking note of the discussion. To be honest, I had expected some earlier feedback regarding the changes to the "Modular Hold" ships, specially the Angon. The burn speed issue is an oversight, since I forgot about militarized subsystems; so I'll probably drop their speed by one burn level, not sure if I'll do so for all of them. I might also make the modular versions of the logistic mods not require docking, but that might need some testing.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1 (updated January 6, 2019)
Post by: Ravenholme on January 11, 2019, 06:34:25 PM
I like the alternate colour schemes, the olive is definitely more visually appealing than the cool mint in my opinion. I definitely appreciate you giving people choice in that regard.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1 (updated January 6, 2019)
Post by: peperoni_playboy on January 11, 2019, 08:28:38 PM
I've also made a recolor of the mod, which Machine has given me permission to share in the thread.
Spoiler
(http://oi68.tinypic.com/1jqelh.jpg)
[close]
Weaponry is recolored too, just not included in the image.
https://mega.nz/#!4NphlCwK!nwHGupRt4_1_S9NkFc7CCuTyJ8xFMF18mjVMzwZtAS4 (https://mega.nz/#!4NphlCwK!nwHGupRt4_1_S9NkFc7CCuTyJ8xFMF18mjVMzwZtAS4)


Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1 (updated January 6, 2019)
Post by: Kittah Khan on January 12, 2019, 06:13:20 AM
Oddly enough, I like the grayish purple the most. Feels a bit more workmanlike and menacing.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1 (updated January 6, 2019)
Post by: grinningsphinx on January 12, 2019, 11:15:28 AM

The hard flux generated by the disruptor burst beam isnt noticeable. If the weapons intent is to pop shields, you may want to lower the base damage and increase the fractional hard flux, otherwise the graviton beam is still strictly better having 200 extra range.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1 (updated January 6, 2019)
Post by: Takion Kasukedo on January 12, 2019, 05:38:57 PM
I had encountered a flux vent bug?

Spoiler
(https://i.imgur.com/msFOiSF.png)
[close]
Spoiler
(https://i.imgur.com/1KUaBkL.png)
[close]

The bug in question is that no matter how many points are put into vents, the vent-rate doesn't show an increase in the loadout screen.

(This ship in question was obtained after battling and successfully defeating an expeditionary force going for saturation bombardment, then salvaging the aftermath.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1 (updated January 6, 2019)
Post by: Morathar on January 12, 2019, 05:48:15 PM
I kinda like the "ancient grapes" look too - although I probably wouldn't have known it was purplish if you hadn't told me. (It just looks gray to me...)

Color discussions aside, I have run into an odd problem while refitting one of the newer ships - the Corseque destroyer. Nothing I do seems to increase the ship's flux dissipation rate - I maxxed the number of vents at 20 and even tried adding the Flux Distributor hull mod, but the dissipation rate didn't budge at all. I thought maybe it was just a display issue, but a quick trip to the simulator leads me to believe otherwise.

- Oops, sorry for the double bug report - looks like I got beat to the punch. For the record, I purchased my ship from the marketplace.

Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1 (updated January 6, 2019)
Post by: Retry on January 12, 2019, 07:27:19 PM
I've had the flux dissipation issue with the Angon (modular cargo hauler) as well, although it's not as crippling as on something like the Corseque since I outfit it exclusively for various cargo hauling.

Another, much smaller thing that could be looked at is the Plasma Lance's fluff, as it's still based on pre-.9's Plasma cannon which was a lot more of a flux hog.

"The Plasma Lance is a dangerous weapon designed as Coalition's answer to the prodigious quanitites of flux generated by a Plasma Cannon, in order to mount it on smaller vessels.  To diminish the Plasma Cannon's requirements, the Plasma Lance shell is composed by a single smaller microfusion bomb...  As the overall process is considerably less demanding to the hardware, the Plasma Lance is capable of maintaining a considerably faster fire rate."

So the description still implies that the Lance has a faster fire rate (last sentence), a slightly less potent charge (smaller bomb), and that it consumes less flux (first sentence).  None of these are are currently true compared to .9 Plasma Cannon though: P-Lance has a more powerful projectile (800 vs 500 energy damage), more flux/shot (1200 vs 550) and flux/second (900 vs 825), and fire rate (about .75 shots/sec vs 1.5 shots/sec)

Anyways, I'm liking the mod.  I found a very... interesting system and planet that generated in my most recent play-through, that was a nice touch.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1 (updated January 6, 2019)
Post by: Machine on January 12, 2019, 08:07:14 PM
Well that was an interesting bug report, I was a bit perplexed since the Corseque is quite simple, there's nothing special about it besides the shipsystem, which made it easy to identify the culprit, specially after seeing it was also affecting all ships with a Ram Drive... Anyway, it was an easy fix.

I'm not going to make an official minor patch for this issue alone though; I would rather wait for additional bug fixes, balance changes and/or to finish some extra content (https://drive.google.com/file/d/1w461eKuL3-v17nJORaTbOWCw6xws-98h/view?usp=sharing). However I'll upload a fixed jar file...

Download Hotfix (https://drive.google.com/file/d/16M898MTxDO1t6Pl1SwmLzGVH308khoOD/view?usp=sharing)

Just replace the mod's jar file with this one, and that should do it.

Spoiler
if you want a clearer look at the WIP sprite, and had already downloaded a recolor pack you might want to check the ship folder.
[close]

Updated the main download to include the hotfix.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1 (hotfixed January 13, 2019)
Post by: TheWetFish on January 13, 2019, 12:36:36 PM
Niche bug to squash; the Anomaly systems are being created as blank systems with nothing in them, which as it turns out is unexpected and crashes out the vanilla Academic quest if it happens to randomly iterate across it while looking for a place to spawn.

Starsector log;
Code
1917747 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
    at com.fs.starfarer.api.impl.campaign.procgen.themes.BaseThemeGenerator.getInnerRadius(BaseThemeGenerator.java:1171)
    at com.fs.starfarer.api.impl.campaign.procgen.themes.BaseThemeGenerator.getLocations(BaseThemeGenerator.java:761)
    at com.fs.starfarer.api.impl.campaign.procgen.themes.BaseThemeGenerator.pickHiddenLocation(BaseThemeGenerator.java:736)
    at com.fs.starfarer.api.impl.campaign.intel.bar.events.ScientistAICoreBarEvent.doConfirmActionsPreAcceptText(ScientistAICoreBarEvent.java:75)

The relevant part of BaseThemeGenerator.getInnerRadius is here, with the last line being 1171
Code
	public static float getInnerRadius(StarSystemAPI system) {
switch (system.getType()) {
case NEBULA:
return 0;
case SINGLE:
case BINARY_FAR:
case TRINARY_2FAR:
return system.getStar().getRadius();

Because there is no star it cannot find the radius nor the star and crashes.  So no blank systems ;)
Please check rows 22-25 in data.scripts.world.CoalitionGen

Thanks goes to discord users Nicke535 for the requisite code detective work and Neadlak & Archange for reporting it and being wonderful helping to diagnose.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)
Post by: Machine on January 13, 2019, 05:55:18 PM
Thanks for the bug report, niche bug squashed for good of all future new games.
Additionally added a small script that runs on game load that checks if any of the "ghost" star systems exists and then removes it, and if they don't, it does nothing.
So this update will work on old saves, including Nexerelin random core worlds saves (yes, the anomaly systems generate normally on those as well  ;)).

Download 1.6.1c (https://drive.google.com/file/d/1ofSUZ6H_eKDnT1GYjjgCpyyn3v_RvGzZ/view?usp=sharing)

Full download this time, including version number increase, just so players using version checker know of the update, mainly because of the potential random gamecrash source.

On a sidenote the fix can also be done manually, if you don't want to download the update.... for some reason.
Spoiler
  • Open your campaign.xml file in your relevant savegame forlder
  • MAKE A BACKUP
  • search for the following:
    dN="Anomaly Star System"
    dN="Anomaly I Star System"
    dN="Anomaly II Star System"
    dN="Anomaly III Star System"
  • Delete the "Sstm" tags that contain them*
*just selecting the <Sstm on notepad ++ will highlight the whole block that you want to delete, otherwise just select from <Sstm to the line that ends </Sstm>, including it.
[close]
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)
Post by: cjuicy on January 13, 2019, 06:47:56 PM
Damn, that was quick.  ;D
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)
Post by: TheWetFish on January 13, 2019, 07:21:43 PM
Thanks for the bug report, niche bug squashed for good of all future new games.
Additionally added a small script that runs on game load that checks if any of the "ghost" star systems exists and then removes it, and if they don't, it does nothing.
So this update will work on old saves, including Nexerelin random core worlds saves (yes, the anomaly systems generate normally on those as well  ;)).
...

This is really good.  Thanks for taking the time to make it save compatible :)
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)
Post by: Flare on January 14, 2019, 01:59:02 AM
Do the drones benefit from the missile skill? Or the carrier/fighter tree?
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)
Post by: Machine on January 14, 2019, 11:34:50 AM
Taking into consideration the vanilla skills, at the moment, only "Fighter Doctrine level 2" would have any real effect in the spawned drones, by making them a bit tougher.
Additionally, the "Expanded Missile Racks" hullmod, unlocked by "Missile Specialization level 2" increases their ammunition count, it might not seem as much, considering the drones regenerate slowly, but the weapon cooldown is faster than their ammo regeneration time, so the hullmod allows you to fire a second wing of drones. This pairs extremely well with ships with the "Drone Swarm" shipsystem, since it replenishes their ammo count and resets their cooldown.

Additionally, in order to account for modded content; any shipsystems, hullmods or skills, that would improve missile weaponry fire rate, cooldown, ammo count or ammo regeneration, should affect the drone spawner weaponry (not the drones themselves; but would increase the number of available drones). Stuff like projectile speed, manoeuvrability, hitpoints, or weapon damage won't have any effect though. Stuff that affects a carrier's fighters won't have any effect either, since the drones are not bound to the carrier.
However anything that has a fleet wide effect should, as long as it is set to affect fighters, it should buff/debuff the drones, similarly to how the "Fleet Server" hullmod acts buffing all fighters that are close to the ship that has it.

This said, the "Hive Launcher" is an exception, since it would benefit from any missile buff, and no fighter buff, considering it is a proper missile weapon that it is set to work in conjunction with the "Drone Swarm" shipsystem.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)
Post by: grinningsphinx on January 14, 2019, 12:40:13 PM
Taking into consideration the vanilla skills, at the moment, only "Fighter Doctrine level 2" would have any real effect in the spawned drones, by making them a bit tougher.
Additionally, the "Expanded Missile Racks" hullmod, unlocked by "Missile Specialization level 2" increases their ammunition count, it might not seem as much, considering the drones regenerate slowly, but the weapon cooldown is faster than their ammo regeneration time, so the hullmod allows you to fire a second wing of drones. This pairs extremely well with ships with the "Drone Swarm" shipsystem, since it replenishes their ammo count and resets their cooldown.

Additionally, in order to account for modded content; any shipsystems, hullmods or skills, that would improve missile weaponry fire rate, cooldown, ammo count or ammo regeneration, should affect the drone spawner weaponry (not the drones themselves; but would increase the number of available drones). Stuff like projectile speed, manoeuvrability, hitpoints, or weapon damage won't have any effect though. Stuff that affects a carrier's fighters won't have any effect either, since the drones are not bound to the carrier.
However anything that has a fleet wide effect should, as long as it is set to affect fighters, it should buff/debuff the drones, similarly to how the "Fleet Server" hullmod acts buffing all fighters that are close to the ship that has it.

This said, the "Hive Launcher" is an exception, since it would benefit from any missile buff, and no fighter buff, considering it is a proper missile weapon that it is set to work in conjunction with the "Drone Swarm" shipsystem.


Fast missile racks or Missile Autoforge?
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)
Post by: Spess Mahren on January 15, 2019, 11:33:08 AM
Right now dedicated launch bays can be added to carriers but it doesn't increase the number of hanger bays if the carrier already has 1/2/3 bays depending on size, is that intended?
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)
Post by: Wyvern on January 15, 2019, 11:41:31 AM
I'd expect that it is, because launching five wings of talons (or maybe six - there are a few mod cruisers that go up to four fighter bays, albeit usually with some drawback) from a cruiser carrier would be absurd; also, with that, you'd get to nine wings from an Astral, and I'm not sure the UI would even support that.

What makes less sense to me is that the modular fighter bays work the same way, which results in, for example, a carrier-converted Angon having one built-in wing of loader drones and only one actually usable fighter bay.  ...As I was fighting against it, at the time, I was kinda okay with this, but it still felt off.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)
Post by: DrakonST on January 17, 2019, 10:32:50 AM
Why one Treshal-class skin have mines strike from Doom-class?

All another Treshals have Burn Drive but one, civilian, non-combat skin have mines. Maybe you just forgot to correct it? Because it madness, it should not be in principle.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)
Post by: Wyvern on January 17, 2019, 02:59:28 PM
The civilian version has better construction facilities, rather than military-grade afterburners?  Doesn't seem like a problem to me...  (Note to self: I should actually build one of those.  Current fleet could use a tanker anyway, and having the rest of the Threshal S's logistical bonuses would be nice.)
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)
Post by: OOZ662 on January 28, 2019, 01:02:40 AM
Just noting that the images for the ships don't like to embed properly in the OP with the export=download& section included in the URL.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)
Post by: Dreamyr on February 08, 2019, 12:02:03 AM
So I'm assuming it's your mod that added the system given the wrecks I found there but...


Was that many Remnant Nexus ENTIRELY necessary? :'(


Challenge accepted. They will be purged. :P
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)
Post by: Kittah Khan on February 10, 2019, 12:24:23 PM
The Labrys in the current version seems over-costed, especially the pirate-variant.
Compare it to the Drover or the SWP Archer.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)
Post by: peperoni_playboy on March 13, 2019, 11:17:35 AM
I also think that the Remnant defenses of that system are a bit extreme.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)
Post by: Hague on March 16, 2019, 09:55:33 AM
I know that system! I stealth-colonized the world there right under the patrol's noses. There's so much wreckage now from all the ships coming in and trying to trade despite the nexuses.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)
Post by: Flunky on March 29, 2019, 02:42:06 PM
Looks like there's a minor bug with the Pather and Pirate variants of the Angon - they can't be custom ordered after getting a blueprint.

I asked for help on the unofficial discord and someone on there identified the issue as those hulls lacking an entry in default_ship_roles. Sure enough, adding those did the trick.

And thanks for the mod, of course!
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)
Post by: Avanitia on May 05, 2019, 07:40:42 PM
Hi.
I've used your mod a bit. I think this Dedicated Launch Bays hullmod is really big balance problem.
Not only it can be put on any ship bigger than a frigate, it also has no big penalty given to fighters, unlike Converted Hangar, which causes fighters to be slower and take more damage.
Spoiler
(https://i.imgur.com/jSrFr37.png)
[close]
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)
Post by: Shad on May 06, 2019, 02:28:39 AM
Hi.
I've used your mod a bit. I think this Dedicated Launch Bays hullmod is really big balance problem.
Not only it can be put on any ship bigger than a frigate, it also has no big penalty given to fighters, unlike Converted Hangar, which causes fighters to be slower and take more damage.
I think the main issue is that it's a straight up upgrade, compared to CH for destroyers. If DLB becomes noticeably more expensive (like 30% more), it would be fine. It still has the penalties to fighter and bomber cost, so putting anything beyond talons and the like on it will be very expensive.

CH itself is a bit underwhelming due to how it gets more expensive with hull size, but still gives just 1 bay.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)
Post by: Nanao-kun on May 06, 2019, 08:41:00 AM
I thought DLB was only for Tyrador ships with Modular Holds?
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)
Post by: rashiakas on May 06, 2019, 09:35:23 AM
Rather then nerfing DLB I would buff CH, because right now its pretty bad.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)
Post by: cjuicy on May 06, 2019, 01:40:54 PM
Rather then nerfing DLB I would buff CH, because right now its pretty bad.
That's intentional. Pre-nerf CH was nasty and a standard for civ ships, now its manageable to deal with. Understand that carrier/fighter spam is the last thing we want to incentivize, so these types of hullmods are fine being weak.
As for what to do, I think applying the vanilla debuff to the new fighter decks would be good.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)
Post by: Retry on May 06, 2019, 02:26:56 PM
Rather then nerfing DLB I would buff CH, because right now its pretty bad.
That's intentional. Pre-nerf CH was nasty and a standard for civ ships, now its manageable to deal with. Understand that carrier/fighter spam is the last thing we want to incentivize, so these types of hullmods are fine being weak.
As for what to do, I think applying the vanilla debuff to the new fighter decks would be good.
You mean the DLB as the new fighter decks?  Last I checked, DLB is only available to the few Tyrador ships that happen to have modular cargo bays, which includes the Threshal, the Lance, and the Adze.

Even without considering DLB's extra penalty of +50% OP for fighters and +100% OP for bombers, DLB only makes those things into poor-man's carriers at best, while still having its niches where one may want to use it (like if you don't have any actual carriers).

This is based on my opinions on using those ships, especially the Lance, but I see no reason to double dip on the penalties.  My hull-mod tab has enough pointless options as it is.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)
Post by: Shad on May 06, 2019, 03:16:50 PM
You mean the DLB as the new fighter decks?  Last I checked, DLB is only available to the few Tyrador ships that happen to have modular cargo bays, which includes the Threshal, the Lance, and the Adze.
Dedicated Launch Bays are avaliable to everyone. Modular Launch Bays are Tyrador Modular Ship exclusive.

DLB give 1/2/3 bays with OP cost penalties for fighters. MLB give 1/2/4 with no cost penalties.

Vanilla CH gives 1 bay regarless of size, with penalties to both cost and stats of fighters.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)
Post by: Retry on May 06, 2019, 10:17:14 PM
You mean the DLB as the new fighter decks?  Last I checked, DLB is only available to the few Tyrador ships that happen to have modular cargo bays, which includes the Threshal, the Lance, and the Adze.
Dedicated Launch Bays are avaliable to everyone. Modular Launch Bays are Tyrador Modular Ship exclusive.

DLB give 1/2/3 bays with OP cost penalties for fighters. MLB give 1/2/4 with no cost penalties.

Vanilla CH gives 1 bay regarless of size, with penalties to both cost and stats of fighters.
That explains it.  I haven't played around much with the newest releases so I'm only familiar with the modular bay.

I'd have to check the OP costs of DLBs then, as well as try it out myself, bit with a +100% OP hike to the most capable strike craft inherent to DLBs I still doubt I find it overly capable.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)
Post by: rashiakas on May 06, 2019, 10:43:09 PM
I agree, CH was too strong. But I think it is overnerfed now. The additional OP Cost would have been enough. Slotting anything but cheap fighters will cost you so much OP you going to cripple yourself. As for Civ ships, just make it non available for them if its an issue, alltough I dont see any problem with that either tbh.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)
Post by: Shad on May 07, 2019, 04:55:25 AM
I think the philosophy of DLB is fine. The OP penalties pretty much preclude any decent wings.

It needs to be a little more expensive (from 10/15/25 to maybe 10/20/35) just to make sure because getting 3 wings is a big deal, even with chaff like Talons.

I would agree CH is a bit too nerfed now. Its cost probably needs to be fixed as it's only worth it for destroyers now. And only a handful of destroyers ever need a low waulity chaff wing for 13-15 OP, when there's so much better stuff you can get for that investment.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)
Post by: lechibang on May 29, 2019, 01:57:10 PM
The Lance has 2 abnormal mounts at the front. Is this intended behavior since I don't see their turret/hardpoints anywhere on the ship sprite?.
(https://i.imgur.com/WoZWabJ.jpg)


Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)
Post by: grinningsphinx on June 24, 2019, 08:50:48 AM
I think the philosophy of DLB is fine. The OP penalties pretty much preclude any decent wings.

It needs to be a little more expensive (from 10/15/25 to maybe 10/20/35) just to make sure because getting 3 wings is a big deal, even with chaff like Talons.

I would agree CH is a bit too nerfed now. Its cost probably needs to be fixed as it's only worth it for destroyers now. And only a handful of destroyers ever need a low waulity chaff wing for 13-15 OP, when there's so much better stuff you can get for that investment.

Except that its really not? Unless youre talking about early game in a mostly vanilla scenario, where talons can actually make a difference.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)
Post by: lechibang on July 13, 2019, 11:22:06 PM
So I've noticed that whilst the TSC adds new stuff for existing factions, the vanilla ships with IPC for me is quite bloaty and could be removed at some point.
Also the prices arent updated to .9.1a, just a small item there.....
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)
Post by: froppyfropfrop on August 09, 2019, 05:03:08 AM
Is it possible that Reydian Crabs do currently not work as intended? While multiple factions give missions for procurement of them, and they are properly counted a luxury goods for price purposes (I found some in a cache while mining once), they are never, ever, sold on Reydia.

I tested this with only having this mod enabled.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)
Post by: Sinigr on August 24, 2019, 01:34:27 AM
Why you put one colony on Telepylus in Penelope's star system, that system should be unclaimed like it was, just fix it.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)
Post by: 123nick on August 26, 2019, 02:40:51 PM
i think the atlatl is sorta op. for only 250,000 base cost, it has a decent armament for defense, and although on paper its survivability seems weak the fact taht it can spam out mantlet class drones which are basically tanks that can create a gigantic radious fortress shield around itself which blocks enemy fire but not your missiles, means that an atlatl can basically wear down any enemy ships with ease. i think its worth looking into, as right now it feels broken an cheap too use and i ended up having a homogenous fleet of only atlatls due too their multipurpose ability of wearing down enemies with their fighters and being tanky, along with as previously mentioned the dirt cheap 250,000 base cost- half of that of a paragon.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)
Post by: Machine on August 26, 2019, 09:02:46 PM
It's been a while...

First things first, this is not an update post, nor is it a notification that the mod is dead. The mod is alive and well, and so am I.
To be honest I've barely had any time to work on the mod since late January, actually I should say I barely had any free time at all, until very recently, sort of...

Long story short...
Spoiler
At the start of this year, I entered a PhD program, which is also the reason why the update to 0.9 was late despite being mostly done for months, since Starsector's update coincided with the final evaluations for admission, and then our national scholarship applications (which I got).
However the actual reason for my lack of free time was not my complete dedication to the PhD program, if that was the case, I would be making a very different post...
Turns out, 2 days after I had to move to the capital for my studies, my father had to be hospitalized, which meant that most of my free time was dedicated to going back home.
Sadly, my father passed away a month ago, and just recently things have returned to something more "normal", although I still have a lot of lab work accumulated, but that can't be rushed too much, anyway, so I guess it is not much of an issue.
[close]

So, with some free time available, I'm back to modding, and thus the main reason of this post; to discuss planned changes and maybe get some feedback. Consider the following as some sort of ToDo/WantToDo list that's more honest than what I have on the first post of the thread.

Ships:
Spoiler
I'll be removing most, if not all Tri-Tach skins, they don't offer any significant gameplay changes and the main reason for their existence, faction branding, has been made moot in the latest updates, considering that blue high tech ships are no longer exclusive to them, nor do they exclusively use these high-tech ships. For this, and vram motives, Tri-Tach might get some standard TSC hulls, in TSC colors, instead of their own blue skins.
Similarly, some of the TSC skins for vanilla ships are getting the axe, specifically the Kite, Shepherd, Wayfarer and Venture. As you might guess, this means the TSC is getting more vanilla ships added to its roster, mainly mid-tech and high-tech, although they will be somewhat rare.

This also means that there will be some changes to some ship roles. With the TSC Shepherd gone, the Ayllo will assume its role, partially. The Ayllo will get a launchbay with a built in wing of drones, and its Kabura-ya drone launchers will be replaced with Corvo drone launchers, it will also lose its built-in exploration hullmods.

The Tessen will get the Kabura-ya drone launchers, in place of its built-in laser. Later in development (read this as, not a priority) the functionality of the Kabura-ya drones will be altered somewhat, mostly because I want them to attach to the target ship or at least keep themselves always on top of the enemy ship.

TSC Medusa and TSC Sunder are becoming rarer ships, almost unique, but with several opportunities to acquire them as derelicts, events, and perhaps even buildable blueprints as a special quest reward.

TSC Onslaught, was originally conceived as mission/storyline content, and as an IBB ship. This is still the plan, it was made available for "market conversion" as a showcase, because I had been asked about it, and because it had been sitting for too long on its folder. I think its original description is still on the description file, if you want to read it.
Regarding the IBB, it would be commanded by an holographic version of the portrait I'm using as my avatar, specifically this man is meant to be an old hero figure for the TSC, and the subject of most missions (to be made). This personality clone would go mad for no apparent reason and start a crusade against "the giant", this was meant as a Don Quijote reference.

The TSC Wolf is staying, it's getting some stat changes though. Just as the Buffalo, the Wolf blueprint seems widely available to the sector, considering that the Koncerz was also made to work well in conjunction with Wolf packs, the Wolf is staying in the TSC arsenal.
The TSC Buffalo stays for the same reason, honestly, every faction should have its own branded buffalo. Same applies to the Sunder, but for every mod, since it seems like it is the game's poster child considering the amount of Sunder variants available...

Finally, new content... many ships are getting a major resprite, so far (as in already done), this list includes: Koncerz, Koncerz (XIV), Koncerz (P), Wolf (TSC), Sunder (TSC), Woomera, Amentum, Kestros and Pavise, all ships do keep their current profiles, at most, weapon position was slightly adjusted.
Ships getting a minor resprite (mainly to accommodate a required change): Ayllo (launch bay), Tessen (built-in drone launcher), Halberd (built-in weapon mount).

I had 2 new new ships planned. The Scepter cruiser, which was meant as a support cruiser with a normal bubble shield, I didn't like the results, so the concept of the ship was scrapped quickly. The other ship, the Kinzhal phase frigate, is mostly done, it is a phase capable support "super frigate", its unique shipsystem lets it teleport bubble shield emitters to the cursor's position, this works similarly to the Doom's mine teleporter, its only current issue is that I have not coded a proper AI for the shipsystem.

Currently, it is using the mine teleporter AI, which works fine... to a degree. The AI uses the shield bubble emitters offensively, which means it usually spawns them very close to the enemy ships, drawing their fire, and also consuming missile volleys, which works better than I expected, however it also tends to teleport them behind the enemy, uselessly.
The shield bubble emitter, internally the "Targe", is a small "station", it starts deploying an expanding bubble shield as soon as it finishes teleporting, this process takes a couple of seconds. Like all TSC spawnable "ships", it has timed life. It is also unable to vent/dissipate flux, and self destructs when overloaded. Meant as disposable cover, it is not very resilient, currently it is set to overload after a single harpoon, which seems a bit underpowered considered how often you can spawn them, and also makes them extremely weak to ballistic weapons, so it needs further balancing.

(https://drive.google.com/uc?export=download&id=1cjqI5MfWWoM6Oux_7527krs3mcgSNaJM)
New/updated sprites preview, showing the "Greek Olives" ship flavour colour, which will become the standard, the old "Cool Mint" will be available as an optional download, just like the other recolours. I admit the tone might need to be shifted a bit on some of the sprites.
[close]

Shipsystems:
Spoiler
Besides the shipsystem mentioned before (remote shielding), I plan to change the Threshal (S) system to something more unique, meanwhile the Doom's mine teleporter fits thematically, considering that is one of the uses of the ship lorewise, I think it is a bit too powerful offensively.
Not sure what will replace it at the moment, but it will be something that's deployable, and most likely cover a support role; toyed with the idea of a "Fleet Server" platform, however that is only useful if the fleet has offensive fighters, and considering that you could get fleets with a Threshal (S) that do not have proper fighters, I'm not too fond of the idea.

BTW this is the reason why the ships with a "Drone Swarm" shipsystem have built-in drone spawners, since otherwise the shipsystem might be useless in some configurations.

I also plan to restore the unique Halberd (Vanguard skin) shipsystem to its original "Shield Burst" shipsystem, since the module required for it should no longer cause issues, although it will need testing.

(https://drive.google.com/uc?export=download&id=1w461eKuL3-v17nJORaTbOWCw6xws-98h)
Remote Shielding in action.
[close]

Hullmods:
Spoiler
Dedicated Launch Bays' current incarnation will be removed, its only reason to exist was to accomplish parity with the other Modular Hold hullmods, without me needing to modify converted hangar (which was not done for potential compatibility reasons), so it could be mounted on all ships that had a Modular Hold, despite some of them being carriers. Probably the best course of action is to simply make it so that the Modular version of the hullmod has no "base hullmod". I also plan to remove the docking requirement for the Modular Hold hullmods, although I'm not too sure about this.

Other hullmod that I want to improve is the Sand-Caster, currently planning to make it affect the signature of the whole fleet/ship with biggest signature to a small degree, rather than just altering the signature of the ship it is mounted on, which is useless, if the ship is not among the largest in the fleet.
[close]

Weapons:
Spoiler
Mainly just reducing the sprite's size of the large Disruptor Beam Cannon and, to a lesser degree, the Warden PD System. Additionally the built-in experimental Plasma Burst Lance, found in the Halberd (Vanguard), will be altered a bit so it can fit in the TSC Sunder.
Balance wise, I'll increase a bit the hard flux damage done by disruptor weapons on shields, and also the hard flux feedback, specially for the medium sized version.
[close]

Star Systems/Events:
Spoiler
The "Anomaly" star system will be made part of a quest, you'll still be able to search for it manually, like you can currently do, and skip the quest this way, you should also get a special item that you can return to Arcon, in exchange of a reward.
Additionally, if the Remnant stations have not been eliminated from the "Anomaly" and the planet currently has an owner, planetary bombardment fleets will spawn constantly until the planet is decivilized.

A new star system will be added "south" of Tyrador, it will feature an independent gas giant floating city colony, a small TSC outpost (and transfer the CSV Urals' Scaffold here), and some Remnants. This system is also planned to be part of the questline. Ideally I would also like to make this gas giant colony change ownership to the TSC sometime after the Remnants are cleared from the system.

Further in development, I would like to have the CSV Urals' Scaffold transform into a roaming fleet after a couple of ingame cycles. This would require the other Forgeships to become roaming fleets first, which has been the intention all along.

The current implementation plan goes as follows:
-Make the forgeships and include them in the game - DONE
-Make them appear in the campaign layer - DONE (as stations currently)
-Transform them into roaming fleets, with simple goals, the CSV Himalayas would be set to go from Arcon to systems with hostile planets and camp them for a while before returning to Arcon, similarly the CSV Andes would go to systems with friendly planets, and then return.
Interaction wise, the player would be able to buy fuel/supplies (if friendly) through dialog every couple of days or so, or attack them. At this step the ships will be gone for good if destroyed.
-Make the forgeships respawn after a while in Arcon if they were destroyed; if the fleet survived, but their forgeship was destroyed, make it return to Arcon and despawn.
-Make it so that when a forgeship is destroyed, a special entity is spawned, sometime after its destruction, the TSC faction would then send a massive salvage fleet to camp over the derelict and make it functional again, at this point the restored forgeship would be added to the salvage fleet and it would head back to Arcon to despawn and respawn later with a proper fleet.
This would also be the chance for the player to acquire a forgeship for themselves, by spending a decent amount of time, and resources getting the derelict online again. If the player looted a forgeship for themselves, it would gradually lower their relationship with the TSC, and when the player becomes hostile the TSC would pursue them. Ideally the player would also get a large relations boost and payment if the ship is returned to Arcon.
-Add an unclaimed derelict that can be turned into a forgeship by the player using the same procedure, probably requiring some sort of reward from the TSC.
[close]

Stations:
Spoiler
The orbital platforms near Atrio will be made a unique industry, this way they should be repaired if they are destroyed by something. Sprite-wise they would use the same parts that the TSC station will use, arranged differently though, in a triangular pattern instead of the hexagonal pattern the main stations would use.

As mentioned before, the TSC stations will be hexagonal. In the attached scheme, black is the vast bulk core of the station, in this case rather than an habitational space covered with windows, this core will be an actual reactor core, ideally with an animated visible core... which would be covered as long as the core cover section remains intact. The core cover section (red) will have a built in HUGE turret at its center. The blue sections will be hangars and drone spawners, and the green sections gun platforms. Shipsystem wise, the hangar sections will get Drone Swarm, and the core will get the Mega Shield Burst shipsystem, the station won't teleport mines, and it won't get PD drones either.

(https://drive.google.com/uc?export=download&id=1bMCyBz42xVme0nmWyBVsYeSUHOxsPjR5)

Following this scheme, Atrio's defensive platforms, would lack both the core section, and the hangars, having the core cover as their actual core section, and the gun platforms placed in the hangar locations, giving it an appearance closer to a triangle with cut corners.
[close]

Skills:
Spoiler
I evaluated the idea of adding some skills related to drones, however it seems that the next Starsector update might have significant changes to how skills works, and also the ability to have drone ships in the player fleet, so I'll rather wait for it to see what I can do about it.

Anyway, the proposed skill was to be part of the technology tree and deal with automation, first level would grant an automated systems hullmod (increase maximun cr and/or decrease skeleton crew requirements) and also reduce global skeleton crew requirements fleet wide. The second level would grant slower CR loss to drones. Level 3 had not been planned at the momment.
[close]

Update when?:
Well... not sure, I do want to ensure compatibility and full functionality with Nex at the very least, besides adapting the mod to vanilla changes, and implementing most of the changes described in the Ships and Hullmods sections. This wouldn't take me too long; if I had full control of my free time, which I don't, so I won't make any estimations.

Feel free to comment, and make suggestions.


@123nick:
The mod is not updated to the latest version, which rebalanced ship prices making them more expensive. The current dev version has the Atlatl cost raised to 400000 credits, the same value as an Astral.

@Sinigr:
As stated above that was already on the plans.

@queendaenyori:
Thanks for the fix actually, haven't implemented it yet though.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)
Post by: cjuicy on August 26, 2019, 10:17:21 PM
It's wonderful to see you come back and improve TSC. I've loved your mod for a long while, and it'll be exciting to see the unique features finally get implemented in a way that lets them shine.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)
Post by: lechibang on August 27, 2019, 08:57:58 AM
Hi, first of all thanks for the update post after quite a while.
So after skimming through the lengthy paragraph on ships, does that mean the ability to convert ships (vanilla and TT skins, which according to your post is pending removal) be absent for good or reworked in some way? If you're intend to keep it, I would suggest removing the vanilla ships with the IPC_ tag. IMHO it is getting quite bloaty at this point (which has been lingering inside of my head for quite a while now) and I kinda want to see the IPC be present on Tyradorian ships only.
Regarding stations, are buildable TSC stations going to be a considered possibility such as those present in Shadowyards, XLU and Artefact?
Anyhow that's the first wave of my questions and I'll probably write up more tomorrow. My head is quite empty atm, heh.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)
Post by: Morathar on August 27, 2019, 01:45:33 PM
I was recently poking through all of my downloaded mods while trying to track down a sector generation issue and noticed that several of the mods (including this one) have a condition_gen_data.csv file that still uses the old 0.9a format. In the Starsector 0.9.1a release, the condition_gen_data.csv file was updated with several renamed column headers and a new cat_hab5 column. Obviously, I didn't expect that file to be up-to-date since your mod hasn't been officially updated for version 0.9.1a yet, but I just wanted to give you a heads up for if/when you do release an updated version.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)
Post by: pairedeciseaux on August 27, 2019, 01:51:01 PM
I like mint green, but I like olive green too!  :D

You have great plans, the mod future looks promising for sure.

I think it is a good idea to remove redundant ships. I would even suggest to dump the TSC Wolf, but I respect your decision to keep it - and I'm curious about the stats adjustments you are doing. Maybe, long term, the TSC Wolf will morph into something entirely different.

About Atrio platforms and the TSC stations, my understanding is there will be two stations types - one for all of the Atrio platforms and one for the main TSC station used on other TSC planets/colonies. Have you considered doing something similar to the vanilla stations - with different tiers/levels/upgrades for the main TSC station? I guess it would be possible with your design by having more or less green and blue sections built in according to the station tier.

About skills: yeah, wait and see is probably the best approach at this point, though it's probably a good time to gather TSC-specific ideas.

Drone-specific skill sounds interesting. Level 1 skill that increase CR? I'm not sure, based on vanilla skills it sounds powerful, depends how much CR would be gained and ... does the skill add benefits to the piloted ship or does it add a hullmod the player is supposed to add to its ships (with an OP cost) ?

Random bits of ideas for a skill. One of the thing that define a TSC fleet in my mind is having Lance and Halberd dash forward with their special green front-shield on and opening fire. How about having Skill on the Combat tree that would improve the "dash" (speed and/or distance and/or turn abilities), improve the shield (arc and/or flux stats), improve ship flux stats while the Ram Drive system is active, reduce/eliminate flameout chance if it's a thing. It could be used both by player and officers. Call it something like Ram Drive Mastery skill.  8)
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)
Post by: MauraudahBombah on August 29, 2019, 03:53:12 AM
What is the name of the dedicated launch bay hullmod file? i want to edit it slightly because i have a ship with multiple parts but it's actually a capital sized ship.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)
Post by: 123nick on August 29, 2019, 09:45:35 AM
are drones supposed to be able too vent flux passively and actively?i thought they were  supposed too self destruct upon hitting max flux, and right now, they feel like fighters but just plain better
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)
Post by: GigaVivian on August 31, 2019, 02:38:19 AM
Hello, it looks like I'm stuck in a glitch for my whole current playthrough or a very weird annoying design choice with this Faction's Planets' Trade:
Spoiler
(https://cdn.discordapp.com/attachments/317230098724159490/617289595008319492/unknown.png)
[close]
  Sorry for the large image I just took a screenshot, but anyway the Problem is there is no black market, therefor I can't sell these drugs that the planet needs, also there seems to be almost no other resources. It's not a horribly dieing planet with all trades cut off it just seems glitched is the only thing I can think of, especally as this is how it is for EVERY Coalition in my current game. I am up to date and here is a much smaller image of my mods folder, all of them EXCEPT NEXERELIN, are in play:
Spoiler
(https://cdn.discordapp.com/attachments/317230098724159490/617291843897655316/Mods_bug_report.png)
[close]

Edit: there I compacted them with the /spoiler tool :D
Edit 2: I noticed that the planet actually is "dieing" in many ways but... shouldn't that make the blackmarket more active, not straight up deleted? Again Black Market being GONE is the same for all Coralition planes, and only theirs.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)
Post by: Machine on August 31, 2019, 12:48:49 PM
@lechibang & pairedeciseaux:
I'm not sure yet about this, but I'm leaning to add some extra graphical feedback to IPC hullmods, which would mean doing some extra sprite work for all ships that have IPC (would work in a similar way to how Modular holds works). Considering the extra work it would mean regarding the "IPC skins" will likely remove them.
Specifically, graviton lensing would grant glowing conduits/tubes around energy/synergy mounts, shielded plating would jitter the ship's sprite when it takes damage, and sand caster add some yellow particle emitters.
Regarding stations, they will be buildable, the proper stations I mean (not the ones for Atrio) and they will have stages. The small scheme does not include every module, and was only meant to show the location of the main modules in the final stage.

@MauraudahBombah:
TSC_ConvertedHangar.java, although the mod is packed into a jar file so directly editing won't help much.

@123nick:
All drones, both fighter-like drones and weapon spawned drones, can vent. Only the shield emitter deployed from the new phase frigate can't do so. What happens to all the spawned content is that they lose CR quickly and then when it is very low they either overload and get destroyed, or if able, try to kamikaze first.

@GigaVivian:
Hmm, that's weird, if it is affecting all TSC markets... only the markets in Magec, and Penelope's Star were meant to not have black markets, considering they are basically static fleets. If that is killing the markets, it would be an oversight. I will be removing those markets in the future so it shouldn't be too much of an issue.
However, if it is affecting the markets in Atrio, Arcon, Reydes and Akvan, let me know, I would love to check the savegame, since it shouldn't be happening.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)
Post by: GigaVivian on September 01, 2019, 04:08:58 AM
Oh well I mean personally I really don't like the idea of any trade spot, planet or star base of sorts, not having a Black Market. A Black Market that's almost impossible to get to with transender off or risky with it on because of heavy, Transender requiring patrols ... of course. But no BM seems unrealistic, even IRL North Korea has infamious organized crime that imports and exports regularly, though any number of means.

But anyway bug wise as I remember this was happening with every single planet under this faction No black market. But I do think the almost no resources is part of that planet getting absolutly destroyed by it's Waring system neighbors. I was trying to do what good old SsethTzeentach's YouTUbe video taught me and sell the pirate's drugs and other resources to the planet. Without the BM there's noway to ever trade them drugs let alone... well soothe the slow death of that planet with said drugs. The planet was certainly very dead as you can see in the screenshot. Anyway if it is somehow usuable I do got my last save in drop box. I had to cancel that playthrough due to not investing into my factions defenses before 2 4 star Pirate fleets came to destroy my faction. Probably gonna try Nexerelin so I can watch how it's done while under one of them.
Anyway if you want the save I'll message ya the dropbox, I'll of course wait till you say so just in case. The Planet shown didn't fully die I think, and if it did, I have other older saves of that run, just be sure to keep the mod list in mind, all but Nexerelin.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)
Post by: Orcling on September 10, 2019, 11:39:10 AM
I absolutely L O V E the sabre, especially the Pirate variant. Use ONLY anti shield guns, doubled missile capacity mod and shred absolutely everything with your 2 medium missile slots after draining the shields very quickly. Or phase behind something and put 4 hammer missiles into its butt-end. Absolutely deadly to bigger ships.

Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)
Post by: Modo44 on October 03, 2019, 12:37:44 PM
The Sagaris under AI control does not seem to know what to do with its weapons. It will keep the missiles pointed at the target, but will not turn sideways to use the guns until it runs out of missiles. That is usually a lot of lost DPS. Maybe some hardpoint angles could be adjusted, or the AI modified?

Edit: This happens specifically when the Rainstorm Lotus Launcher is installed, so possibly a general AI issue with missiles that require a specific firing direction. When I changed it to Sabots, the ship started turning correctly in a fight.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)
Post by: Crashtronaut on October 07, 2019, 04:52:39 PM
I was recently poking through all of my downloaded mods while trying to track down a sector generation issue and noticed that several of the mods (including this one) have a condition_gen_data.csv file that still uses the old 0.9a format. In the Starsector 0.9.1a release, the condition_gen_data.csv file was updated with several renamed column headers and a new cat_hab5 column. Obviously, I didn't expect that file to be up-to-date since your mod hasn't been officially updated for version 0.9.1a yet, but I just wanted to give you a heads up for if/when you do release an updated version.

I cannot use this mod whatsoever because of this issue. is there a way to remove the gen files? I mostly want to try the ships
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)
Post by: Xenoit1 on October 08, 2019, 04:36:28 AM
The mod causes crashes for me...
Log claims the following:
..."ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [graphics/shaders/material/ships/astral/astral_material.png] resource, not found in"...(list of possible sources)...
and then:
Spoiler
at com.fs.util.C.?00000(Unknown Source)
   at com.fs.util.C.?00000(Unknown Source)
   at com.fs.graphics.TextureLoader.?00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.OooO.super(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.loadTexture(Unknown Source)
   at org.dark.shaders.util.TextureData.readTextureDataCSV(TextureData.java:191)
   at data.scripts.CoalitionModPlugin.onApplicationLoad(CoalitionModPlugin.java:54)
   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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Hope that helps
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)
Post by: Machine on October 08, 2019, 06:56:16 PM
@Modo44:
Added to the To Do list.


@Crashtronaut:
Could I get a crash report, or more information?
Those procgen conditions are empty, and AFAIK the new, missing, columns would be empty as default, so even if the file has the old format it should not matter, in this case... which means that something else might be causing an issue.
Secondly, I can start the game and a new campaign just fine with the current release version, including the ED mod... which I guess is the other mod you're using due to your other post.
Also, if you just want to test mod ships you might want to activate dev mode in the config files, which will let you enter the variant editor and see all ships, both from vanilla and all installed mods, including normally unavailable to the player content.


@Xenoit1:
Crash report is just telling me that (at least) the astral_material map from graphics lib is missing or wasn't loaded by the game for some reason. The line that points to my code is the line that loads the material, surface and normal graphical maps file location data. The CSV is loading fine, considering it is not crashing at the first file listed within it.
Tried loading the game with the current release, and the newest graphics lib and had no issues; check if the astral_material.png resides within its folder in the graphics lib mod, if not, redownload graphics lib. Otherwise... no idea, since I can't replicate it.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)
Post by: Snrasha on October 09, 2019, 01:31:23 PM
Hi,
Not sure if someone has already say this issue, but:

When i have look something on the discord, i have see your Dedicated launch bay, i have download the mod for look it.

But... when i compare this hullmod with converted hangar like i compare DTC with ITU, the difference is very strong... Same with the 50% OP Fighter cost. This is just a converted hangar without the malus of damage taken increased of 50% and the fighter speed reduce of 30%, which add more launch bay depends of the hullsize.

But, like you can got the dedicated launch bay before converted hangar, compared to DTC with ITU, i believe than you need to out a nerfhammer on this hullmod. Or reduce it to only your ships, maybe? Because i believe than people can made madness things with it.
After, yeah, the modular launch bay hullmod need keep the current state.

I have look every others hullmods of your mod and they look all pretty balanced and very very very cool (the system of these hullmods are cool).

 
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)
Post by: 123nick on November 01, 2019, 05:50:42 PM
i really like the mod! however, the lotus class torpedos, when the projectiles re-orient and re-accelerate, they feel like a gauranteed miss unless you have EECM. like, ive NEVER seen em hit. AT ALL. unless EECM is present. they just dont aim properly and end up just barely missing the enemy ship, even if its like a stationary target. is this intended?
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)
Post by: n3xuiz on November 18, 2019, 01:24:18 AM
i recently added tons of faction mods so i was browsing the codex for new ships to add when i came across the Anvil class. am i right that this is just a unique building not a actual ship i can add to my fleet? because i went to the system in the description and even after conquering the coalition i couldn't add it to my fleet. would be absolutely OP i guess but i thought i'd ask anyway. im so OP in that save anyway it wouldn't even matter from that perspective. does it exist as a ship i can buy/spawn in? or is it just the space station like building?
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)
Post by: xucthclu on November 19, 2019, 04:23:06 PM
i recently added tons of faction mods so i was browsing the codex for new ships to add when i came across the Anvil class. am i right that this is just a unique building not a actual ship i can add to my fleet? because i went to the system in the description and even after conquering the coalition i couldn't add it to my fleet. would be absolutely OP i guess but i thought i'd ask anyway. im so OP in that save anyway it wouldn't even matter from that perspective. does it exist as a ship i can buy/spawn in? or is it just the space station like building?

That's the TSC forgeship/battlestation. You're basically not supposed to pilot it or have it in your fleet, just like you're not really supposed to pilot a battlestation. You can, however, add it through console commands if you just wanna mess around with it.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)
Post by: xucthclu on November 24, 2019, 10:52:23 PM
Sorry for the double post, but can anyone tell me more about Nauvis? I found the planet in a remnant-riddled system, and the next thing I know is that, when I looked it up, I ended up finding a map for Factorio (is that one made by the same person?).
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)
Post by: BringerofBabies on November 25, 2019, 06:55:03 AM
It's a special bonus/challenge area:
Spoiler
Nauvis is a single planet system filled with 6 Remnant stations (good luck!).
Once the planet is colonized, it has a special condition giving a bonus to heavy industry, although as a single planet in a whole bunch of slowing nebulae, in some ways it isn't ideal for a colony (at least one you plan on visiting a lot).
The system is filled with debris fields that are chock full of goodies of various kinds.
There are 4 unique variants of TSC ships floating around as derelicts, waiting to be recovered (each is recoverable).
[close]
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)
Post by: FrackaMir on February 15, 2020, 10:26:08 PM
i recently added tons of faction mods so i was browsing the codex for new ships to add when i came across the Anvil class. am i right that this is just a unique building not a actual ship i can add to my fleet? because i went to the system in the description and even after conquering the coalition i couldn't add it to my fleet. would be absolutely OP i guess but i thought i'd ask anyway. im so OP in that save anyway it wouldn't even matter from that perspective. does it exist as a ship i can buy/spawn in? or is it just the space station like building?

That's the TSC forgeship/battlestation. You're basically not supposed to pilot it or have it in your fleet, just like you're not really supposed to pilot a battlestation. You can, however, add it through console commands if you just wanna mess around with it.

Not just with console commands, like how some ppl have acquired Remnant ships via editing and removing the Unboardables tag, you can do the same for others

Granted Battle stations shouldn't be pilotable as that doesnt make sense
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)
Post by: Chairman Suryasari on July 18, 2020, 04:13:43 AM
Nice addition to the bse game, love how pirate get some force to be reckon with :D
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)
Post by: noname_z on November 28, 2020, 07:46:36 AM
Mod conflict?
I'm a chinese player and I'm now playing this mod (the Chinese translate version) with the unknown skies mod and without Nexerelin. I found that when these 2 mods are enabled in the same time, the generation of the constellation will be bugged and no planet can get "habitable" tag, even for the terran planet. I wonder that this could be caused by the conflict generating plugins or the pregen .csv files.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)
Post by: Shlinko on January 04, 2021, 09:28:08 PM
Loving the mod and the playstyle the drone weapons introduce, is there a list of all the added weapons anywhere I may have missed?
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)
Post by: Delta7 on January 25, 2021, 08:22:36 PM
Okay, real ***, how did you set the drones to self destruct? I had initially assumed they were like ships, run out of CR then die to malfunctions, but the drones ship entries are almost blank. I'm not sure what the hell I would change to modify their duration.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)
Post by: MesoTroniK on January 26, 2021, 11:03:32 AM
It is done via script as that is the only way to do it, and is also a *required* aspect for the things to balance out ok.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)
Post by: braciszek on April 05, 2021, 10:15:39 PM
Is Tyrador dead? :C
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)
Post by: scrye on April 06, 2021, 02:17:52 PM
I sure hope not!  This is one of my favourite faction mods.  Would love to see an update.

Machine, wherever you are, I hope things are going well for you!
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)
Post by: scrye on April 06, 2021, 02:19:53 PM
Incidentally, I tried just running the mod as-is with a version adjustment in the modinfo file, but unfortunately the game runs into errors on startup.  Not sure if there’s some hacky way to work around that in the meantime. =\
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)
Post by: Machine on April 06, 2021, 04:25:02 PM
Meanwhile, it is possible, considering the source is included, you would need to fix some scripts, first and then recompile the mod. This might be quite hard considering that you would need to start with the 0.9a version, instead of the unreleased 0.91a version.

Hopefully, Machine might be working on an update (https://drive.google.com/drive/folders/1ELFHrOBrlFX5IeTU1VRobvlbHQ8u6pzK?usp=sharing), but who knows? ;)

Spoiler
On a side note, I'm fine, I've been mostly swamped with work regarding my PhD, especially due to the pandemic, which forced me to shift the focus of my thesis heavily towards bioinformatics, an area of research where I wasn't too skilled a year ago.

Granted, the current situation is not much better, since as soon as this second quarantine period ends, I'll enslave myself to the lab's workbench, so no promises on when I might release this update, and while it seems to be stable enough, there is no proper integration of the new story mechanics yet. Guess I might release a WIP stable version, if I find myself with no free time at all again.
[close]
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)
Post by: scrye on April 06, 2021, 07:27:18 PM
Nice to hear from you!  Good luck with the PhD, sounds tough.  What topic in bioinformatics, out of curiosity?

Yeah, I%u2019ll freely admit I wouldn%u2019t know where to start on fixing the mod, I%u2019m no ace programmer.  It%u2019s nice to know the source is included though!

When you have time, even a stable hot fix patch without new content would be appreciated, although I%u2019ll definitely look forward to seeing the new story mechanics integrated as well.  (I miss the sandcaster Shepherds!)  I%u2019m liking the new story point system in 0.95 so far.

Those screenshots look great!


EDIT: Sorry for the weird punctuation but apparently the forum hates my system apostrophe symbol for some reason, can%u2019t seem to fix it at the moment. =\
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)
Post by: lechibang on April 12, 2021, 07:47:22 AM
Meanwhile, it is possible, considering the source is included, you would need to fix some scripts, first and then recompile the mod. This might be quite hard considering that you would need to start with the 0.9a version, instead of the unreleased 0.91a version.

Hopefully, Machine might be working on an update (https://drive.google.com/drive/folders/1ELFHrOBrlFX5IeTU1VRobvlbHQ8u6pzK?usp=sharing), but who knows? ;)

Spoiler
On a side note, I'm fine, I've been mostly swamped with work regarding my PhD, especially due to the pandemic, which forced me to shift the focus of my thesis heavily towards bioinformatics, an area of research where I wasn't too skilled a year ago.

Granted, the current situation is not much better, since as soon as this second quarantine period ends, I'll enslave myself to the lab's workbench, so no promises on when I might release this update, and while it seems to be stable enough, there is no proper integration of the new story mechanics yet. Guess I might release a WIP stable version, if I find myself with no free time at all again.
[close]

Dude!!!!!!!!!!! That's been quite a long stretch!
Welcome back.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)
Post by: sillynimbus on April 12, 2021, 08:09:08 AM
Seeing all of these modders that have been gone for years coming back for one last ride is making my soul warm
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)
Post by: Machine on April 13, 2021, 11:46:58 AM
Nice to hear from you!  Good luck with the PhD, sounds tough.  What topic in bioinformatics, out of curiosity?

Yeah, I%u2019ll freely admit I wouldn%u2019t know where to start on fixing the mod, I%u2019m no ace programmer.  It%u2019s nice to know the source is included though!

When you have time, even a stable hot fix patch without new content would be appreciated, although I%u2019ll definitely look forward to seeing the new story mechanics integrated as well.  (I miss the sandcaster Shepherds!)  I%u2019m liking the new story point system in 0.95 so far.

Those screenshots look great!


EDIT: Sorry for the weird punctuation but apparently the forum hates my system apostrophe symbol for some reason, can%u2019t seem to fix it at the moment. =\

Adaptative immune system epigenetics, using bioinformatics to evaluate changes in DNA accessibility to proteins/transcription factors between 2 conditions, and the effects on gene expression at a whole-genome level.

Also… I regret to inform you that the TSC Shepherd is gone, for quite a while now, role wise it has been replaced with the Ayllo-class, and normal Shepherds. Regarding the Ayllo, its Kabura-ya drones were replaced with Corvo drones and a built-in launch bay was added. Kabura-ya drones can now be spawned by Tessen-class ships.
Note that the Shepherd was not the only ship to be removed, which was done for the unreleased 0.91a version. The removed ships include: All TT skins (including the Conquest), all IPC converted ships, Medusa (D), Onslaught (TSC), Venture (TSC), Kite (TSC), Shepherd (TSC), Wayfarer (TSC).
TSC skins kept are the Wolf and Sunder, meanwhile, the Wolf (TSC) remains mostly the same, the Sunder (TSC) has less OP, got a built-in weapon, and a slightly different weapon slot configuration.
The TSC Medusa is now a unique “Vanguard” ship, the Onslaught (TSC) is going back to a unique ship, technically as a mission “reward”, granted you will be asked to return it in exchange of monetary and reputation compensation (this hasn’t been coded yet, and might not happen until after the update).


Guess I could also use this instance to respond to some older comments, considering the current necromantic vibe of the forums…
Spoiler
Sorry for the double post, but can anyone tell me more about Nauvis? I found the planet in a remnant-riddled system, and the next thing I know is that, when I looked it up, I ended up finding a map for Factorio (is that one made by the same person?).

Nauvis is a reference to Factorio, it is the internal name of the surface you play on, so it has been assumed it is (was?) meant to be the planet’s name. That said, the custom map for Factorio was not made by me.
I originally assumed it was just similar names, which was to be expected due to the name’s origin, I wasn’t expecting a fan map referencing my mod. Heh, it is a Factorio map referencing a Starsector mod referencing a Factorio planet; guess that now my mod references that map, circular references, neat.
On a side note, almost all planets/systems in this mod are also referencing various intellectual properties, or mythology (unless they were randomly generated), some are misspelled/altered on purpose to show names changing with time… which is also a reference.

Okay, real ***, how did you set the drones to self destruct? I had initially assumed they were like ships, run out of CR then die to malfunctions, but the drones ship entries are almost blank. I'm not sure what the hell I would change to modify their duration.

As Meso said it is done via script, specifically the “TSC_DroneExpiration.java” script, feel free to modify it if you want (check DecayCR, DecreasedDecayCR, PodDecayCR, StationDecayCR) you will need to recompile the mod though for it to have an effect.
There are 3 other scripts that handle drone weapon behavior, the “TSC_DroneProjectiles.java” script which handles the kamikaze shipsystems of some drones, the “TSC_DroneAI.java” script which handles drone roaming AI when there are no enemies around (mainly for looks, felt odd to have the drones suddenly stop as soon as the enemy fleet has been eliminated), and the “TSC_DroneLauncher.java” script which handles the spawning of the drones.
I originally intended to add either a hullmod or a skill that increased the life span of the drones, it would use something like the Mantlet’s setup (spawned Mantlet changes to a different type depending on equipped hullmods) in the “TSC_DroneLauncher.java” script, to swap the standard drone with a hardened drone (using “DecreasedDecayCR” instead of “DecayCR”, like Kabura-ya and Targe “drones” do). Might still do it, perhaps as an “elite skill”.
[close]

Seeing all of these modders that have been gone for years coming back for one last ride is making my soul warm

One last ride? doubtful; to be honest I never left, I just reduced my activity level to the bare minimum.
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)
Post by: scrye on April 14, 2021, 02:48:22 AM
Hmm!  Sounds like quite a lot of changes!  I’ll keep my final opinion on hold until after I’ve tried the new update when it’s released.  RIP sandcaster Shepherds :P

I can probably get along alright now with the new story point permanent hullmods, at least.  It was great that the TSC ones had military hulls by default.  (I like playing with frigate-heavy fleets with low sensor profiles for smuggling and base raids, as well as higher fleet burn.)

(Oh, sounds complicated!  Am I correct in my interpretation that you’re basically looking at ways to better identify the before-and-after epigenetic effects of immune system adaptation to an invading virus or vaccine?  Sounds like important work in this weird age we’re all caught up in.)
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)
Post by: Kurtdovah on April 27, 2021, 01:16:55 AM
I hope this mod will be update for the actual version of starsector :3
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)
Post by: alphald on May 13, 2021, 07:16:44 PM
If there is a 95a version, we hope to adjust the strength of the launch chamber
Title: Re: [0.9a] Tyrador Safeguard Coalition 1.6.1c (hotfixed January 13, 2019)
Post by: Retry on May 13, 2021, 09:52:59 PM
Just in case you're not aware of the bug, last version's TSC's Glass Cannon series (the proximity-fused energies) had an issue similar to 0.91's Devastator cannon, in that their detonation radius was larger than their core damage radius (the smallest range where the projectile explosion inflicts full damage).  As a result, instead of turning near misses into actual hits, the projectiles would in-practice deal much less damage than expected, according to the stat cards.  I'd suggest switching the core radius and detonation radius of those weapons in the .proj files as an initial fix, such that Detonation Radius < Core Radius < Maximum Radius.