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News:

Starsector 0.96a is out! (05/05/23); Blog post: Colony Crises (11/24/23)

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Topics - TheDeviL234

Pages: [1]
1
Modding / [0.96a] Darksynth Battle Music 1.0.0
« on: May 20, 2023, 08:46:20 PM »
Features:
This mod replaces the default battle ambiance track with several darksynth tracks made by Aim to Head

Requirements:
None

Installation:
- Extract the archive into your Starsector\mods folder
- Open the game launcher and enable the mod in the Mods section



Tracks:
Spoiler
Aim to Head - Blodning
Aim to Head - Chaser
Aim to Head - Death Race
Aim to Head - Hail
Aim to Head - Plasma
Aim to Head - Plastic
Aim to Head - Schizo
Aim to Head - Serpentine
Aim to Head - Sink
Aim to Head - Veleno
Aim to Head - Venery
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Notes:
-If you want to add your own music, navigate to DarksynthBattleMusic\sounds\music and paste the files there, then navigate to DarksynthBattleMusic\data\config\sounds.json and enter the filenames you pasted into \music
-This mod can be added mid-save and removed without breaking it (probably)

2
Modding / [0.96a] StationShips 1.0.2
« on: May 10, 2022, 02:53:50 PM »
Features:
This mod adds four mobile battlestations to the game

Requirements:
None

Installation:
- Extract the archive into your Starsector\mods folder
- Open the game launcher and enable the mod in the Mods section


Ships
- Object 236L - Low tech self-propelled battlestation; main module has maneuvering jets; side modules have accelerated ammo feeders and no shield
- Hull 419M - Midline self-propelled battlestation; main module has burn drive; side modules have accelerated ammo feeders
- Project 648H - High tech self-propelled battlestation; main module has plasma jets; side modules have high energy focus
- X-594 - Remnant automated artillery platform; phase teleporter system; doesn't have separate modules, but has higher base flux stats to compensate; uses [REDACTED] weapons

Screenshots:
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Low Tech:
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Midline:
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High Tech:
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Remnant:
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Notes:
- Low, midline and high tech ships work the same - they have a main module and two wing modules attached to each side, while the [REDACTED] ship only has the "main module"
- The main module is what counts as "the ship", meaning that if it dies, the whole ship dies
- Side modules can be destroyed separately without killing the main module
- The low tech ship's side modules have increased armor to compensate for the lack of shields
- The most effective strategy to counter these ships is to swarm them with cruisers and capitals with lots of torpedoes/anti-armor and aggressive officers/eliminate orders; their shields are relatively easy to bypass due to how much weapon flux they generate
- Salamander missiles and phase ships with torpedoes/antimatter blasters are very effective against them due to unshielded engines
- The ships are (expectedly) stronger than anything in vanilla Starsector, and have roughly the "effectiveness" of 2 to 4 capital ships
- The ships have no fighter bays, just 100% DAKKA; any fighter bays you see are actually the engines since i suck at drawing
- The remnant ship's standard variant uses [REDACTED] weapons which are very flux inefficient, rendering the ship vulnerable if surrounded, while also allowing it to instakill pretty much anything after teleporting behind it; it's like [VERY REDACTED] on steroids in player hands, and mediocre if given to the AI
- The blueprint package containing these ships can be found while exploring or tech mining
- Ai factions do not have access to these ships; the only way to obtain them is to build them using custom production or buy them from your own faction's markets after learning the blueprint

Changelog:
Spoiler
- 1.0.2 - Updated for Scarsector 0.96a, increased mass of ships
- 1.0.1 - Added remnant version, updated high tech sprite, tweaked some stats
- 1.0.0 - First release
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3
Modding / [0.96a] Calvera Custom Star System 1.0.3 A/B
« on: March 29, 2022, 10:43:42 AM »
Features:
This mod adds a custom, unclaimed star system to the core worlds with three resource-rich planets that you can colonize and some other stuff

Requirements:
None

Installation:
- Extract the archive into your Starsector\mods folder
- Open the game launcher and enable the mod in the Mods section

Download Links:
mutually exclusive, only download one of these
Version 1.0.3A adds the system as described in this thread. It is intended for early-game colonization.
Version 1.0.3B is the same as 3A, except it also adds 4 [REDACTED] stations to the system, turning it into a late-game challenge.

System:
- Calvera - yellow star at the center of the system and its namesake
- Vesta - large terran planet orbiting Calvera, suitable for farming
- Vulcan - small volcanic planet orbiting Vesta, suitable for industry
- Minerva - small frozen planet orbiting Vesta, suitable for industry
- Extras: - cryosleeper, coronal hypershunt, two research stations, inactive gate, comm relay, nav buoy, sensor array, three loot caches

Screenshots:
Spoiler





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Notes:
- For Version Branch B: It is possible to change the difficulty of the REDACTED fleets by editing MODSystem_modPlugin.java with a text editor (e.g. Notepad++) which can be found in: CalveraSystem\data\scripts; The parameters you'd want to change are: minFleetPoints, maxFleetPoints, minFleets and maxFleets. As to why you should do this, well, properly balancing late-game encounters is practically impossible in this game due to the sheer variety of mods people use, so if you're only playing vanilla, you might find it very difficult to actually conquer this system.

- The planets have the best resource modifiers in all categories (e.g. ultrarich/bountiful) although only Vesta has organics while Vulcan and Minerva have volatiles
- All three planets have vast ruins
- The cryosleeper is guarded by [REDACTED]
- The coronal hypershunt is guarded by [VERY REDACTED]
- Research stations and loot caches are there to speed up the early-game even more, if you don't want them, don't use them; if you want to stop them from spawning with the system, comment them out in data\scripts\MODSystem_modPlugin.java (you can open the file with Notepad++)
- This system is located near the middle of the core worlds (next to the Prism Freeport if you use Nexerlin)
- Only one jump point is present in the system, allowing for easier expedition defense
- This system spawns on worldgen, so unless you know how to spawn it manually using the Console Commands mod, it requires starting a new game to spawn

Changelog:
Spoiler
1.0.3 A/B (Latest)
Spoiler
-Updated the mod for Starsector 0.96a
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1.0.2 A/B
Spoiler
-Split the mod into 2 versions
-Version 1.0.2A is equivalent to version 1.0.1
-Version 1.0.2B adds 4 REDACTED stations to the system
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1.0.1 - Download
Spoiler
- Added a new (frozen) planet - "Minerva"
- Resized planets (Vesta: 400>300 / Vulcan: 400>150 / Minerva: X>150)
- Changed planet orbits (Vulcan and Minerva now orbit the system jump-point, which orbits Vesta)
- Changed some planet conditions
- Changed custom entity orbits (Array, Relay and Buoy now orbit the Inactive Gate, which orbits Vesta)
- Moved the system very slightly north-west of where it used to be
- Turned Calvera into a yellow star and made it bigger
- Added a cryosleeper
- Added a coronal hypershunt
- Added two research stations
- Added three loot (technology, heavily-shielded and equipment) caches next to the cryosleeper
- Added custom jump-point in the barycenter of Vulcan and Minerva
- Removed auto-generated fringe jump-point
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1.0.0 - Download
Spoiler
- Initial Release
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4
Mods / [0.96a] Missile Ship Overhaul 1.2.6
« on: March 29, 2022, 09:38:38 AM »
Features:
This mod adds new vanilla-based ships with heavy emphasis on missile armaments, as well as four custom hullmods to the game

Requirements:
None

Installation:
- Extract the archive into your Starsector\mods folder
- Open the game launcher and enable the mod in the Mods section


(If you are still playing 0.95.1a Starsector, use this version of the mod instead: MSO 1.2.6-0.95.1a)


Low-Tech Ships:
- Pillager - cruiser with 1 large composite hardpoint, 2 medium composite and 8 small ballistic turrets and 6 small missile hardpoints
- Atomizer - cruiser with 1 large ballistic, 3 medium composite and 9 small ballistic turrets and 2 small missile hardpoints
- Vitriol - cruiser with 2 large composite, 1 large ballistic, 2 medium composite and 9 small ballistic turrets
- Instigator - capital ship with 4 large composite, 4 medium composite and 14 small ballistic turrets
- Sepulcher - capital ship with 10 large, 2 medium and 10 small ballistic turrets, 4 large missile and 4 large ballistic hardpoints and 4 medium composite turrets
Midline Ships:
- Zeal - frigate with 2 medium missile hardpoints and 1 small hybrid turret
- Aposeris - destroyer with 2 large missile hardpoints and 5 small ballistic turrets
- Kernera - cruiser with 2 large and 4 small missile hardpoints, as well as 2 fighter bays and 4 small ballistic turrets
- Pontiff - heavy cruiser with 1 large, 2 medium synergy and 2 small missile hardpoints, 1 large energy, 2 medium hybrid and 4 small energy turrets
- Carnage - capital ship with 4 large composite turrets, 4 medium ballistic and 2 medium missile turrets, 4 small missile hardpoints and 8 small ballistic turrets
High-Tech Ships:
- Eventide - cruiser with 2 large synergy, 2 medium universal, 4 small hybrid and 1 small missile hardpoint
- Ardor - cruiser with 4 medium synergy and 1 large energy turret
- Vertex - heavy cruiser with 5 medium synergy and 2 large energy turrets
- Ichor - cruiser with 4 medium synergy, 1 large synergy and 2 medium missile hardpoints
[REDACTED] Ships:
- Pulsar - battleship with 3 large and 8 medium synergy hardpoints, 4 medium missile hardpoints and 2 small energy turrets

Hullmods:
- Dual-Purpose capacitor banks - beam weapons get +100 range and deal hard flux to shields, but max flux capacity is reduced by 30% and flux dissipation is reduced by 10%
- Overclocked Targeting Processor - non-missile weapons get 10% fire rate and 30% target-leading accuracy and ship combat vision radius is doubled, but flux dissipation is reduced by 10% and overloads last 25% longer
- High-Performance Missile Propellant - missiles get 50% speed, 100% acceleration and 200 extra range, but their turn rate and turn acceleration are reduced by 30% and their durability cut by 50%
- Structural Cargo Retrofit - ship armor is reduced by 90%, hull by 60% and recovery chance by 50%, but cargo capacity is increased by 1 unit for each unit of armor removed


Ship Preview:
Spoiler
Low-Tech Ships:
Spoiler
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Midline Ships:
Spoiler
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High-Tech Ships:
Spoiler
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[REDACTED] Ships:
Spoiler
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Notes:
- The midline ships are available to Independents, Mercenaries, Persean League, Sindrian Diktat (except Carnage) and all factions that know midline_bp blueprint package
- The high-tech ships are available to Independents, Mercenaries, Tri-Tachyon (except Eventide) and all factions that know the hightech_bp blueprint package
- The low-tech ships are available to Independents, Mercenaries, Luddic Church, Hegemony (only faction with Sepulcher) and all factions that know the lowtech_bp blueprint package
- [REDACTED] will use the Pulsar
- Sepulcher is probably unbalanced in heavily-modded runs; if you wish to remove it from AI factions, navigate to MissileShipOverhaul\data\hulls\ship_data.csv and delete lowtech_bp and hegemony from the Tags column in Sepulcher's row (probably doesn't work in existing saves since factions can't forget blueprints iirc)
- Pillager has Orion Drive system that uses a custom pusher plate sprite
- Hullmods are not included in the mod_package_missileships blueprint package, but have to be found separately (as of 1.0.7)
- You can find the blueprint for these ships while exploring (e.g. research stations, tech mining)
- If you want to spawn the blueprint and have the "Console Commands" mod, type: addspecial mod_package_missileships
- Balance-wise, these ships are either A-tier or S-tier in the player's hands
- The AI doesn't use all missile equally well; it doesn't spam sabots as much as it should, sometimes isn't aggressive enough to use torpedoes properly and likes to waste half its harpoons on frigates that can dodge most of them (although it's very good with harpoons against cruisers/capital ships) so the missiles you use matter

Changelog:
Spoiler
- 1.2.6 - Completely remade Atomizer, removed 2 of its medium turrets & 4 small missile mounts and altered some stats (save-compatible with previous versions)
- 1.2.5 - Full changelog here
- 1.2.4 - Full changelog here
- 1.2.3 - Added Overclocked Targeting Processor, High-Performance Missile Propellant and Structural Cargo Retrofit hullmods, fixed engine exhaust on Vertex not displaying
- 1.2.2 - Added Pillager, fixed factions not using these ships, changed some ship descriptions, tweaked some existing ship stats
- 1.2.1 - Changed 2 Medium missile hardpoints on Summit to small, made more effective default variants for high-tech ships, made minor corrections to Carnage, Perigee and Pulsar
- 1.2.0 - Major rebalance update. Full changelog here
- 1.1.0 - Updated the mod for Starsector 0.96a, Added Bulwark and Pulsar, Renamed Apex to Perigee (since 0.96a adds a ship with that name), tweaked some existing ship stats
- 1.0.9 - Updated Atomizer sprite, buffed Atomizer (5x medium ballistic -> 5x medium composite + 1 large ballistic), buffed Apex (2x large energy -> 2x large synergy)
- 1.0.8 - Added Atomizer and Vanquisher, tweaked some existing ship stats
- 1.0.7 - Added Dual-Purpose Capacitor Banks, tweaked some existing ship stats
- 1.0.6 - Added Summit, slightly altered Carnage description, tweaked some existing ship stats
- 1.0.5 - Added Vertex, nerfed Carnage weapon layout, updated Alpenglow sprite, tweaked some existing ship stats
- 1.0.4 - Added Apex, fixed an issue with Alpenglow, updated Drover MK-2 sprite, tweaked some existing ship stats
- 1.0.3 - Added Alpenglow, tweaked some existing ship stats
- 1.0.2 - Added Vigilance MK-2, nerfed speed and maneuverability of existing ships to better match their vanilla counterparts
- 1.0.1 - Fixed an issue with the custom blueprint not unlocking ships
- 1.0.0 - First release
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