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Mods / [0.95.1a] ED Shipyards 2.5.7 (2023-01-29)
« on: July 24, 2022, 12:07:41 AM »
This mod adds high tech ships and weapons to Independents (and pirates), there is no real theme behind them other than the naming convention, color scheme and a goal of fun ships that play a bit differently than what is already offered.
Ships
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Secret Ships
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How to get Wurgandal
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Max your reputation with Independents (100)
Be level 13 or higher
Have a powerful fleet
Go to a bar on an independent planet (size 4 or larger, like Nova Maxios)
Check the bounty board for a mission
Be level 13 or higher
Have a powerful fleet
Go to a bar on an independent planet (size 4 or larger, like Nova Maxios)
Check the bounty board for a mission
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Where to buy ED Ships:
- Independent Market
- Size 5 or larger
- Heavy Industry or Orbital Works
Eccentric Designs (ED) Lore
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Eccentric Designs (ED) Shipyards is a private Independent aerospace manufacturer and space transportation services company. It was founded after the collapse of the Domain's rule by Eron Dust, an eccentric celebrity billionaire with the goal of developing new spaceship technologies. Despite having dealings with Tri-Tachyon and the Persean League Eron Dust operates his business only in Independent worlds where most of the unique ED Shipyard designs can be found.
While the company is suspected of using artificial intelligence technology no illegal activity was ever discovered by Hegemony inspections. The company is also accused of stealing blueprints and violating copyright law, but none of the accusations held in court due to lack of evidence.
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I aim to make these ships balanced, this is not supposed to be an "OP ships" pack, these ships are supposed to fill roles that may not exist in vanilla ships and some are very specialized. Ships are balanced not by making all their stats and features average, but by giving them as many strong flaws as they have strong points, feedback is welcome.
Current Changelog
Version 2.5.7
- Fix for java.lang.UnsupportedOperationException on Nurse ship
- Better Ambusher Swap description
- Slight tweaks to Wurg burst damage for friendly fire and associated AI
Prior Changelog
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Version 2.5.6
Version 2.5.1
Balance:
Wurg
Bernard
Retriever Mk. II
Newfoundland
Version 2.5.0
2.4.1
2.4.0
Prior to 2.4
https://fractalsoftworks.com/forum/index.php?topic=16479.0
- Fix for Magic Bounty issue
- Prevent Wurg from venting while Maw is firing
- Fix for Wurg shield toggle oscillation (thanks emto demto for the feedback)
- Wurg MAW reload time increased by 50%
- Wurg is a bit more careful about freindly fire with the Maw
- Detonator drones now spawn a bunch of arcs when they teleport to make them just a bit more survivable.
- Fix for MagicBounty Chupacabra CME (problem is in MagicLib itself)
- Fix for player owned ED Markets not working
- Wurg is slightly buffed, main beam is mega buffed & different (if you didn't like it before, try it now)
- Repair drones and especially the repair ship are now worth using
- More/New campaign stuff (HVB & Build an ED Submarket)
- Various bug fixes and balance tweaks
- Balance changes to the leonberger based on feedback (better assault variant and a slight buff to its phase stats and movement)
- Dust missiles move a bit slower and have fewer HP to make them more vulnerable to AoE PD
- Slightly improved AI Wurg usage of MAW weapon and Tyrant Eye system
- Rebalanced phase ships vs Vanilla, ~10% less phase cost (improved variants also)
- ED Shipyard locations now spawn defensive fleets when threatened as well as have delivery fleets
- Ship and variant changes for the newfoundland so the AI can use it semi-effectively
- No longer create submarkets at locations that already have non-standard submarkets
- More SO variants for smaller ships
- Shield breaker weapons are much more powerful, but they still seem like a bad idea except in specific situations so I guess that's balance?
- Fixed Memory leak with Newfoundland
- Riptide doesn't take damage from ship explosions so it doesn't blow itself up constantly
- Save compatible with anything 2.4.X or after
- Can be added mid playthrough
- Changed hidden modular mounts to normal turrets to prevent rare, but painful autofit based crashes (works around a Starsector engine limitation). Thanks ruddygreat.
- Fixed missing Riptide built in laser (thanks Mr_8000)
- Builtin Riptide laser no longer appears as a member of the basic blueprint family
- Fixed mounts appearing offset on the Leonberger, Wurg left and right shield emitter modules
- "Mine Custer" -> "Mine Caster", also it will no longer drop.
- Retriever field shields now really sets it's collision type to "fighter" to try and prevent friendly fire scenarios.
- Increased repair drone rate by a factor of 2 - 3 depending on repair hull size so it might actually make some sort of difference in real combat.
Version 2.5.1
- Save compatible with anything 2.4.X or after
- Can be added mid playthrough
- Added two secret ships and their associated High Value Bounties (Thanks Pogre!)
- Fixed crash bug with Wurg maw and AI casting
- Suicide/Detonator drones now work (but only attack when a ship is “under pressure”)
Balance:
Wurg
- Large beams in modules can now just barely face forward
- Maw weapon is firing time has been reduced so it’s less dangerous to use
- Maw burst damage reduced
- Tyrant Eye no longer generates flux so it you can still have a zero flux engine boost
Bernard
- slightly more efficient to bring it in line with other support ships (still super expensive, but it does a lot for the player)
Retriever Mk. II
- More OP 250 -> 270
- Mount changed to Large Ballistic to make some mods more useful (rangefinder)
Newfoundland
- Modules now get targeting and fighter order data from parent
Version 2.5.0
- Save compatible with 2.4.X
- Can be added mid playthrough
- Grand salvo should now work at more opportune times
- Nurse ship giant shield now has a larger impact radius to make it more useful (was too small)
- Wurgandal MAW now instantly-ish destroys hulks
- Maw charge up and slight balancing pass
- Changes to the Wurg to make it more engaging to use as a player, such as: Modules now vent, launch fighters, share targeting and use shields together
- Newfoundland is working and more balanced, modules have a PD centric system
- Many other balance changes
- New or improved variants
- Magic Bounty Integration (4 missions)
2.4.1
- Save compatible with 2.4.0
- Updated remote version file URL
- This mod can now be added mid-game and everything will work (before there would be no buy locations)
- Get the Wurgandal at Nova Maxios or Prism Freeport with 25M & Max rep with independents from a bar event
2.4.0
- Migrated to StarSector 0.95.1a-RC6 with permission from Ed
- Uses the original code from 2.3 Beta
- Get the Wurgandal at Nova Maxios or Prism Freeport with 25M & Max rep with independents from a bar event
- Minor balance changes to bring in line with vanilla ships
Prior to 2.4
https://fractalsoftworks.com/forum/index.php?topic=16479.0
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I Nick XR didn't create this mod, Ed did and he did at least 99% of the total work that has been done on this mod. Maybe more. All the credit should be his.
Git Repo: https://bitbucket.org/NickWWest/edshipyard/
Some Systems and Hullmods were heavily based on source of other modders like Dark.Revenant, Sundog and Tartiflette and Nia Tahl
And a great thanks to Alex who is always there to help! And special thanks to WASP103 for his contributions
Original Post: https://fractalsoftworks.com/forum/index.php?topic=16479.0