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Topics - MrMagolor

Pages: [1]
Modding / [0.95.1] Appro-Light Plus 0.6.3 (Authorized Translation)
« on: May 10, 2023, 11:22:06 AM »
Appro-Light Plus
Mod by: Originem (Original Fossic Post)
English Version Download Link: Google Drive

Requires 0.95.1 versions ofLazyLib, MagicLib, GraphicsLib (and Appro-Light, of course)

An expansion for the Appro-Light mod. Contains a number of new ships and weapons for the Appro-Light faction, as well as the following pieces of content:

Ancient Secrets
A line of quite literally mythical "low tech" ships that are occasionally used by the Appro-Light faction, and can still utilize Appro-Light's hullmods: as well as the addition of two new Built-In Coordination Devices of their design. It's said that a particular person on an Appro-Light planet could be contacted about them...

Knights Arbiter
A "boss faction" which will spawn in a random system on the edges of the Sector after some time has passed. They utilize Remnant ships in their fleets: their actual ships cannot be recovered when spawned in Arbiters fleets, but instead can drop the blueprints for both their ships and weapons (the weapons can be normally acquired as drops from their fleets).

And more...?

Translation Credits:
DeepL: Machine translation software
Unofficial Starsector Chat (Discord): For letting me bounce my ideas off of them and/or giving useful suggestions
Special mentions to: Ansari and Avanitia for spotting my mistakes

And of course:

Originem for making the mod
Proof of authorization:


0.6.3 (requires ApproLight 1.2.0):
-Three new MagicBounties with unique ship rewards: Sevengate, Almera(improved Phasing Chimera), and Zhao Huoya(improved Bifang)
-Related to the above: the Sevengate is no longer able to be found as a blueprint, and its DP has been increased to 49. However, the 1% chance per month to appear in Gilbert's Requisitions still exists.
-Optimized variants accordingly with ApproLight 1.2.0

Archimedes buff: weapons firing the same type of missile as what is mounted in the boosted medium slot gain an additional 100% ammo (same as expanded missile racks)
Nine-Headed Phoenix buff: shield efficiency 1.0->0.8


Modding / [0.95.1a] Appro-Light 1.1.2 (Authorized Translation)
« on: May 01, 2023, 02:24:10 PM »
The Appro-Light Council
Mod by: Originem (Original Fossic Post)
English Version Download Link: Google Drive

Requires 0.95.1 versions ofLazyLib, MagicLib, GraphicsLib

Adds the high-tech Appro-Light Council faction to the core worlds, located in the Agustin system located approximately near Duzahk. Their ships have an incredible variety of unique systems, hullmods, and weapons - to the extent that trying to describe it here would be a veritable wall of text (Ludd knows I already have a wall of text in the "Main Content" section...)
Faction lore:
After the Collapse, at the end of the First AI War, a small group of Tri-Tachyon employees accidentally discovered a technological black box during an expedition towards the Orion-Perseus Abyss, the main content of which was the specifications for a "Deuterium-Antideuterium Reactor"; in addition to some conceptual technical data with mysterious alien technology that was seemingly incompatible with this universe's laws of physics. The employees agreed that none of them would report the discovery to their superiors, and formed the "Illuminati" to begin parsing it in cooperation with some of the artificial intelligences that had secretly and illegally left the corporation's network. Their progress was extraordinarily slow at first, but after decades, the "original man", Truth Originem, joined and gave a major boost to their research - behind the scenes, of course.

During this long period of time, some of the members of the Illuminati rose in their careers, became rising stars among Tri-Tachyon's employees, and even took to the political arena. By coincidence, Truth Originem, who was caught in the political upheaval, ending up becoming the CEO of the Danae Project, which was the ostensible leader of the Libra Accord Committee, transferring all of the Illuminati's resources to the Agustin system. But Truth Originem's ambition went beyond Tri-Tachyon's imagination: with the assistance of some Tri-Tachyon insurrectionists, he colluded with Ouroboros, the former governor of a Hegemony colony. Taking advantage of the Second AI war, he severed the superior-subordinate relationship with Tri-Tachyon. The terrible regime known as the Appro-Light Council was quietly created overnight, and with the support of their allies, the Foundation of Borken, became a truly powerful dictatorship with highly sophisticated technology.

Ship Preview(large image warning):

Main Content(wall of text Warning):

Unos Station
-Must be commissioned/allied with Appro-Light and have at least Friendly relations to access.
-If you have less than 50 supplies, once a month you can request a small amount (100) of supplies.
-On the 7th of every month, you can meet with the Speaker and improve your relations with him by bribe- err, donating credits to him.
--At 30 relations, you can get missions to hunt the Immortal-Light Front, with rewards including, but not limited to, Prime Blueprints, Prime Parts, AI Cores, in addition to Gil.
--At 100 relations, you are rewarded with a special clone officer with an additional skill for free.

Clone Officers
-All Appro-Light officers have a ~33% chance of being replaced by a clone. They come in various "models", affecting their special (free) skill, Thread Synchronization, which improves their ship's flux performance.

Gilbert's Requisitions
-Can be contacted via the comms directory at any Appro-Light colony.
-After applying for a card, purchase Prime parts, AI cores, high-grade weapons, etc. with Gil, exchanged for credits or earned by doing missions for Truth Originem.
-The relationship with Truth Originem also determines the level of the card, which in turn gives you a discount: at the maximum relation level, you are given a level 5 card, with a 20% discount.
-The (ordinary) exchange rate of credits to Gil is 1000:1

Chaos Rift
-Located in the upper-left corner of the Agustin system, guarded by Immortal-Light's fleets.
-Visiting the rift allows you to construct Prime ships from Prime blueprints and the requisite Prime parts.
-Immortal-Light's fleets will scale with the player's strength and over time infinitely.

Blade of Conviction
-The forces of Keel Higgs, will continually refresh Advance Sin-Cleanser fleets to attack Immortal-Light at the Chaos Rift, provided the Higgs fleet still exists. Their doctrine is (almost) identical to Immortal-Light's.
-Immortal-Light fleets will drop Contaminated Wreckage, which can be sold to Keel for credits and to gain relations.
-At Cooperative relations with Keel, they can "purify" the Immortal-Light Isomery of a ship in your fleet once per month.

Dynasty Seeker
-After acquiring any Prime part by any means, obtain the mission "Invitation from the Dynasty".
-After completing that mission, on every odd month a Secret Prime Meeting will occur on a random non-hidden market, where you can contact the Seeker to trade your Prime parts for AI cores, blueprints, or other Prime parts.

Mysterious Lockbox
-Purchased for an exorbitant sum at an Appro-Light bar, finding the password and unlocking this strange thing rewards you with the blueprint for the Doctorate-class battleship.

Mist Broadcast Bombs
-Once you are neutral or higher to Appro-Light, you can spend a few story points at the abandoned Breaking Mist Generator to acquire a factory which lets you produce bombs which take effect on the campaign level.

Laplace Conversion
-Requires Diable Avionics.
-At a Diable bar, you can convert a Pandemonium-class dreadnought (and 800,000 credits) into an Appro-Light version.

Spectre Pioneers
-Every 15 days, if the Spectre Pioneers do not exist (or have been destroyed), they are spawned to patrol the Agustin system.
-This fleet has some special variants it can use, and provided its flagship has not been salvaged, it will always be captained by the same person, with a special flagship: Tenshi, and the unique Scholar of Iniquity.

Exile Outpost
-A silent fleet orbiting Imhotep.
-Inspired by a certain Appro-Light fanfic (Fossic link)

Cyberpunk Bartender Action
-Located in the bar at Spectre Nest, Jill somehow arrived in the Sector. You can talk to her to learn more about Appro-Light.
-The crossover was authorized.


Proof of Authorization:

DeepL: machine translation software
The Unofficial Starsector Discord for letting me bounce their ideas off of them and offering suggestions

And of course:

Originem for making the mod (and also offering helpful advice too, for that matter)

Loulan Industries

Original mod by Komeiji Satori/IMustRegroupMyForces (Original Fossic post)

Download links for translated versions: Google Drive 0.95.1 0.96

"Loulan Industries: pummeling enemies into space dust with high-precision weaponry since cycle 127."

Requires the appropriate versions of LazyLib, MagicLib, GraphicsLib

Faction blurb:
127 years after the collapse, Mirage SouthWind, CEO of SouthWind Metals Corporation, which controls Adenium Obesum, found that staying in the Persean League would only allow corrupt warlords and dictators to drain them of value till there was nothing left, and only leaving the Persean League could allow them a chance to survive in the chaotic post-Collapse Sector. So he united a great deal of arms dealers, factory owners, smugglers, and even pirates to establish LouLan Industries and announced their secession from the Persean League. Although the official law within the Persean League states that no Persean League members may force any other member to stay in the League, LouLan has been sanctioned by more than a few of their former partners as well as the League's ally, the Tri-Tachyon Corporation.

Although Loulan ships all look similar, they cover a variety of different design philosophies: however, almost all of their ships can utilize beams to great effect thanks to the Beam Mode Conversion hullmod, which the special built-in hullmods on their ships boosts considerably. You can use their hullmods to either engage in a risk-reward playstyle, or perform some simple yet effective buffs. They also possess a number of highly specialized weapons (though also some generalists).
Ship catalogue preview(large image warning):
Gonggong redesigned to be a highly durable, aggressive frigate (similar to Vanguard)
Added Lop Nur Fusion Missile (Double): Medium slot, has 2 ammo
Hanba: DP 60>50
Tornado: now has Arc Field hullmod
Flood: flux capacity 15,000>17,000, disspation 750>850.
Karni: armor 1500>1600
Meteorologist renamed to Doomsayer, no longer has expanded missile racks built-in
Volcano: all small energy slots become small hybrid.
Stormsurge: weapon slots adjusted, armor 600>800, flux capacity 3500>4250, dissipation 270>350, DP 12>11.
Gonggong: completely reworked (see above)
Fireburn: DP 8>7
Combustion: DP 6>7
Transmission Lens weapons will always transmit flux when hitting a target (no longer necessary to hit shields)
S. Invicta swarmer(built-in): all versions of the missile launcher have 20% more life, and damage is increased 50>60.
E. Burchelli swarmer (built-in): all versions of the missile have 20% more life, and their damage (including EMP) has been increased 80>100.
Firestorm Needler: significantly improved accuracy
Light Firestorm Needler: significantly improved accuracy, damage/shot 30>40, flux/shot 35>45, number of shots 12>15.
Revolver autocannon: much less accurate, flux/shot 95>100
Lop Nor Fusion Missile: maneuverability increased by 25%, listed range increased by 300 (actual range remains the same), missile lifetime increased by 5 seconds.
Smart-Flare Pod: simultaneous fire changed to a rapid burst (does not actually affect much)
Mercury Lake: Remove High Scatter Amplifier, change weapon to shipboard version of Burst PD Laser, max speed 170>250, OPs 25>20, replenishment time 20>16, dissipation 90>100.
Mist: Dissipation 20>40, OPs 8>4
Sandstorm: Top speed 160>180, Weapon's flux/shot 95>80, OPs 10>9
Dense Fog Maximum speed 155>175, Dissipation 60>80.
[Ship Systems]
Ammo Feeder Jets: Renamed All-Out Attack, flux generation reduced by 50%.
Phase Splinter: Method of operation changed, probably won't affect the AI(probably); energy damage 200>300
Focused Ammo Feeder cooldown 15>12s, duration 14>12s, now determined by the hull's weapon slots instead of the weapons themselves; now disables PD weapons while active, re-enabling PD weapons when the primary weapons are disabled
Beam Mode Conversion: Maximum ratio of hard flux 50%>80%

Doomsayer Replaced built-in weapon with "Ion Grazer", a beam weapon that deals a great deal of EMP damage.
Cascade completely reworked: resprited, weapon slots adjusted, all small energy/ballistic slots changed to hybrid, location of weapons changed.
Warmfront: altered 2 small hybrid mounts to small ballistic
Gonggong: removed Energy Bolt Coherer
Clearsky Flak Cannon: Range +100, single shot damage 500>300, efficiency 0.8>0.25, adjusted rate of fire to keep dps the same.
Nether Cannon: No longer PD; Damage 400>600; Flux Generation 560>840; HE damage of sub-projectiles 50%>25%
Tactical System
Integrated Loading Charge Rate x 1.5
Phase Shift Force Field Overloads ship for only 0.5s after damage absorption is depleted.
Fearless Strike Mode Weapon amplitude energy generation and weapon damage increased by 20%>25%; Polarization: additional 25 speed increase
Vectored Eruption Drive: Alteration no longer fires flares

New fighter, Mercury Lake Superheavy Interceptor
New ship, Tide(T) Missile Cruiser
Adjusted some autofits to make them more "Loulan"
New weapon, Lop Nur Fusion Missile: 2-in-1 nuke and shield!
Loulan fighters installed on Traverser ships get a different coat of paint
Seaquake has been resprited but its weapon mounts overall remain the same
Fighters overall have improved dissipation
Fog dissipation 40>60
Sandstorm dissipation 20>40, fighter revolver: damage 50>100, efficiency 1.0>0.95, dps slightly reduced to compensate
Fireburn hardpoint arc 5>15 degrees, now you can aim missiles placed on it (so you don't need to file edit to make it a turret)
Meteorologist capacity 9000>10000, dissipation 700>800
Gonggong removes built-in fighter (actually, that was a bug), speed 65>75
[Ship systems]
Swarm Racks reduced by half, now forces built-in weapons to fire while active
System Reboot renamed to Phase Dampener and reworked with a new ID - so this is not save compatible
Thunder Charge has new effects
Thunder Charge optimized AI: alteration effect changed from +300% flux generation to +100%
Ripple Burstdrive renamed Vectoruption Drive, new visual effects, and function modified: activation generates a number of flares depending on the direction, slightly extended the duration of the boost
Blazing Torus OP cost 20>18
Cluster Bomber (and Heavy Cluster Bomber) bomb spread 80>60 degrees
Plasma Flak Cannon reduced magazine size by 1, now fires in a 3-round burst (overall DPS remains unchanged)

Mostly a balance patch
Adjusted the graphics for the Clearsky Flak Cannon
Chaos Armament max ammo 192>144
Karni DP 45>50
Hanba DP 50>60, dissipation restored 500>600
Zhurong capacity 6500>5000, dissipation 450>400, top speed 130>95
LLI Enhancement Protocol max CR added by s-mod 50%>15%
[Ship Systems]
Phase Splinter generates 300 hard flux per activation; alteration effect changed to increase charge recovery speed by 50%, but multiplies flux cost of activation by 3x
Ripple Burstdrive recharge speed slowed by 1/3, alteration effect bonus to recharge speed +100%>+50%
Catastrophe Beacon no longer works on missiles with special effects (i.e. DEMs), cooldown 15>20s

Stepping into 0.96 without looking back (also added some tips)
This "Meteorologist" ship looks very familiar...
The new "Sandstorm" fighter is not the Balans Broadsword
New weapon: Transmission Beam
New weapon: Clearsky Flak Cannon - powerful, but incredibly overkill.
Changed the description of the alteration for unstable energy focus to avoid confusion
Arc field range reduced by 60, damage 100->50
Removed many superfluous hullmods such as energy stabilizer (it was just a pre-emptive version of bolt coherer anyways), overload failsafe, etc.
Cliff System Beam Mode, maximum hard flux proportion 80%>50%
LLI Enhancement Protocol: s-modding now turns the ship into an Automated Ship while negating 50% of the combat readiness penalty caused by that hullmod
[Ship systems]
Fixed some obscure bugs
Unstable energy focus duration reduced by 1 second
Fixed a bug that made missiles fly around like they were going to Brazil
Phase Splinter alteration: no longer affects weapons, increased timeflow rate
      optimization: damage reduction effect 75%->80%
Mist fighter weapon renamed to "Light Transmission Beam (LRPD)", can transfer flux while functioning as a PD laser
Fog fighter gets a "Light Transmission Beam (SRFD)", only good for transmitting flux
The Wave's fighters are no longer built-in
Gonggong 2 medium energy slots changed to synergy, dissipation 400>500
Stormsurge armor 800>600, dissipation 320>270
Hanba dissipation 600>500
Tornado DP 60>55
Flood built-in Missile Autoloader
Chaos armament: reduced the HP of various missiles, termination warhead damage 1000>900, disruption warhead now only slightly reduces speed rather than nearly complete negation
Spotter Multibeam now magazine based (think IR Autolance), sustained dps 275>225, efficiency 0.87>1.0
Ion Projector MRM is now "Ion Projector DEM"

Optimized code, changed names of some hullmods
Fixed the bounty variant problem (again), this time there will probably be no strange s-mods... probably...
New ship! Gonggong-class missile cruiser
New weapon! Heavy Cluster Bomber, large-slot cluster bomber that fires 2 at once
New weapon! Smart-Flare Pod, PD weapon that launches guided flares
Mirage Astropolis now has an industry similar to the Lion's Guard HQ
Beam mode reworked!!! Now requires a specific "Beam Mode Conversion" hullmod (cost is the same as HSA) to enable.
Cliff System's Beam Mode has been changed: increases range of beams by up to 100 depending on flux level, increases damage to shields by up to 10% based on flux level, as well as up to 80% of that damage being hard flux
LLI Guerilla Protocol (formerly known as LLI Berserker Protocol) is no longer compatible with HSA: its effect is no longer limited to non-beam non-missile weapons
Removed Evolver Subsystems (not actually removed, just hidden)
Overload Failsafe Damper: cooldown removed but effect halved
Energy Stabilizer: changed to increase base range (will be removed and swapped to Energy Bolt Coherer once 0.96 releases)
Maglev Turret Mounts:range effect changed, now just increases range of all energy/ballistic weapons by 10%
Phase Splinter: can now be altered/optimized, base # of charges 9->3, increased chargeup and chargedown
Focused Ammo Feeder: Cooldown 8->15s, base duration 10->14s, and can no longer be interrupted by active venting
                  Weapons always provide 5 seconds of acceleration time, regardless of size
                  Can increase fire rate of multiple kinds of weapons (note that only *ballistic* weapons get flux cost reduction)
                  Alteration: System duration 14->21s, each ballistic weapon provides 1->2s additional acceleration time
                  Optimization: system duration 14->10s
DeepL: Machine translation software

The Unofficial Starsector Discord in general for letting me bounce my thoughts off of them
Special mention to Lortus for working on the translation before passing it on to me

And of course:
Komeiji Satori/IMustRegroupMyForces for making the mod

Proof of authorization:

If you have any feedback, I'll do my best to share it with the mod author provided it's constructive and/or detailed enough. And provided they haven't changed the relevant thing already.

Modding / [0.95.1] Goathead Aviation Bureau - EN Edition [v. 1.4.5]
« on: February 08, 2023, 04:08:21 PM »
Goathead Aviation Bureau

Original mod by Mimeio(Original Fossic post)

"The friction between speed and firepower makes sparks in the shining Sector. Welcome to the Goathead Aviation Bureau."

Download link for translated ver: Google Drive

Requires 0.95.1 versions ofLazyLib, MagicLib, GraphicsLib

Faction blurb:
After a lengthy evacuation process, the Aviation Bureau eventually settled in two restored orbital stations, located in the Taivassija system south-west of the Core Worlds. Their ships are roughly analogous to "midline" design philosophy: tending towards high firepower and/or speed, but most ships lack solid armor and shields (there are exceptions, of course).
With the links taken directly from Fossic, the text in these will still be in Chinese.

#Content added
Implement Polarity Repeater added to the Aviation Bureau's blueprint

#Bugs and optimization
Fixed the Ribosome's module not increasing fleet burn level
Fixed that the range and damage displayed for the Scorchfire was incorrect
Optimize all missile trails

#balance adjustment
DPH of Gloom-series launchers reduced by 15%, burst size reduced by 50%
Scorchfire MRM Launcher range 1000->2500
Roar Driver DPH 600->550
Megahalberd Series: Gain two-stage guidance capability

Infallible-class fast carrier: Parallel Manufacturing now requires four times the number of fighter launches to regenerate missiles

Replaced some of these ships' mounts with hybrid or synergy types:
   Nighttime Book

Increased DP of Nighttime Book from 14->16
Speed: 95 to 75, all missile slots removed, dissipation halved, shield efficiency 1.2->1.0, hull 9500->8000, maneuverability reduced.
Birdwatcher-class DP 15 to 17, dissipation 300->280, armor 600->400
Remove some ships' built-in fighters

Reduced maneuverability of most ships by 10% to 20%.

#New content
Winter-class destroyer has been added to the Aviation Bureau's production line
Autumn-class frigate has been added to the Aviation Bureau's production line
Goathead markets now have their own music

#bugfixes and optimizations
Fixed the collision issues on Birdwatcher's LRMs and bombard/pounder cannons

#Balance adjustment
Heavy Burnout Oilgun dps 650->330
#New Content
R&D has finished the new Rising Tide Superheavy Mortar
#bugfixes and optimizations
Fixed a bug in the immortality's spiral horns range buff
Optimized bombard/pounder sfx
Optimized oilgun sfx
Optimized oilgun AI behavior

Turmoil-class bomber's glitter bombs do kinetic damage instead of HE
Thousandsails flux capacity/dissipation 7000/700 to 6000/600, replace some composite slots with ballistic
Photon Deathray range 400->500

#New content
Crematorium-class salvage cruiser new system: Flame Burst
Ribosome-class is now a module ship
Night Tea-class Cruiser has been added to the Aviation Bureau's production line
Thousandsails-class Cruiser has been added to the Aviation Bureau's production line
Roar Driver - breach onhit
Eagle (GP) refit is now available
Falcon (GP) refit is now available

#balance pendulum
Marstina's Spear hull 990->1000, flux capacity 600->1000
Midnight Letter hull 9000->8500, armor 900->1150, renamed Night Book
Meltbore Cannon range 1800->1500

#bugfixes and optimizations
Fixed that some male portraits and male-identified robot portraits were always labelled as female
Fixed the bug of unbalanced ship refresh rate

*I promise to fix the Nostalgia's tendency for friendly fire next time*

Hot Fixes
Fix the bug that some ship descriptions are missing
Fix the bug that Megahalberd lifetime does not match the listed range
Fix the bug that Ribosome was classified as frigate and not destroyer
Adjusted some weapon effects

#Balance adjustment
Gnaw Clustergun changed to burstfire
Oilgun series explosion radius 25->55

#Content added
Sunset-class Heavy Armor Cruiser has been added to the Bureau's production line.
Settler- Class Salvage Destroyer has been added to the Bureau's production line.
Birdwatcher - Class Destroyer has been added to the Bureau's production line.
Ribosome- Class Survey Destroyer has been added to the Bureau's production line.
Sleigh-class frigate has been added to the Bureau's production line.

#bug and optimization
Beautification of tail trail and tail flame effects
Fixed the error in the crew data for Windchime
Fix the bug that the built-in fighter can be selected in the battle
Shadowsoul - Class Phase Destroyer Grid 7500/450 to 9000/300, number Malstina Spear craft 3-> 4
Fix the bug that some missiles cannot fire normally
Fix the bug that the oilgun series projectiles are over-penetrated

#Balance adjustment
Illwind-class frigate, 9 to 8 deployment
Cagepot-class personnel carrier max crew 4500 to 6000
Gloom SRM launcher refire delay 2->4
Gloom SRM launcher ammo 30 to 24
Pounder compact cannon dph 300 to 450, dps 160 to 113, range 700 to 800, only fires a 1-shot burst
oilgun series dph 300 to 150, range 550 to 650
Prism Bastion-IX wing count 4 to 3, refit time 5 to 4

Hot Fix
Nostalgia - Class Battleship
   speed 50 to 45
   reduced maneuverability
   main gun damage 70 to 60
   structure 22000 to 300000
   armor 1800 to 1850,
Shadowsoul - Class Phase Destroyer
   Lance of Marstina refit time 21 to 12
   ordnance points 90 to 70
   speed 110 to 90

#Content added
Shadowsoul-class Phase Destroyer new built-in hullmod and drone wing
Nostalgia - Class Battleship has been added to the Aviation Bureau line

#Balance adjustment
Infallible - Class Fast Carrier
   Ordnance point 360 to 210
   built-in hullmod effect adjustment.
Heavy Burnout Oilgun dph 250 to 300
Gnaw Clustergun flux/shot 0.9 to 1.15
Thunderfist Coilgun
   dph 200 to 80
   now fires a six-shot burst
Punishment Collider Lance
   dps 540 to 416
   flux/damage ratio 0.9 to 1.2
Lantern - Class Phase Frigate
   system multiplier reduced to +300%
   Temporal Disruptor adjusted to increase range by 30% (disclaimer: does not seem to actually do this)
# Balance Adjustment
Immortality - Class Battleship
   Ordnance Points 350->310
   Armor 1600->1400
   Speed 30->45
   Hull 22,000->20,000
   Shield Efficiency 1.4->1.2
   Dissipation 900->700
Infallible-class Fast Carrier
   Flux Capacity/dissipation 16000/900->14000/600
   Ordnance Points 300->260
   Armor 1000->1200
Windchime-class tanker: Fuel capacity 1800->2200
Shadowsoul-class phase destroyer: flux capacity 5600->7500

Punishment Collider Lance: flux/damage ratio 0.75->0.9
Dazzle MRM Launcher: now fires 3 missiles in a burst.
DeepL: Machine translation software

The Unofficial Starsector Discord in general for letting me bounce my thoughts off of them
   Special mentions to:
   Ansari: Giving me the idea to search things in the chinese text online
   Avanitia: Giving good feedback both on translation and the mod in general
        Wisp: Being a genuinely talented writer and thus offering good advice in that field

And of course:
Mimeio for making the mod

Proof of authorization:

If there are any issues with the mod and/or translation, feel free to report them: if it's the former, I'll pass the feedback on to Mimeio the best that I can.

Modding / [0.95.1a] Gudalanmu | EN Edition (v. 0.24)
« on: December 28, 2022, 10:13:20 AM »

Original mod by Linskentry/fire_turtle(Original Fossic post)

Download link for translated ver: Google Drive
Save compatible

Requires 0.95.1 versions of LazyLib, MagicLib, GraphicsLib

Faction blurb:
Aliens from a distant galaxy, the Gudalanmu's homeworlds had been completely destroyed by an unknown enemy. They formed three wandering fleets, which each fled to a different direction; the second of those fleets was destined for the safety of the Persean Sector. The second fleet finally arrived in the Sector after a voyage of dozens of centuries. In order to get a firm foothold in the Sector, the Gudalanmu began to have dealings with humans, but it became clear that humanity is not unified; so the conflicts with the Gudalanmu are still ongoing.

Gudalanmu are best described as a high-tech faction, making extensive use of energy weapons and some missiles, with few ballistic-capable mounts and fewer in-faction ballistic weapons. You can find them in the Mosta system, north-east of the Core Worlds.

Static Image Previews(Large Image Warnings):


GIF previews:
With the GIFs taken directly from the mod's Fossic post, the text in these will still be in Chinese.


DeepL: Being the machine translation software I used
Discord Folks: Proofreading from an outside perspective (special mention to Nightly#2967)
And of course:
Linskentry/fire_turtle for making this mod

Built-in weapons have been strengthened:
   Spinal Supernova Cannon DPH 500->800
   Starbreaker Mining Pulser DPH 170->255, range 700->800
   Starbreaker Mining Pulser (C) range 700->800
Pickaxe-class cruiser:
   Deployment points 23->20
   Slot changes:
      2 medium energies to small missiles
      other mediums changed to hybrid
Spine deployment points 22 -> 20
Bruteforce deployment points 25->22
Gudalanmu Autopulse Cannon:
   Refire delay 0.3->0.25s
   Projectile speed 1100->1500
   Flux/shot 125->120
        Mindfulness renamed Memoriam
        Ironhead renamed Steelhead
        Blunt renamed Bruteforce
Added a new NPC-only portrait
LR Smart Fusion Cannon:
   Ammo regen rate reduced
   Projectile durability 300->250
Pulse acceleration duration 3->5s
Spinal Supernova Cannon pierces missiles
Solar Lance color altered
More simulator variants


Proof of authorization:

P.S. If there are any notable translation issues, please notify me. As far as bugs and other issues: I already fixed the default_ship_roles.json file (and notified the original mod author), but anything else is either unknown to me or beyond my ability to fix.

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