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Topics - Zudgemud

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Bug Reports & Support / Out of date links on the main site
« on: May 21, 2016, 04:33:00 AM »
As I needed to download the newest version of starsector to update my faction I noticed two things that should be corrected.

1. When you click "media" in the right side side of the screen you go to a different page than if you click the media tab ontop, you come to a page about "Starsector 0.7a Release"

2. When you click to download the game in that page you get to download the 0.7.1.a version...

So maybe just remove that page and make that media link on the right side side link to the same page as the top media tab?

Also, for clarity maybe Buy could be renamed "Buy/Download"? I keep forgetting it is there I should look for the download :)

2

Download here

Here is a russian version translated by WhitePulsar.
click here for 0.96 rus version

Here is a chinese version translated by SOSmayday.
click here for 0.96 chinese version
click here for 0.95 chinese version


REQUIRES LAZYLIB. GET IT HERE
REQUIRES MAGICLIB. GET IT HERE
REQUIRES GRAPHICSLIB. GET IT HERE

Compatible with commissioned crews.

When installing the mod, make sure to delete any old version first before installing the updated version! Errors and crashes will happen if you only use replace contents in existing folders.

Updated: 2023-05-26

If anyone would like to send me a tip, this modder needs it more: https://www.patreon.com/mesotronik


Introduction
The idea of this faction is high flux vent bad tank, most guns and ships work best while pouring out a steady stream of damage from range. I aim for everything to be vanilla balanced so if you feel something is OP/crap please let me know! This faction is Nexerelin compatible.


Lore:
Spoiler
The Tolp system was initially settled by the Tri-Tachyon corporation as a full scale test of their experimental P-series reactors. Labeled Project Orion Leuiticus the main colony was constructed on the geologically stable and habitable Tolp II. While the technology proved wholly incompatible with the current energy infrastructure, the colony itself was a huge success. The Tri-Tachyon corporation nurtured the Tolp system to become their energy production nexus, with great investments into their P-reactor technology, building thousands of interlinked reactors on the surface of Tolp II. Within a few decades the Tolp system was the main supplier of energy for 17 different domain systems, producing the energy needed by for a total of 96 billion humans.

This was not to last however. The Tri-Tachyon corporation always had a more confrontational stance against what they saw as the consistent inefficiency of the Domain and the restrictive regulations which it enforced within its spheare of control. When the gates went down the remaining Domain politys assembled mighty armadas to quell any armed rebellion against the authority of the Domain. Though they were battered and disorganised, the vast fleets of the Domain was deemed an overwhelming foe for the Tri-Tachyon forces. As the Domain fleets set their sights on strategic fuel and energy infrastructure, the Tri-Tachyon board of directors approved of a callous plan to increase the company's power and market dominance of the Persean sector. Detonate the reactors in Tolp, strangle the Domain forces within the sector, thereby allowing the energy independent Tri-Tachyon corporation to build up and muster their forces for the inevitable conflict.

While a tactically sound idea, it was to prove fatal for the vast majority of citizens of the Tolp system. A 3 hour warning was made to evacuate the system in face of the advancing Domain, failure to comply with evacuation orders would lead to immidiate contract termination and loss of severance bonus. No mentioning was made of the impending reactor detonations. As most citizens did not think the forces of the Domain would do them harm, they stayed put. 3 hours later, the surface of Tolp II lit up like a star, and half a billion lives were no more.

The evacuation of the remaining colonists and other assets within the Tolp system was not deemed a priority by the Tri-Tachyon asset evaluation algorithm, and starports along with other essential infrastructure was bombarded from orbit to deny all company assets to the forces of the Domain. The only surviving Tri-Tachyon infrastructure being a small subterranean research facility on Tolp IV which inexplicably denied the self destruct command sent by the orbiting Tri-Tachyon fleet.
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Ships
Fighters


Frigates


Destroyers


Cruisers


Capitals


Utility ships:
Construction rig

MLMV Tug

MLMV Miner



Guns
Small


Medium


Large


Ships:
Fighters
Stress = Annoying fighter, has a tiny EMP ship system and an EMP vulcan.
Spore MkIII = Extremely heavy hitting fighter, needs other ships to distract the enemy figthers and to make good use of it's massive firepower.
Saksh-t Turret = Stationary point defence turret with a long range teleporter, good for guarding very slow capitals.

Frigates
P9 Wolf = A P9 modded wolf, higher flux rate but even weaker shields, armor and hull.
Sike = Heavy hitting frigate, very short peak performance.
Sike-M = Annoying tanking support frigate armed only with rockets to choke enemy point defence, also very short peak performance.
RS = Support frigate, can pack a punch but mostly just pisses you off with it's emp drone, short peak performance.
Mite = Fast hauler frigate with a chaff spraying speedburst, can act as close support, long peak performance, is fabulous to fly!
Mite-s = Tanker version of the Mite, it too is fabulous to fly!
Spore = Fast but undergunned frigate, tight on OP, your dream of flying a figther has come true.
Spore mk II = A Spore with more staying power and a bombing system. This is of course reflected in the support profile as it is about as costly as most cruisers to field.
SNZ = A point defence frigate made for escorting bigger ships.
Thel-EP = Phase frigate
Tartif = A ship with a jelly armor and a ramming subsystem. You can bump ships, zap ships, all ships, this can be fun!

Destroyers
SL-t1p = Point defence destroyer, made to escort and support other less PD gifted P9 ships.
SL-t2 = Heavy assault destroyer, fit it with care, limited with OP.
SL-t3 = Long range sniping destroyer, anything it aims at gets hurt.
Cyz-C hP = Phasedestroyer, good at keeping up pressure.
P9 Valkyrie = Troop transport with ground support package.
Louse = Combat hauler, fantastic defences for a hauler.
AGG-r = Support destroyer
P9 Buffalo = Just a Buffalo in faction colors, different flux stats but otherwise the same.

Cruisers
Korlo-SKT = Fast phase cruiser with fantastic flux dissipation, 3 large universal hardpoints and good OP. Has really low flux and can only phase for a few seconds before it overloads.
Mago-FD = A slow and dedicated point defence cruiser, this one can not slug it out with any other general purpose cruiser but will easily chew through endless waves of fighters and missiles.
Kaala= Sluggish and decently armored for a P9 ship. Can activate a supercharge that rushes it forward or backward while shooting a massive murderbeam that will destroy most objects in it's path.
Silverfish-MPK = Undergunned armortanking ship with regenerating armor and a speedburst. Should preferably be driven by the player as the AI is somewhat suicidal with it.
Cimex = Support carrier with built in long distance bombarment system and defence drones, very slow and sluggish.
Tick = Defenseless hauler with 2 flight decks, very good burn speed compared to most haulers but with a cargo capacity of 700, also has a superb viewrange thanks to sensor drones.

Capitals
Samaa-DSI = Fat, slow and undergunned, this ship is made for tanking and to incapacitate the most powerful enemy ship on the field, giving the rest of your fleet opportunity to chew down the lesser ships.
Samaa-EBM = Fat, slow but not undergunned, this ship is a pretty standard ship of the line but with extra big magazine sizes. Generally good firepower and stayingpower against single opponents thanks to it's fortress shield, though limited in pointdefence and very vulnerable to flanking.
Eyfel-EP1 = Fat, slow with a cloak and a flight deck, good at supporting from range.

Utility
P9 Repair Rigb = Basically the same as vanilla the repair rig but faster and with more fuel/supply consumption.
MLMV = Though it is armed with mininglasers and a miningblaster, it is slow and extremely unwieldy, making it very ill suited for actual combat.
MLMV tug = A tug, also very ill suited for actual combat.

Weapons:
Jet launcher (Small) = Missile launcher with a short range weakly guided torpedo, regenerating missile.
Taala Laser (Small) = Laser with the tachyon lance EMP effect, to balance this it has worthless damage and range and you cant turn it.
Saala Laser (Small) =  Burst laser, good damage against shields and ok flux consumption, but no turning.
P9 Vulcan (Small) = Ballistic pd, just as the vanilla vulcan but with higher projectile speed, slightly more range, 3x normal energy cost and 1 more OP to fit.
SK-S Cannon (Small) = High damage full auto, high flux cost.
iV-Type Plasma blaster (Small) = An innaccurate weapon built for bigger ships, the intended purpose of this weapon is to act as a finisher of damaged ships.
Pexp Launcher (Small) = A low damage mini missile to keep point defences occupied and shields up.

Vaala Laser (Medium) = Burst laser with good damage against shields but very high flux cost.
P9 EX Burst Cannon (Medium) = High explosive slugger cannon.
P9 Double Vulcan (Medium) = Two Vulcans one mount.
SK-M Cannon (Medium) = High damage full auto, high flux cost.

SK-L Cannon (Large) = High damage full auto, really high flux cost, full auto pink Mjolnir basically.
T3 Cannon (Large) = Single shot proximity shells with really high kinetic damage, made to ruin (Tri Tach) shields.
T3 Support Cannon (Large) = Capital sized flak, enormus damage, enormus energy cost, no accuracy.
P9 High intensity laser (Large) = A better tracking HIL with slightly higher damage and worse energy efficiency.



To make it more easy to overview this faction, I made a list!

Pro:
Fantastic flux dissipation.
Good shield tanking towards few or single opponents.
Many universal hardpoints.
Will generally savage fleets that rely on beam weapons.

Con:
Generally low hp and armor.
Horrible flux cap, you will almost always need to spend lots of OP on flux capacitors, this also means ships will scale very well with fluxcap skills and mods.
Most ships are vulnerable to missiles and fighters due to lackluster point defence ability and/or huge size.
Shield tanking works fine but larger ships will always have a limited shield coverage. This makes them vulnerable to flanking.
While the crew requirements are generally low they also have no room for spare crew.
Bad cargo/fuel space, needs a hauler to tag along, and most P9 haulers are not good at actual combat.
The big dedicated hauler has 700 cargo space.
Low max flux levels restricts the type of weapons that can be used reliably.
Will get savaged by kinetic ballistic and high alpha weapons.




Credits:
As I'm helpless in front of java and cant program anything at all I stole every line, in every necessary file from mendonca and his "Junk Pirates" mod, so he should have creds for that, because without it I would only be able to move my spaceships around with the move tool in Photoshop, and that would be kinda pathetic wouldn't it...

Tartiflette also helped with setting up the jar file and everything fancy with the bouncy gel frigate.

SniZupGun made several gun-sounds for me.

Zaphide and Histidine for making my mod comatible with Exerelin/Nexerelin respectively.

I also bashed my ships together by taking some parts from Psiyon's free spaceship repository.

In addition to all of this I have cut and pasted lines of code from half a dozen other mods to create various content for this faction, including but not limited to Cycerin's BRDY and FlashFrozen's Neutrino so um, thank you all for either knowingly or unknowingly giving me that.

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