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Starsector 0.98a is out! (03/27/25)

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Topics - mezzelo

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1
BFINstart includes !$global.lke_helpedFakeBornanewDeath among its starting conditions, but this flag is never set.

The working assumption among players appears to be that Jethro finds his way back to the church after you fake his death, but this seems potentially incongruent with being locked out of the quest after telling Jaspis, as !$global.lke_helpedFakeBornanewDeath and !$global.lke_fakeBornanewDeathButToldWasJerk are set.
 
It is also possible to receive this quest immediately after completing Knight Errant, in the same dialogue window, although consider this anecdotal based on my last playthrough. It is unclear whether these behaviours are intentional or not, do disregard this if they are.

2
Suggestions / Additional related entries for codex weapons
« on: April 02, 2025, 11:55:40 AM »
I believe dual/single weapon variants and fighters and missile weapons using the same payload should be related in codex — this would help give players a means to compare similar options when trading and to build a better understanding of the relation between mount size/OP cost and weapon statistics.
A decision on this also sets precedent for best-practices concerning modded codex entries.

There's also an argument to be made for related entries between different sizes of non-missile weapons, at least for world-building purposes (i.e. mortars, autocannons, needlers), but the utility of statistical comparison is less strictly relevant for these and more subjective case-by-case.


suggestion aside, thank you for the codex update!  it's been a wonderfully considered feature and a joy to navigate.

3
Modding / [0.96a-RC10] Epsilon Pact 0.3.93-RC3
« on: June 17, 2023, 02:57:53 PM »
spoiler warning: this mod features [REDACTED] content, including the missions.  if you don't know what that means, you've been warned - although I recommend newer players steer clear of content mods anyhow.



EPSILON PACT

v0.3.93-RC3

a mod by mezzelo

(you can click the gifs to zoom in)



REQUIRES: MagicLib, LazyLib
Supports: GraphicsLib, Nexerelin, Industrial Evolution, Commissioned Crews


Some brief lore.
______

the hint of god this shell belies,
a cyan sight through ochre eyes
what ruin awaits our errant flame,
for those who'd dare to stake their claim?

we sing a song of leaden death
for hulls adrift and kin bereft
through distant stars and screaming skies
we'll dance together, you and I

______

The Epsilon Pact is a small, insular faction located north-west of the core systems.  Appearing quite suddenly only a few cycles after the second AI war, their obscure origins are the subject of rife speculation.  A strange mix of faces and cultures points in all directions, many still wearing uniforms from the lives they left behind.

A pair of governing tenets, one more controversial than the other, tie together their disparate demographics: Equal rights and living standards for all sapient life, and the Pact administration's inclusion of AI cores in their definition of "living".
The latter principle is taken with anything from begrudging acceptance to ardent pride amongst the citizenry, eccentric ideals and the sector's eternal ire a small price to pay for what they see as a fairer society.

AI extremism is nothing new to the Persean Sector.  More concerning is the prolonged existence of this fledgling sect - especially in parts known to be less than hospitable to the average starfarer.
[close]
_______

This mod currently contains:
- a small faction sheltered in a pair of systems some ways from the core worlds
- 10 ships spanning the tech spectrum, with most featuring unique, original ship systems
- 8 variants scattered between vanilla factions
- 12 modular weapons with scripted behaviours
- 7 menu missions to establish lore and introduce ships
- contacts that allow you to directly exhange cores for pact blueprints (and more)
- the portraits are faction-exclusive, you're welcome.
- lashers
- [REDACTED]

with additional content on the way whenever i've got time to spare (lol lmao)
- a buncha ships and weapons, with variants to boot
- campaign-layer quest, and additional behaviours.  possibly 0.96 event integration for what's already implemented.
- more critters
______

Ships

The Pact's militia is composed of an eclectic mix of hulls spanning the tech spectrum. Eschewing the resource-intensive tenets of most traditional battle doctrines, their ships create heavy burst damage through specialized, sustainable firepower.
Pact designs are weak defensively and middling mobility-wise, but in exchange they bear oversized armaments and powerful ship systems. Every hull has a few tricks up its sleeve, giving even the smallest ships outsized potential in the hands of an ambitious commander.

Seldom seen in foreign navies due to their remote origins and unfamiliar design principles, these designs are coveted by tacticians, loathed by engineers, and invariably bastardized by both. Being closely guarded post-collapse developments, their blueprints cannot be salvaged - but the Pact is willing to offer patterns to those who would repatriate AI cores their way.

+ oversized, multi-type mountings
+ novel ship systems with powerful tactical capabilities
+ potent weapons with exceptional burst damage
+ diverse fleet composition
- fragile hulls with lackluster flux stats
- subpar defensive coverage
- no (straightforward) mobility systems or phase ships
- minimal fighter and missile presence

Ships

Flagbearer-class Advanced Frigate
Fragile, under-armed, and at the front of every charge.


Rondel-class Gunship
Swift, deadly, and guaranteed to overload several times a minute.


Jackalope-class Gunship
The other frigate with high mobility and heavy burst damage.


Opossum-class Frigate
The other, other frigate that keeps overloading itself.


Songbird-class Frigate
Reassembles arpeggios.


Militia-class Combat Liner
Well-rounded and resilient, a great pick for a fleet that needs to stretch its logistics.


Ember-class Combat Tanker
This one burns fuel out the front too.


Observer-class Cruiser
Almost the opposite of how a tank is supposed to work - and startlingly resilient for it.


Pilgrim-class Combat Carrier
You got 'em? We'll launch 'em.


Chorale-class Heavy Cruiser
You're safer directly in front of it.


and more
Spoiler
[close]
[close]

Weapons

Like their ships, Pact weaponry tends to be fickle, eccentric, and always deadly. Missiles and fighters are used sparingly, neither tenable with limited resources. Rather, the Pact navy is fitted to go the distance or blow up trying.

As with hulls, their weapon blueprints cannot be salvaged - but the Pact is willing to offer patterns to those who would repatriate AI cores their way.

Weapons

Remise Mortar & Remise Rifle
Launches sluggish and inefficient, but hard-hitting high-explosive trackers with swift kinetic followups.


Auto Scattershot & Auto Slugshot
A longer-ranged needler side-grade with sharply degrading accuracy against distant targets, and its questionable pirate-manufactured "improvement".


Minimir & Dual Minimir Cannon
Ballistic energy damage, trading flux efficiency for solid DPS and unique defense-mitigating capabilities.


Fissile Confluence Emitter
Heavy Blaster side-grade, impotent alone but extremely destructive when paired.


Finnegan Launcher
DONK! 2x


Type XII-a Siege Cannon
Like an autopulse Mark XIV.  Absolutely devastating against shields and exposed hull, but mostly against your own capacitors.


Heavy Gatling
Slowly ramps up into a hail of fire that strips armor, batters shields and shreds wings.


Half-Rift Spear & Half-Rift Pike
Heavy alpha damage at excellent range, but deals soft flux damage and does not receive beam modifiers.


AM Flamer & Solo AM Flamer
Melts shields and armour alike, and even scorches nearby fighters and missiles.  Not meant to be decoupled from its original housing!

[close]
_______


This mod is licensed under CC BY-NC-ND 4.0
(Attribution-NonCommercial-NoDerivatives 4.0 International)

and its music under CC-BY-SA 3.0
(Attribution-Sharealike-Unported 3.0)

please do not redistribute modified versions of my work or kitbash/sample/train a database using my art with the intent to distribute, unless i provide explicit written permission.  you're free to use it as a learning resource, but i'd rather not folks rip out anything wholesale - for now, anyway

Credits
All of the art, code, design, writing and sound in this mod is my original work or is derived from the vanilla game or its open-licensed community libraries, with the following exceptions:
- Faction music is taken from cuts of Patricia Taxxon's work - specifically, Scruff and Aeroplane from her album Aeroplane.
Consider checking out her discography, my amateur edits do her songs no justice.

also, shoutouts to
- Fractal Softworks ofc, for their thorough modding support and rich api & art documentation
- The forum modding community at large, whose open-source code and well-documented libraries made navigating the api much less painful than it could've been
- etal, from whom i and others like me found this game and others like it
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Changelog
0.3.93-RC3
- fixed a crash when activating the Slamfire ship system without any weapons equipped.
thanks to NaitNait, again, for the report.
- added changelog to mod files for use with mod managers/other utils
- fixed mod thread ID to properly link to its forum page

- revisions to mission text for New Moon.

0.3.93-RC2
- fixed a dialogue null pointer error when exiting from certain contacts at bad relations and using stellar networks - uses a more vanilla esque prompt to cut comms, rather than just booting you out now.
thanks to NaitNait for the report.

0.3.93-RC1
- auto slugshot OP from 10 > 11.  that combination of hit strength and burst damage was a little too spicy for early game.
- auto slugshot and solo AM flamer rarity from 1 > 0.4, just forgot to set those oops
- jackalope (LP)'s DP from 5 > 7.  it was DEFINITELY too spicy for its cost.
- adjusted the price of the Observer (TT) and Pilgrim (H) down a bit.

- fixed the remise mortar & driver's design type to epsilon pact, rather than common
- revised some descriptions
spoiler 2x combo
- increased spawn rate of Pact-Derelict ships in derelict fleets from 20% to 30%.
- dp values revised: berserker (EP) from 11 > 10, bastillon (EP) from 10 > 8.  the relative doctrinal inflexibility and terrible flux stats of these ships proves a major weakness in a fleet setting.
- revised the berserker (EP) assault variant

- fixed a bug preventing the sentry (EP) from appearing in derelict fleets, and larger pact fleets.
[close]

0.3.92-RC3
- minor portrait revisions
- fixed a bug causing crashes when using the Solo AM flamer on ships without systems.  thanks to everything bagle for the report

0.3.92-RC2
- finnegan base damage buffed from 2000 > 2500. impact damage remains unchanged
- fixed a bug with the calculation of the finnegan's impact volume.  it is now louder, and funnier.
- fixed a typo
spoiler 3x combo
- derelict tags added to derelict (EP) hulls, should spawn in derelict fleets now
[close]

0.3.92-RC1
- Sprite revisions to both AM Flamers and the Heavy Gatling
- Sprite revisions to a couple of portraits (espc_raul, espc_rosa)
- Proper hullmod icons for the Recoiling Frame and Hardpoint-Array Stabilizers built-in hullmods
- added normal maps for weapons
- fixed mis-aligned Type XII-a turret sprite
- added missing graphicslib light effects for the Auto-Scattershot and Auto-Slugshot

- Replaced placeholder sounds for the Rift Pike, Rift Spear, Fissile Confluence Emitter and Remise Mortar with slightly less placeholder sounds
spoiler 4x combo
- Rep gain/blueprint exchange rate for core trades readjusted: 3/5/8 with Isabelle, 4 with Gauss or administrators in Nex random worlds.
- Task force construction fleet interval increased from once every 3 months -> 4 months
[close]

- version checker properly implemented, oops.
- removed duplicate mission files
- removed duplicate ship albedos in normals folder

0.3.91
- Fixed a dialogue error when caught smuggling that prevented usual dialogue options.
- Lowered reputation gain from repatriating Beta and Gamma cores. Subject to change, may make purchasing blueprints too tedious.
thanks to deageon for sniffing out those issues (and for other feedback)

0.3.9 - initial release.  not public, just release.  nobody else knew this existed except for a friend who doesn't care about this game.  i bear these burdens alone.
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