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Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

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Topics - lgustavomp

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Modding / [0.95a] Another random SWP
« on: August 02, 2020, 05:26:53 PM »

Are all those hundreds of "ship and weapon pack" on the forum/discord not enough for you? I got you covered my man. And here you'll see some ships and guess what? some weapons, especially a bunch of reloadable missiles that I really think is lacking in vanilla. Most of them are not so powerful (I hope) but they'll shine in longer engagements. I'm also adding weapons to fill the range gap that is huge in vanilla. There's a bunch of 900su mediums and 1000su larges. I also reworked some hullmods... more info below.


Tirpitz - very slow and cumbersome battleship, but she can easily beat the onslaught in tankiness. The built in hullmod will give her a good range and will prevent Fighters from engaging (no sluggish AI with engage command) as they're supposed to be your PD. However she lacks the killing power that the TPCs and burn drive can offer. There's also a Luddic Church version with 2 sorta bultin hammer barrages and 2 large composites (no extra range hullmod thou).

Graff Spee - a powerfull and expensive cruiser with identity crisis. She's meant to be a flagship for small fleets. She's a long broadsider, which makes her a bit clumsy in the front lines, but that is a balance feature *wink wink* because she can pose a threat to even some low end capitals. As the tirpitz, she got a range enhancing hullmod that will prevent fighters from engaging. There's a pirate version with a large missile instead of hangars.

Eagles - There are not enough eagles reskins in the forum.. so there's a couple more.

Gunther - A big (destroyer) brawler, two large hybrids plus maneuvering jets on the lions guard version. Two large ballistics plus ammo feeder on the pather.


Stage One Drive Tuning - A +1 augmented drive field. But not that easy... it comes with penalties (not so big) to maintenance cost, fuel consumption and sensor profile. Cost half the OP

Recovery Shuttles - oh boy, I don't want to be rude, but this hullmod is a waste of hard drive space. So, together with the original values, I added a small bonus to fighter target leading accuracy.

Militarized Subsystems and Packages - Context: most civilian ships are already bad (at combat) with limited stats and mainly OPs. So in my opinion, spending ~ a quarter to a third of your OP to mount militarized plus a package, that will not give you THAT MUCH of a bonus, is a bad deal. So I reduced the Militarized Subsystems cost by 20% and the Packages by a amount enough to fill that 20% discount. TLDR: now you'll have Militarized + Package for the same OP cost of just Militarized in vanilla.


Not much to talk about right now, all the art will change but the mechanics is OK and eligible to criticism. If something is too weak or broken, drop a message.

well... excuse my poor english and have fun. Ahh... Thanks passwalker, PrismaticFlux, Mora, Tartiflette, Soren, Protonus, Gwyvern, Nia and many other for the help.

Download If you are using an older version, this patch will break your save.

Lazy Lib




Patch Info:



- Added and changed some vanilla hullmods
- Reworked the Tirpitz, from sprite to stats. Now she's a proper, slow, clumsy and super tanky battleship. Also added a Church version.
- Reworked the Spee sprite, changed some stats and added a P version, with a large missile instead of the Hangar.
- Added an oversized brawler to the Diktats and Pathers
- Reworked the existing guns, so (I hope) they're more impactful.
- Added rare versions of existing vanilla weapons with some quirks. Being RARE does not mean they're better thou.
- Added two new wings. One is a heavy PD oriented support and the other is a Tachyon Lance with thrusters, because why not.

Well... there's also a Faction that I'm working on, it's VERY WIP, especially the names and the art. But the mechanics are 99% where I want it to be.


- Added Tirpitz, a somewhat nimble but mediocre armored battleship with mine strike system.
- Added Thermal Pulse Rifle, that's a tame TPC.
- Added Mallet torpedos. High damage frag/emp and reloadable dumb torpedo.
- The missiles now cost flux to fire again. And I think it make sense, because they're stronger than most of the other reloadable missiles.
- Polished the Long-Tom sprite a bit.
- Renamed and reorganized a bunch of files and entries. Things are cleaner and professional now =P
- Now requires Lazy Lib
- 0.95 ready. (if you're still using 0.91, this patch will break your save)


- Graf Spee sprite tweaked a bit now she plays a little bit more like a Conquest: High cap and dissipation but expensive and crappy shield.
- More tweaks to the rockets, they will behave better on side mounted hardpoints.
- Squall rockets not longer have EMP as their large counterpart, for balancing reasons.
- Singlnir have its alpha damage nerfed and is slightly more flux efficient.
- Eagles are 24DP now and have 155OP
- Added 3 new weapons
- Thunderbolt new sprite and added Maneuvering Jets as system.


- added two Eagle variants: a XIV themed one, with two large slots and a boring midline version of Tahlan Eagle(P) (I was training my photoshop skills)
- the new rockets are a lot more pleasant to use now, especially the pilum
- some improvements and adjustments to the thunderbolt wing, it is behaving better now.

quick changes:

- Graf Spee: hitpoints buff 10000 to 12000
- Graf Spee: armor nerf 1200 to 1000
- Singlnir: nerf OP 14 to 15
- All reloadable missiles: buff flux/shot 0


- Weapons will be properly used across the factions now - Thanks mora
- Added ship description - Thanks PrismaticFlux
- Graf Spee hullmod - now increases the range by 60% (was 100%) and is still compatible with ITU
- Graf Spee shield upkeep nerf - 0.6 from 0.5
- Graf Spee shield eff nerf - 1.1 from 1.0
- Singlnir energy/shot nerf - 600 from 500

added Thunderbolt, a heavy bomber equiped with a light needler (single burst) and two pilum rockets (not reloadable). I'll make a better sprite later.

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