(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)
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)
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.
Grand Hegemonic Invasion/Founding of the Coalition:
Spoiler
WIP-Content to be added via missions
Arydas Crisis:
Spoiler
WIP-Content to be added after the exploration update
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)
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.
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.
v.1.5.1
Spoiler
-Fixed incorrect settings on mod_info file.
-Removed unnecessary line from setting.json.
-Removed unnecessary old sprites.
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.
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.
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.
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. .
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.
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.
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)
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...
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.
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?
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)
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.
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.
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.
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)
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.
EDIT: FIXED THE LINKS IN THIS POST.
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)
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.
Hopefully descriptions are properly updated this time, but I probably missed a couple of things anyway.
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.
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.
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.
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.
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)
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.