Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - presidentmattdamon

Pages: [1] 2 3 ... 17
1
Mods / Re: [0.97a] Diable Avionics v2.8.4
« on: March 07, 2024, 07:57:19 PM »
yeah it was really funny

in what way do you think adding malicious code to something you don't even own is hilarious ??
your trust with the starsector community has plummeted you should be ashamed of your abhorrent actions you kinda violated the code and the trust of the community very ironic indeed.

specifically for this, if tartiflette comes back because of this and tells me off for it, then i'll apologize to you and other people who had their saves shredded. you and other people who are mad about me messing with your "experiences" can always fork the mod if you don't trust me any more, because all i hear from people that don't use that mod is that they love my work and they're happy i'm bringing the mods back.

rest assured i won't be putting more code like that into tart's mods though.

2
Mods / Re: [0.97a] SEEKER - Unidentified Contact v0.6.2
« on: March 07, 2024, 07:54:34 PM »
updated to 0.62

removed the cassowary from priority ships.
rampage is harder now. cataclysm has a fix to its AI. white dwarf is still giga boring to fight and is the actual hardest fight in the mod. boss fleets can no longer retreat.

3
Mods / Re: [0.97a] Diable Avionics v2.8.3
« on: March 07, 2024, 07:15:09 PM »
Hi there, why did you add malicious code specifically targeting another mod?

the amount of times i had to ask people for logs and they didn't send them specifically because they either disabled a mod before sending them or just never responded because they knew the logs would out them, is hilarious.

the code is removed. enjoy the mod

4
Mods / Re: [0.97a] Diable Avionics v2.8.3
« on: March 07, 2024, 07:13:35 PM »
Hi there, why did you add malicious code specifically targeting another mod?

That's a heavy claim. Please elaborate.

It's related to latest dRaMa about bs nsfw mod when everyone went nutz, especially moralists as Matt. So he injected a crashcode (more like goodbye-your-save code) into his mod that works if you have removed from forum TNP or it's evil fork installed. And related to latest backpedaling:



Change itself that conveniently highlights the funny https://github.com/scardwell15/diable-avionics/commit/d724d7e0499d578fdf5147e923cb4da345068541

the save-bricking didn't affect TNP, only RS. the version of the source available on Github only crashed the game, which actually wasn't intentional. it wouldn't have  targeted TNP anyway, because it required an Important Person to have the memory key that marks them as a prisoner, which doesn't happen in TNP because it specifically blocks them.

5
So its it still going to be "making friend in magical girl anime" style? (beat them up and scream at them until they become your friends)

it'll be more involved than that

6
Mods / Re: [0.97a] Diable Avionics v2.8.1
« on: March 04, 2024, 08:04:18 AM »
Hello, getting an error with diable avionics that results in a bricked save when it occurs.  Seems to be hullmod related.  Using DA 2.8.3

687410 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Problem loading class [data.hullmods.DiableAvionicsUpgrade]
java.lang.RuntimeException: Problem loading class [data.hullmods.DiableAvionicsUpgrade]
   at com.fs.starfarer.loading.scripts.ScriptStore.Object(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.loading.specs.P.getFleetEffect(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.loading.SpecStore.Ô00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.fleet.FleetData.getMembers(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.fleet.CampaignFleet.getMembers(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.fleet.CampaignFleet.getFlagship(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.fleet.CampaignFleet.getFlagship(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation.matchCommanderToAIC ore(OrbitalStation.java:549) ~[starfarer.api.jar:?]
   at com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation.unapply(OrbitalStation.java:97) ~[starfarer.api.jar:?]
   at com.fs.starfarer.campaign.econ.Market.reapplyIndustries(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.econPostSaveRestore(CoreLifecyclePluginImpl.java:1219) ~[starfarer.api.jar:?]
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.title.TitleScreenState.menuItemSelected(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.title.Object.actionPerformed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.int.Ò00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.int.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.W.o00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
Caused by: java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.ui.o000.remove(com.fs.starfarer.ui.b)" because "this.ÒõO000" is null
   at com.fs.starfarer.ui.O.show(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.for.show(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignState.showMessageDialog(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignState.cmdSave(Unknown Source) ~[port_obf.jar:?]
   at data.hullmods.DiableAvionicsUpgrade.<init>(DiableAvionicsUpgrade.java:152) ~[?:?]
   at java.base/jdk.internal.reflect.DirectConstructorHandleAccessor.newInstance(DirectConstructorHandleAccessor.java:62) ~[?:?]
   at java.base/java.lang.reflect.Constructor.newInstanceWithCaller(Constructor.java:502) ~[?:?]
   at java.base/java.lang.reflect.ReflectAccess.newInstance(ReflectAccess.java:132) ~[?:?]
   at java.base/jdk.internal.reflect.ReflectionFactory.newInstance(ReflectionFactory.java:259) ~[?:?]
   at java.base/java.lang.Class.newInstance(Class.java:804) ~[?:?]

i need your whole log

7
Mods / Re: [0.96a] Exotica Technologies v1.8.5 - updated Jan 21st
« on: February 29, 2024, 08:48:33 AM »
Since this discussion has already begun, let me also allow myself a little romance.

Balance — is difficult. Especially if you are a developer of something that is used in a way that is difficult to predict.

It's likely that some people find the existing rules of this modification a pain in the ass, with their own set of "extenders" for the game, while others enjoy it. At the same time, the former will fairly discuss the situation, since the existing consensus only spoils what was created to give joy, while the latter will not, since they receive joy.

I like rockets too. Very! And in StarSector, the battles with their participation are incredibly beautiful! It’s as if you are unleashing a portion of fanatical hatred, selflessly rushing to death for the sake of the master who gave her the moment of this incredible and doomed freedom... Bang! And these guys carried your ominous covenant to the enemy, almost always excluding the pilot from the need to strictly match the firing angles of the fixed guns and forcing the enemy to respect your comfort zone, so rapidly expanding with the presence of these homing assistants on board.

These guys give you so much freedom to maneuver that I can’t even imagine a battle without missiles. At the very least, this fight is not impressive enough to have a right to exist.

In 1.8.5 I was also unpleasantly surprised by such a cut to 40%. But almost instantly I lost interest in the game, since in 1.8.5 the chance of meeting opponents with good upgrades and exotics was also incredibly greatly reduced. In almost a week, I came across only four green exotic modules and all of them were not suitable for my fleet. And there are no legal ways to exchange them for others.

But on the other hand, the latest changes have placed a qualitative emphasis on minimizing the fleet, encouraging carriers of green exotic modules.

It turns out that my production from reality 1.8.4 stepped into 1.8.5 and this made it possible to fully appreciate such optimization. It is no longer necessary to carry tons of fuel and supplies for a huge fleet. But at the same time, the enemy became completely “naked” and unable to resist.

I went to see legions of infernals for 500k, which were simply blown away like paper airplanes by a gust of wind. After which I lost interest in continuing.

So I have no complaints about the missile damage at all. In my build of game mods and how I find their synergies, everything looks great. But for this you need to start the game with 1.8.4, but then you have to lose the real amenities from 1.8.5, then in the case of the latter, the game becomes dull, because if you play 1.8.5 from the very beginning, it seems impossible to find green quality modules for the entire game, and if you start with 1.8.4 and then move to 1.8.5, then such a game will quickly get boring with its simplicity.

Of course, there are complaints about the balance.

Therefore, we ask you, dear presidentmattdamon, please return to us those feelings that blew our minds from the very beginning. We are your most sincere followers!

Feel free to give everyone, even the most complete scum, the opportunity to carry a green module in their womb. This is a great way to equalize opportunities for everyone. In addition, you probably created this game plugin for pleasure, and not to communicate with us about the fact that there are no exotic modules in a game with exotic modules. And judging by WatchWolf’s attitude, this also solves his problem.
=)

going to increase the rates more for next update

8
If the mod has nothing to do with prisoners and everything to do with making friends, maybe you should consider changing the name to avoid any confusion.

but the point is to not take prisoners

9
Quote
Q: Why the sudden decision to turn that around?
A: Because I felt that a mod about meeting unique NPCs from vanilla factions was a step forward. And I get to hold one over the other guys too with actually good writing.

A genuine word of advice. I don't think it is a good idea, or a healthy thing to approach this with the mindset of "I want a rematch to take down these other guys." I've seen you get criticized on different platforms over recent events, saying you're overreacting. I'm sure you can prove them wrong, and I'm sure you can approach this with a different mindset, making TNP2 out of love and genuine interest in making a good mod, not out of a desire to one-up them.

Best of luck, and looking forward to seeing and playing what you create.

TNP2 will be a labor of love, don't get that part wrong. this mod isn't made to one-up them, it's actually an idea i've had for a while. modded starsector has only a couple cases of unique NPCs affecting stories and dialog outside of the normal scope of their mods, and this will attempt to expand that greatly.

10
Modding / Take No Prisoners 2 - A mod about meeting your new best friends
« on: February 29, 2024, 07:42:19 AM »
Take No Prisoners 2

It appears I caused a bit of a commotion with my decision to cancel Take No Prisoners, and so I've decided to restore such a beloved mod in a new way.

Gone are the days that you capture random enemy officers from other fleets.
Gone are the days that all of your officers will be random officer #12 from the Hegemony.

Take No Prisoners 2 will be a mod about meeting your new best friends. Each officer will be handcrafted with a ton of dialog for story events, conversations, quests, and more.

FAQ
Q: Why did you kill Take No Prisoners?
A: I was actually honest about that.

Q: Why the sudden decision to turn that around?
A: Because I felt that a mod about meeting unique NPCs from vanilla factions was a step forward. And I get to hold one over the other guys too with actually good writing.
[close]

See you soon, starfarers.

11
Mods / [0.97a] Diable Avionics v2.8.4
« on: February 26, 2024, 08:30:10 PM »



download link removed -Alex
Requires LazyLib and MagicLib

Earliest save-compatible version: 2.70

Having problems running mods?  Visit the Mod Troubleshooting Guide!



   Claiming ownership over millions of people's possessions might seem like a bold claim, but that is one the Diable Avionics Corporation intends to enforce, with deadly means if necessary.

   GAMEPLAY

 The Diable Avionics Corporation plays similarly to Mid-tech: they use their superior mobility to choose their engagements and overwhelm isolated targets. The subtlety they add is that their ships are generally individually slightly inferior to Vanilla ones, but synergize very well with their wings of Wanzers: mech-like strike-crafts that pack a superior punch but susceptible to enemy fire. To help them carry their missions, most ships tend to saturate the enemy's PD with swarms of micro-missiles.

 A typical successful engagement against Diable Avionics' fleets generally requires a solid phalanx of anti-fighter weapons to break the initial Wanzer and missile waves and a decisive counter-strike while their carriers are still rebuilding their strike-craft support.


Features advanced transforming ships:

       
     

SCREENSHOTS
 

[close]


Customize your fleet using one of those alternative skin pack mods. Only activate one in the launcher along with the main mod, you can swap them as often as you want without any issue.

Resources to easily make your own custom skin: https://imgur.com/a/JIYc9nQ
I eagerly await to see what others may come up with for their custom paint jobs. I will gladly feature popular skin pack mods in this collection.



(Click to enlarge)


Spoiler


RECENT CHANGELOGS

2.8.4
backpedalled damage control

2.8.1

I wrote a script specifically to test the previous balance patch against any faction and found that Diable was stomping everyone. I removed the Advanced Avionics hullmod and reduced the micromissile count, and suddenly most fights were fair. This patch will attempt to rectify most of the issues that the previous balance patch had.

# Hullmods
## Advanced Avionics
Changed to be an SO-like hullmod. Grants the same +30% damage and +30% increased weapon flux cost, and also forces the zero flux boost if the ship generated less than 5% of its flux capacity over the last second.

# Weapons
## Artdeux Twin Cannon
Now has the USE_LESS_VS_SHIELDS tag for the AI.

## Banish Torpedoes
Flux cost restored to 500 flux.
Damage and EMP reduced to 2000 (from 3000).

## Micromissile Launcher (small)
Reduced ammo regen to 0.3/s (from 0.4/s). Still faster than before the first balanz patch.
Increased cooldown to 6 seconds (from 3 seconds).

## Micromissile Launcher (medium) (Storm and Daze)
Reduced ammo regen to 0.8/s (from 1/s). Still faster than before the first balanz patch.
Reduced ammo reload size to 8 (from 12).
Reduced burst count to 8 (from 12).

## Micromissile Launcher (Maelstrom)
Reduced ammo regen to 2/s (from 3.33/s). Still faster than before the first balanz patch.
Reduced burst count to 40.

## Micromissile Launcher (Pandemonium)
Increased ammo regen to 2/s (from 1.66/s).
Increased ammo reload size to 40 (from 20).
Increased burst count to 40 (from 20).

## Thrush LRM System
Damage decreased to 750 (from 1000).

# Wanzers
A lot of changes from the previous patch were walked back. In addition, the increased Wanzer survivability has increased a ton over the past two patches to Diable, in part because of AI changes introduced in 0.96a and the micromissile changes introduced in the previous balanz patch, so I felt it necessary to reduce that somewhat by reducing their weapon range as well.

## Raven
Hull reduced to 2000 (from 2500). This is a revert.
Glowtusk range set to 500 (from 600). This is a revert.
Grave LAC range set to 550 (from 650). This is a revert.

## Valiant
Cull range set to 400 (from 500). This is a revert.

## Warlust
DMR range reduced to 750 (from 900).

## Zephyr
Chest beam damage per second reduced to 1000 (from 1500). The duration of the system is unchanged.
Shield arc set to 120 to match Valiant.
Hull set to 1000 to match Valiant.

2.8.0
# Ships

## Coanda
Ship system should *hopefully* be used more aggressively.

## Draft
Hull set to 3000 (from 2250)
Module armor set to 600 (from 400)
Rugged Construction is now built-in. **(this change brought to you by Matt Damon)**

## Gulf
Now has Expanded Missile Racks built in.
DP set to 30 (from 35).

## Gust and Pocket Gust
Ship system now grants 33% damage resistance.
Ship system now allows quick transfers between fighters, and doesn't force you into a fighter upon activation.

## Hayle
Base speed set to 100 (from 90)
Acceleration set to 120 (from 75)
Turn speed set to 60 (from 50)
Turn acceleration set to 40 (from 30)
Now has an Omni shield (from a Front shield)
Shield efficiency set to 0.8 (from 1.0)

## Haze
Base speed set to 65 (from 60)

## Maelstrom
DP set to 40 (from 45)
Base speed set to 55 (from 45)

## Pandemonium
DP set to 65 (from 75)

## Rime
Base speed set to 75 (from 65)

## Sleet
Shield arc set to 180 (from 120)
Shield efficiency set to 0.8 (from 1.0)
System active time set to 3.8 seconds (from 1.3). The total time the system has an effect is now 4 seconds (from 1.5).
System charges set to 4 (from 3). Charge generation time is still 20 seconds.

## Storm
DP set to 23 (from 26)

## Vapor
Flux capacity set to 3000 (from 2400)
Shield arc set to 120 (from 90)

## Versant
Hull set to 2500 (from 1750)
Flux capacity set to 4000 (from 3500)
Speed set to 120 (from 110)
DP set to 10 (from 8)
Ship system time to transform set to 1.5 seconds (from 3).
Ship system cooldown set to 2 seconds (from 3).

Harvest (auto) range decreased to 700 (from 750). EMP damage set to 100 (from 0). Flux cost reduced to 90 (from 115). Will target fighters if autofiring.
Harvest (burst) damage set to 150. Flux cost reduced to 70 (from 100).
Harvest (semi-auto) range set to 900 (from 850). Flux per shot set to 330 (from 400).

## Virtuous
Snowblast shotgun set to 400 damage (from 250).
Glaux Mk2 set to match the medium Glaux in damage and firing speed. Reload speed set to 1.375s/shot (from 1s/shot).
Beast Cannon Cluster damage set to 325 (from 250), flux per shot set to 325 (from 250), cooldown set to 2 (from 2.5).
Roar Gatling Gun reload speed set to 10s/100 rounds (from 13s/100 rounds)
Grave LAC, Magicbox and Burchel head mounts received the same changes as their other variants.
Flicker Core system has a charging EMP burst
Citadel system has increased vent rate after system is down
Both systems have a new HUD bar.
Virtuous grenade launcher tweaked: explodes faster after being in enemy proximity.
Virtuous glaux now shares burst delay and damage with regular glaux, but with EMP damage.
Fixed virtuous recovery crash again

# Weapons

## Artassault Revolver Cannon (small)
Flux cost set to 60 (from 75)

## Artdeux Twin Cannon
20% increased chance for on-hit effect (applies 200% of projectile damage as frag, on top of existing damage)

## Banish Torpedo (twin) (small)
Damage (both energy and EMP) increased to 3000 (from 2000).

## Banish Torpedo Launcher (medium)
Damage (both energy and EMP) increased to 3000 (from 2000).
Flux cost removed (from 500).
Ammo increased to 9 (from 6).

## Burchel Beam Repeater
Deals 25% increased damage vs fighters and missiles (120 -> 150)
Ammo capacity set to 12 (from 6)
Ammo regen set to 0.75 per second (from 0.5 per second)

## Glaux Lance Repeater
ammo count set to 8 (from 6)
ammo regen set to 2.75 seconds per two shots (from 3.31 seconds per two shots)
flux efficiency set to 0.9 (from 1.1). this was done by reducing flux cost approximately.

## Grave LAC
Damage set to 70 (from 50)
Flux cost set to 63 (from 50)

## Hexafire Cannon (and Twin-Hexafire Cannon)
Damage decreased to 80 (from 100)
Flux cost decreased to 100 (from 110)
Projectile speed doubled
Flux level damage buff cap increased to 100% at 75% flux (from 50% at max flux)

## IBIS
projectile speed doubled
rate of fire doubled
turn rate set to 180 (from 90)

## Magicbox PD Missile
Range set to 1200 (from 1000)
Max ammo set to 12 (from 8)
Ammo regen increased to 0.5 per second (from 0.15 per second)
Ammo reload size set to 3 (from 1)
AI optimized to weight targets by damage, speed, time to arrive, and other magicboxes targeting the same target.

## Mostro Cannon Array
projectile speed set to 750 (from 650)

## Opfer GV Suppression Artillery
flux per shot set to 9 (from 10) (this is now 0.9 flux efficiency)

## Raptor Defense System
projectile speed doubled
rate of fire doubled
ammo max increased to 64 (from 48)
turn rate set to 180 (from 90)

## Recson S
Damage set to 250 (from 200)
Flux cost set to 275 (from 225)
Cooldown set to 1.8 seconds (from 2)

## SRAB Heavy Emitter
Projectile health set to 300 (from 200)
Tag changed to "Mid-range pressure"

## State Support Beam
OP cost set to 12 (from 11)
Deals HE damage instead of energy damage
Flux per second set to 320 (from 393)

## Thrush LRM System
Damage increased to 1000 (from 700).
Ammo regeneration rate increased to 0.13334 per second (from 0.06667 per second)
Projectile health increased to 300 (from 150).
Cooldown set to 9 (from 10).
Micro-missile payload increased to 12 (from 4).

## Thunderbolt MRM Rack (small)
projectile speed max set to 400 (from 300)
projectile health set to 250 (from 120)

## Thunderbolt MRM Pod (medium)
OP cost increased to 14 (from 10)
range increased to 2500 (from 2000)
ammo increased to 24 (from 16)
projectile speed max set to 400 (from 300)
projectile health set to 250 (from 120)

## Micromissile Launchers
All micromissile launchers range set to 2000 (from 1500)
All micromissile launchers damage set to 50 (from 100)
All micromissile launchers missile lifetime set to 18 (from 12)
All micromissile launchers projectile speed set to 200 (from 300)
All micromissile launchers projectile hitpoints increased to 50 (from 25)
All micromissile launchers flux costs set to 10 (from 50)

## Micro Missile Launcher (small)
max ammo increased to 15 (from 3)
ammo regeneration rate set to 0.4 per second (from 0.2 missiles per second)
burst size increased to 3 (from 1)

## Micro Missile Cluster (on the Storm, Daze, Pocket Gust and the station tier 1 and tier 2 fighter modules)
max ammo increased to 60 (from 30)
ammo regeneration rate set to 1 per second (from 0.5 missiles per second)
ammo reload size increased to 12 (from 6)
cooldown set to 5.8 (from 4)
burst size increased to 12 (from 6).

## Micro Missile Array (on the Maelstrom)
max ammo increased to 600 (from 400)
ammo regeneration rate set to 3.33 per second (from 1.5 missiles per second)
cooldown set to 5.9 (from 4)
burst size increased to 50 (from 20).

## Micro Missile Array M (on the Pandemonium and station modules)
max ammo increased to 300 (from 200)
ammo regeneration rate set to 1.66 per second (from 1.5 missiles per second)
cooldown decreased to 5.9 (from 4)
burst size increased to 25 (from 10).

# Wanzers

## Avalanche
OP set to 19 (from 14)
System is now active for 9 seconds (from 6). Energy RoF mult (snowblast shotgun) reduced to 150% (from 300%). Ballistic RoF mult added and set to 150%. Movespeed reduction removed (from 25%).
Shotgun set to 360 damage spread over 6 projectiles (from 450 spread over 8 projectiles). Spread (min and max) reduced by 66%.
Snub recson set to 250 damage (from 200).

## Blizzaia
OP set to 16 (from 18)
Refit time set to 20 (from 25)
Grave LAC damage set to 70 (from 50).
Cicada Grenade Launcher burst size set to 5 (from 4).

## Frost
Refit time set to 10 (from 12.5)
Covet handgun ammo set to 9 (from 6). reload size set to 9 (from 6)

## Hoar
Refit time set to 12 (from 15)
Hull set to 1000 (from 750)

## Raven
OP set to 24 (from 28)
Hull set to 2500 (from 2000)
Armor set to 300 (from 225)
Burchel PD (long delay) range set to 600 (from 400),  max ammo set to 9 (from 6). deals 25% increased damage to fighters and missiles
Glowtusk rifle range set to 600 (from 500)
Grave HMC range set to 650 (from 550)

## Strife
Minigun now has a proximity fuse and will target fighters if no target is close in range.
Refit time set to 13 (from 15)
Hull set to 1300 (from 900)
Armor set to 175 (from 125)

## Valiant
OP set to 18 (from 22)
Refit time set to 16 (from 18)
ILIS PD range set to 500 (from 400).
Cull range set to 500 (from 400). Culls will be used as PD if no other target in range.

## Warlust
OP set to 15 (from 16)
Refit time set to 16 (from 20)
Magicbox Missile Rack max ammo set to 8 (from 5). Ammo reload speed set to 0.5 per second (from 0.15 per second).

## Zephyr
OP set to 23 (from 20)
Refit time set to 25 (from 20)
Hull set to 1200 (from 1500)
Armor set to 100 (from 175)
Flux capacity set to 1200 (from 750)
Flux dissipation set to 300 (from 200)
Now has Integrated Point Defense AI

Now has an omni shield (from no shield)
Shield arc set to 240
Shield flux/s set to 150
Shield efficiency set to 1.0

Aether Splitter system duration increased to 2.5 (from 1.25)
Chestbeam set to 1500 dps (from 1000), damage per shot (not sure this matters) set to 300 (from 200)

Burchel set to 600 range (from 400), ammo max set to 12 (from 6), ammo regen set to 1 per second (from 0.75 per second), ammo reload size set to 1 (from 2), deals 25% increased damage to fighters and missiles

# Hullmods

## Dampened Mount
Modular and can be installed on Diable Avionics ships now. If installed on a ship that doesn't have it built-in, the firerate of the ship is reduced and the weapons also take more damage.

Either version of the hullmod can be s-modded to reduce the OP cost of Diable Avionics weapons while increasing the DP of the ship. If the s-modded version is modular, it also negates the firerate penalty.

## Advanced Avionics (built-in)
Diable Avionics ships are designed with advanced fire control systems. These systems finely tune the reactor output towards overpowering the weapons, increasing their damage and flux cost by 30%.
[close]


Bug Tracker and Feedback form
You have some feedback to share but no forum account? You can use this form to leave me a comment.

Credits:
FlashFrozen for the original mod and most designs.
Tartiflette for the artworks, scripting and post 0.7 implementation.
Debido for the Thunderbolt scripts.

You like the mod? Consider subscribing to Tartiflette's patreon


12
Mods / [0.97a] SCY Nation v1.7.0
« on: February 26, 2024, 10:39:50 AM »


     

download link removed -Alex
Earliest compatible version: 1.66
Requires LazyLib and MagicLib


Having problems running mods?  Visit the Mod Troubleshooting Guide!
          


No Stripe alternate skin pack

[close]


Scy Nation's origin and history


        The Scy Nation literally emerged from the ashes of the "Science Colony of Yggdrasil". Before the Collapse, the S.C.o.Y. was a nomadic colony built inside an asteroid to travel the stars and study the universe one system at a time. When the Great Collapse occurred and the gate system shutdown the colony became trapped in the Sector, its inhabitants found themselves at the unfortunate center of attention of the Tri-Tachyon Corporation, the Hegemony and the Luddic Church, all eager to get their hands on Yggdrasill's mini-autofactory and its intact pre-collapse UAC library. Using the gigantic ship as a Cryo-arch, two thirds of the population would escape the crossfire while the rest were put to the stake by Ludd fanatics for worshiping the "demonic autofactory".

   They tried to rebuild their life in a remote system, away from the core worlds Collapse, but circumstances always seems to pull them back, always forcing them to take further extremes measures to ensure their survival.
        You can dive deeper into the story of the Scy Nation with these documents:

     

     


Gameplay


   Skirmisher to the core, Scyan ships have a deep flux pool to make the most out of an hit-run, and slightly better speed to manage to disengage. On the other hand they have slightly more fragile hulls, narrow shields, terrible flux dissipation (relying on venting instead) and fewer weapon mounts. They have to rely on wolf pack tactics to kill isolated targets while the bigger enemies are tied up pursuing smaller prey. Their weapons usually have worse range than vanilla one but superior damage, making even the smallest ship a potential threat if left completely unchecked. When pursued however, they can fold very quickly due to their exposed sides and low staying power.

   This faction mixes all techs in a melting pot of advanced engineering craziness, producing ships and weapons unlike any others. It features ships with modular armor, teleporting guns, phase missiles, laser torpedoes, all sorts of miniguns and more.


Scyan Navy showcase


Spoiler


[close]



Recent Changelogs

1.66
[RC3]
 - Fixed Scyan fleet effect not being removed properly.

[RC2]
 - Added a null check to prevent an obscure crash in refit related to modular armor.
 - Scyan Engineering hullmod now use merged modSettings.json entries to define incompatibilities. The tooltip diplays that list.

 - Removed the Lightweight Plating, Reactive Armor and Minimal Preparation hullmods, moved them to the Torchships And Deadly Armaments mod.
 - Added two tiny outpost stations in vanilla sectors to increase Scy's presence outside of Acheron, particularly with Nexerelin.
 - Removed the Lightweight Plating, Reactive Armor and Minimal Preparation hullmods, moved them to the Torchships And Deadly Armaments mod.
 - Added two tiny outpost stations in vanilla sectors to increase Scy's presence outside of Acheron, particularly with Nexerelin.

BALANCING:
 - Mild miscellaneous buffs to:
   . LVDS (range)
   . Laser Torpedo Rack (op)

 - Siren-class cruiser:
   . Base number of special teleporting shells reduced to 4 from 5. (regeneration unchanged at 50s per ammo)
   . Toggling off the Siren ship system without firing returns the unused charge and negates the cooldown.
   . Teleporting shell now only deals Frag damage. (to make it more usable to save an over-extended allied ship)

BUGFIXES/IMPROVEMENTS:
 - Added a stat display to the Modular Armor hullmod
 - Fixed missing stealth mechanic for the player fleet.
 - Hopefully finally fixed the Keto's main gun crash.
 - Fixed missing system for the Aklys fighter.
 - Clarified many short descriptions and stats.

1.65

BALANCING:
 - Cluster Torpedo Launcher: Added 3s arming time to the carrier missile.

BUGFIXES/IMPROVEMENTS:
 - Fixed various crashes due to 0.95.1 API changes.
 - Removed the civilian and raider hullmods from all logistic ships.
 - Renamed the Manticore-class to Androphagos-class.

1.64
[RC6] Fixed Nexerelin Random mode crash.
[RC5]
 - Nemean Lion system now behaves properly under AI control.
 - Acheron's generation tweaked so that there is no longer so much empty space with the next procgen system.
 - Miniguns no longer listed as benefitting from energy modifiers (they still do, but the mount type shenanigans broke the refit screen).
 - Hopefully plugged the last memory leak from Scy.
 - Added Civilian and fake Militarized Subsystems hullmods built-in to all civies, as a horribly convoluted workaround to the skill thresholds issue.

Singularity Torpedo:
   . Removed from all variants and from Scy's available blueprints.
   . It is now only available from rare salvage, and will probably be moved to Seeker/TaDA at some point along the Light Plating, Reactive Armor and Economical Maintenance hullmods.

BALANCING:

 - Phased Missile Launcher: Ammo increased to 15 from 12.

 - Cluster Torpedo Launcher: Ammo increased to 10 from 6.

 - Arc Missile:
   . Hp raised to 400 from 200,
   . Damage stats messed with (but not the arcs),
   . Rack OP cost lowered to 3 from 4.

 - KAcc mk.1:
   . Damage per shot reduced to 150 from 160,
   . DPS increased to 150 from 140,
   . Flux to fire reduced to 165 from 173.
   . Overall slightly more efficient with a cleaner stat card, fits better as a third alternative between the Railgun and LDA.

 - KAcc mk.2:
   . Flux to fire reduced to 480 from 500,
   . Now fires in bursts of 2 rounds.
   . A smidgen more flux efficient, half the burst damage of the Heavy Needler, but a decent armor pen and causes very long overloads.

 - KAcc mk.3: DPS increased to 333 Kinetic dmg/s from 300.

 - HEMor mk.1: Flux to fire reduced to 210 from 235.

 - HEMor mk.2: Flux to fire reduced to 600 from 700.

 - Light Energy Blaster: Flux to fire reduced to 360 from 400.

 - Most PD weapons received the NO_TURN_BOOST_WHILE_IDLE tag with adjusted turn rates.

 - Balius-class freighter: Cargo capacity increased to 350 from 250.

 - Balius-class tanker: Fuel capacity increased to 600 from 500.

BUGFIXES/IMPROVEMENTS:

 - Restored Nexerelin random mode compatibility for 0.95a.
 - Fixed *many* memory leaks. (Can't say how significant they were, but every bit helps I suppose)
 - Slight code optimization.
 - Fixed some typos here and there.
 - Cross-mods compatibilities updated.
 - Every single weapon was redrawn to ensure they are displayed sharp in the game. Lots of reworked muzzle and glow effects.

1.63

Barebone compatibility update for 0.95a

BALANCING:
 - Akhlys escort wing:
   . Wing size reduced to 3 from 4.

BUGFIXES/IMPROVEMENTS:
 - Acheron's second star now properly show up in the planet list
 - Amity Freeport:
   . Discount market ship selection vastly improved in variety.
   . Now uses modSettings.json

1.62

BUGFIXES/IMPROVEMENTS:
 - Phased Torpedo Launcher: Fixed NPE when mounted in hidden mount (because hidden large missile slots are a thing in some mod apparently)

1.61

 - Added Panotti grenadier wing:
   . Small and cheap.
   . Limited payload but much faster than your average bomber.
   . Imagine a Piranha that could hit reliably (isn't that terrifying).
 - Added support for Industrial Evolution.

BALANCING:
 - Erymanthian Boar rework:
   . Lost one large missile hardpoint, but gained a medium missile turret.
   . System changed to Missile Forge Vats from Radar Ping,
   . Now has permanent double sensor range.
 - Nemean Lion rework:
   . New system allowing to trade range increases between offensive and defensive weapons,
   . Holding fire toggles the "Lion's Hide" with improved damage reduction. (AI ships won't use that yet)
 - Ker bomber OP cost raised to 22 from 18.
 - Corocotta deployment cost raised to 20 from 16.
 - ORION Artillery has yet again changed: it is now "just" a smart gun with weak tracking. (probably a coping measure before I remove it entirely)
 - Phase Torpedo Launcher:
   . Now deploys a mine with significant AOE when emerging from phase.
 - Arc Missile Rack OP reduced to 4 from 5.
 - Arc Missile Pod no longer has any flux cost to fire.
 - Anti-missiles Pad:
   . Increased burst firerate to 2 rpm from 0.66,
   . Increased ammor regen rate to 2 every 5s from 1 every 5s,
   . OP reduced to 10 from 12.
 - Nano-needle Minigun Mk3:
   . Fragmentation dps increased to 1000 from 800,
   . Extra damage raised to 300 energy dps from 200,
   . Range increased to 900 from 800.
 - Laser Torpedoes:
   . Now will detonate on direct impacts for half its rated damage.
 - Ultra-Heavy Energy Blaster:
   . Range extended to 750 from 700,
   . Fires in volley instead of staggered salvos.
   . Flux efficiency improved to 1.2 from 1.33.
 - Ricochet Gun:
   . Flux efficiency improved to 1.33 from 1.5.
 - Heavy Modular Swarmer:
   . Ammo raised to 600 from 360.
 - Coasting Missile Pod:
   . Ammo raised to 20 from 16,
   . Range increased to 10k from 6.

BUGFIXES/IMPROVEMENTS:
 - Fixed a couple of miss-aligned weapons on the Dracanae.
 - Scy's compiled strings are now using the vanilla system instead of a custom one. (my apologies to translators for that change, but at least it's an easy change to make)
 - Updated support for Version Checker.

1.60

BALANCING:
 - Triple Energy Blaster:
   . Range increased to 600 from 500.

 - HeMor mk3:
   . OP increased to 18 from 16.
   . Damage per shot decreased to 500 from 650, flux reduced to 600 from 700.

 - Dracanae-class cruiser:
   . Deployment cost reduced to 15 from 19.

 - Campaign faction fleets:
   . Auto-resolve battles for the AI fleets now more even and consistent with player battles.

BUGFIXES/IMPROVEMENTS:
 - Externalized all compiled strings to ease translations
 - Alternate skin pack now provided as an independent addon mod
 - Nosos interceptor can fire its swarmer.
 - Definitely fixed the modular ship death upon deployment.

1.58

RC4:
 - Singularity Torpedo:
   . Ammo now limited to 15.
   . Pull intensity reduced by 80% but duration increased by 600%.
 - ORION Artillery:
   . Fixed max skill lightspeed bug.
 - Fixed a few descriptions.

 - Added Starship Legend compatibility.
 - Added Commissioned Crew compatibility.
 - Added Ruthless Sector compatibility.
 - Added New Beginnings compatibility.
 - Added Vayra Sector compatibility.
 - Improved Nexerelin integration.

 - Prism Freeport removed (fully given to Nexerelin instead), replaced with Amity Freeport and its Discount Seller.

BALANCING:
 - Burn rate of several ships increased by 1 (but before reaching for your pitchfork, remember they have a higher sensor profile while moving)
 - Scyan Engineering hullmod:
   . Stealh/Signature effect slightly toned down to -25/+25% when still/moving from -33/+33%.
 - Orion Artillery rework:
   . Range reduced to 1000 from 1500.
   . Projectile acceleration massively reduced.
   . Removed HE to KE damage conversion (now fully KE).
   . Added slight target tracking.
   . Ammo reduced to 4 from 8, clip size reduced to 2 from 8.

BUGFIXES/IMPROVEMENTS:
 - Siren's system cannot move stations anymore (sorry).
 - Economy slightly reduced in regard to other larger factions.


1.57

BALANCING:
 - Significantly nerfed the Nosos Interceptor:
   . Halved the beams DPS.
   . Gave them a 10 deg arc to improve the time-on-target against other fighters.
   . Missile swapped to 4 swarmers from single kinetic rocket.
 - Eris Interceptor buf:
   . 6 fighters per wing from 4
   . OP raised to 3 from 2.
 - Interception gun ammo regen slowed by 30%.
 - Dramatically reduced the base value of Intelligence Data Chips (10000 from 50000).
 - Improved the Intelligence Command reveal rate of Pirate and Pather bases.

BUGFIXES/IMPROVEMENTS:
 - Fixed Singularity Torpedo making fighters taking off invincible.
 - Fixed missing package illustration.
 - Fixed undercrewed Nexereling start.
 - Removed Acheron's abandoned mining station.


1.56

CONTENT:
 - Alternate skin pack available.

BALANCING:
 - Frigates and some destroyers buffed (longer PPT, slightly more armored...)
 - Minimal Preparation Hullmod no longer use a Logistic Slot.
 - Scy now uses an improved vanilla station for Elysee's defense.
 - Miniguns chargeup time increased by 50%.
 - Manticore system switched to Engine Jumpstart from CIWS drones.

BUGFIXES/IMPROVEMENTS:
 - Massive VRAM optimization.
 - Removed Prism military market.
 - Vastly improved High-End Seller weak weapons selection,expanded the ship selection too. (only for non Nexerelin games)
 - Hopefully fixed retreat bug using ships with modules (please report to me if it still happen regardless of the ship's mod).
 - Clarified some (in)compatibilities between hullmods.
 - Improved Laser Torpedo detonation logic, slightly modified flight behavior.
 - Added a third blueprint package dedicated to weapons.
 - Slightly raised the Antimatter station orbit to avoid fleets bumping into the corona and unable to reach it.


1.55

BALANCING:
 - Ship prices raised to 0.9.1 levels, some fleet points and deployment costs reductions.
 - Deployment and Maintenance costs normalized to each-other.
 - Scyan ships now have their monthly maintenance halved when flying under burn 3 instead.
 - Industries shuffled around according to 0.9.1 rules.
 - Custom industries prices and maintenances adjusted for 0.9.1.
 - Prism's Ship Market heavily nerfed as an industry all around.
 - Interception Gun:
   . Now can reliably hit ships and fighters too.
   . Added 50 EMP damage (25 sustained dps).
 - Scyan blueprint packages prices lowered to vanilla levels.

BUGFIXES/IMPROVEMENTS:
 - Acheron system moved a bit away from the core.
 - Astrapios:
   . Trail now renders below the explosion.
   . Projectile now passes through missiles.
 - Anaplekte CIWS drones now use Interception Guns instead of Miniguns.
 - Akhlys escort fighter Micro Flak replaced with Active Flare system.
 - Nemean Lion large mounts now turrets instead of hardpoints.
 - Keto modules now equipped with Interception Guns instead of Vulcans.
[close]

You like the mod? Consider subscribing to Tartiflette's patreon

  Big thanks to all the modders that helped to create this mod:
Cycerin, Debido, Mesotronik, Dark Revenant, Silentstormpt,
Histidine, SniZupGun, Deathfly, 19_30 and many others.

Music composed by Fastland, aka Cycerin


13
Mods / [0.97a] SEEKER - Unidentified Contact v0.6.2
« on: February 26, 2024, 10:37:09 AM »

Venturing in the dark outreaches of the Persean Sector is a pathway to salvaging ships with many abilities, some considered to be unnatural.

download link removed -Alex

Earliest save compatible version: 0.61
Requires LazyLib and MagicLib

 This ship pack provides a wide selection of more than 30 vessels that do not exactly match existing vanilla aesthetic or gameplay styles. They range from the uncommon and unconventional class to some properly rare (and expensive to deploy) super-ships. Still, everything should be balanced with proper strengths and weaknesses; including some new balancing levers such as exotic weapons interfering with each other, to avoid any power creep.

 The intent here is to offer enough different "white whales" that you are both guaranteed to encounter several of them in any given run, yet each would be rare enough that you won't be able to collect them all in a single play-through. If you are using Nexerelin however, you will be able to start directly with some of the uncommon ships. I would even advise trying some of the very enjoyable "player-bait" destroyer starts.

Small selection of the ships you may encounter
     
     Hedone-class armed yacht

 Gustav Royal Starworks' best selling premium yacht, ideal for the affluent needing to travel in comfort and security.
     
 
     Aethernium-class militarized racer

 Fast and economical courier that never walks away from a fair fight.
     
 
      Butterfly-class private security destroyer

 Makes up for its lack of versatility with raw frontal firepower.
     
 
     Five-five-seven-class bounty-hunter destroyer

 Flashy coat of paint, big gun that makes a big noise, daredevil attitude, badass in every way.
     
 
     Obelisk-class luxury liner

 Guaranteed to impress your guests somehow, either with its ostentatious design and facilities, or with its massive gun.
     
 
 
 
 
     Tumbleweed-class explorer

 Jack of all trades, master of none...
     
 
 
 
 
     Bullhorn-class heavy cruiser

 Slightly more agile and versatile than a Dominator-class, even more vulnerable from the rear.
     
 
 
 
 
 
 
 
 
 
 
     Cassowary-class support battlecruiser

 The true nemesis of captains with OCD.
     
     Malet-class frigate

 Small whacker to deal with those pirates cropping up everywhere.
     
 
     Adze-class destroyer

 Designed to shave that smirk off of your opponent's face.
     

 
     Halligan-class cruiser

 When you can't choose between DAKKA spam and missile spam.
[close]

Screenshots











[close]

Changelogs

0.61
 - Nova name changed to Stellar
 - Plague Infection settings tweaked to be lower
 - removed deprecated code
 - allowed generation of Plague Bearers in ongoing save games

0.53

 - Added 3 new Nexerelin custom starts:
   . Mulligan!
   . Break-up Hanghover
   . A Knight's Tale

 - Fixed boss bounties not showing up
 - Fixed missing Siegfried description
 - Added missing limited descriptions for the bosses

 - Guru: 850 armor (+150), 7000 hull (-1000), 550 dissipation (+150)   
 - Devotee: 6 DP (+2)
 - Believer: Built-in ECCM and Expanded Missile Racks.
 - Cultist: Plasma Jets instead of Maneuvering Jets, 400 armor (+100)
 - Haymaker: hit feedback improved, 6 ammo (+2), 0 EMP (-400), 250 sustained DPS (+94)
 - Eager: hit feedback improved

0.52

[RC2]
 - Fixed crash related to the bosses' loot generation,
 - Fixed issue with Rampage not deploying,
 - Fixed issues related to the bosses' spawn locations,
 - Fixed issue with Plague-bearer wings not launching,
 - Fixed the Reality Drill script not being applied.

BALANCING:
 - Minor and major tweaks to the Umpire Beam and Whiplash Blaster.
 - Augur-class EMP Discharge system cooldown halved down to 8s.
 - Hedone-class Time Splitter system CR cost doubled to 2% per use.

BUGFIXES/IMPROVEMENTS:
 - Fixed an issue with the Balisong system.
 - Fixed Tumbleweed's Drone system missing a description.
 - The Titanic wreck should spawn further away from blackholes.
 - BOSSES:
   . Clarified some special items descriptions,
   . Lots of improvements and fine-tuning,
   . Double wreck drops should hopefully no longer happen,
   . Added more ways to get pointed in the right directions,
   . Broke the monolithic fleets in multiple smaller ones,
   . Changed the final boss' ship system,
   . All bosses ships have exceedingly slow post battle repairs. Go at them a second time if the first assault failed without losing your "progress",
   . Boss bounties now have a 10 years deadline,
   . More goodies in salvage!
 - Plague-Bearer LCPs can no longer be mounted on non Plague-Bearer ships, removed the Quarantined Flight Deck hullmod.
 - Proofreading...

0.51

[RC2] Fixed most (all?) crashes related to the "Lucky Strike" Nexerelin start.

NEW CONTENT:
 - Added 6 new special bounties that point towards exploration-based content (if you have yet to find it after a certain amount of time).
 - Added 2 new Nexerelin custom starts to twist the formula a bit.

BUGFIXES/IMPROVEMENTS:
 - 557-class: Fixed system not applying the main gun extra ammo properly.
 - Improved armor grid of the Halligan and the other gunships. They are now also displayed "naked" in refit.
 - All the rare-but-not-unique bounties now have much spicier loadouts.
 - All bounty captains now have better suited skills.
 - Many ship descriptions got a much needed polish pass.
 - Made all the plague-bearer encounters approximatively 267% audio-visually more impressive.


0.50

NEW CONTENT:

 - Added 13 special bounties to hunt the unique ships. Those no longer appear in random fleets.
 - Added 10 early-game bounties giving access to rare ships if you are up to the challenge.
 - Plague-bearers:
   . Now spawn in random systems.
   . Will aggressively hunt the player once attacked.
   . Drop some *very* compelling new rewards.
   . Now has a custom musical theme, composed by Mesotronik, and made possible by the donations from all my generous patrons.

BALANCING:

 - Augur-class frigate:
   . Added one small missile hardpoint to improve the ship's behavior and its use of the system,
   . EMP Discharge system cooldown raised to 15s from 10,
   . Shield efficiency improved to 0.6 from 0.7,
   . OP amount raised to 50 from 40.

 - Endymion-class frigate:
   . Hull and armor raised to 2250/200 from 1000/100,
   . Flux dissipation raised to 350 from 275,
   . Small hardpoints now UNIVERSAL from MISSILE,
   . OP amount raised to 70 from 60.
   > The Hyperion got such a huge jump in power in 0.95!

 - Hedone-class:
   . Time Splitter system default time acceleration reduced to x10 from x16,
   . Time Splitter time acceleration raised to x15 with the System Expertise skill,
   . OP available raised to 50 from 45.
   > The Hedone should still be amazing while it lasts, but also a smidgen more versatile now

 - Marksman-class:
   . Perfect reloads now triples the damage of the next shot instead of doubling it.
   . Reload system tweaked to behave better with high level officers.
   . Reload system gets much easier to use with the System Expertise skill.
   . Hull and armor raised to 7000/750 from 5000/500.
   > The ship was a bit underwhelming for its fragility so this should fix that.

 - 557-class:
   . Flux dissipation increased to 600 from 400.
   . Redline ship-system no longer generates flux on activation.
   > While somewhat fun, it was difficult to let the main gun rip given how flux starved the ship was

 - Bullhorn-class: Booster system now gains charges from the System Expertise skill instead of the Expanded Ammo Racks hullmod.

 - Tumbleweed-class:
   . Medium turret is now UNIVERSAL from HYBRID (to avoid some possible weapon type issues when restoring the pirate variant into a regular Tumbleweed)
   . Drone system now now has 2 charges from 8,
   . Now gets one additional drone every 20s.
   > Mostly cleanup for odd behaviors.

 - Balisong-class:
   . System charging no longer affects the engines performances (it still dramatically lowers the firepower)
   . System charging is now significantly faster with the System Expertise skill.
   . Shield is now a bubble front shield at 0.7 efficiency, from a omni 180deg shield at 0.8 efficiency.
   > That last change should hopefully fix most of the issues with modules getting shot off through shields.

 - Clipper-class: Missile Fab system now generates ammo faster with the System Expertise skill.

 - Quicksilver-class:
   . A few mounts are now UNIVERSAL from ENERGY and SYNERGY.
   . Denial Pulse system range lowered to 1200 from 2000, but respects the x2 System Expertise skill bonus.
   . Overload duration now scales with hull sizes. Unchanged at 3s for frigates, up to 6s for a capital ship.
   . Charge up slightly shortened.
   > The pulse effect was a bit anemic compared to how grandiose it is visually.

 - Siegfried-class dreadnought:
   . Now uses a hullmod-swap system to change the configuration of the hull rather than three different hulls.
   . Choose between ATC plus High Maintenance or a true shield,
   . two flight decks plus a Burn Drive system on toggle or the Flux Torpedoes system,
   . two built-in Firecane turrets or a broadsider configuration with four additional large slots plus HBI.
   > The system is currently a bit jank and is most likely to be replaced by a proper paid-for dry-dock reconfiguration at some point. But given that it is now a unique ship, this will have to do for the moment.

 - Titanic-class: Now has Advanced Ground Support.

 - Erasmus-class wing:
   . Rocket pod ammo reduced to 10 from 15,
   . Fire-rate increased to 240 rpm from 45,
   . Minor tweaks to make it more usable by the AI.
   > This wing should now properly operate like bombers.

 - Gatling Lance weapon:
   . Flux requirement lowered to 480 from 600.
   . Now causes Strong Interferences instead of Mild.
   > Using two of them will cause a 160 flux dissipation reduction from interferences, meaning you are still 80 dissipation ahead from before when firing. A more interesting proposition imo...

 - Plague-Bearers:
   . Assortment of buffs to some weapons, and slight nerfs to some of the ships.


BUGFIXES/IMPROVEMENTS:
 - Avatar of Vengeance Nexerelin start is restored.
 - Fixed White-dwarf's inverted guns and their modules.
 - Plague weapons and LCPs should no longer drop from research stations.
 - Fixed NPE with the Marksman-class system under AI control.
 - Fixed NPE with the Augur-class system.
 - Fixed mission crash due to missing background.
 - Fixed Demeter-class generating revenue while mothballed.
 - Kaleidoscope will ignore flares if IPDAI is installed.

0.42

Barebone compatibility update for 0.95a

0.41
BALANCING:
 - Quicksilver-class: increased OP amount to 230 from 200.

0.407

NEW CONTENT:
 - Augur-class support frigate:
   . Assault focused Omen,
   . Same weapons but the EMP system mostly hits a single target within a very short span of time.

 - Endymion-class assault frigate:
   . DPS focused Hyperion,
   . Same weapons but the ship system has been swapped for a Temporal Shell device.
   . Yes, this is insane, and that ship will be a unique one in the future.

 - Malet-class frigate:
   . Tougher and better armed than a Lasher,
   . But also slower.

 - Adze-class destroyer:
   . A mix of an Enforcer and a Hammerhead,
   . More maneuverable than either,
   . Not quite as durable as the former,
   . Can't output the same DPS spikes as the latter.

 - Halligan-class cruiser:
   . Heavier Eagle,
   . Can't outmaneuver its target as well,
   . Much better armored.

 - "Minigun" support weapon:
   . Very long range fragmentation pea shooter,
   . Won't kill much of anything,
   . But it will force the enemy to raise their shield, lowering their top speed.

BALANCING:
 - 557-class:
   . System no longer reduces speed but cost flux to activate. (I swear I will make that ship fun to fly somehow)
 - More tweaks to the hidden stuff!

BUGFIXES/IMPROVEMENTS:
 - Space farm now displays the daily revenue from auctioning produce.
 - Lowered the frequency of some rare ships.
 - Attempted another fix for the Marksman system crash in rare circumstances.
 - Nova is now a unique "boss-like" fleet patrolling a remnant system.
 - Onyx is now a unique derelict that has to be found and salvaged.

0.406

BALANCING:
 - Onyx-class:
   . Sprite rework,
   . Built-in weapons removed,
   . Loadout buffed,
   . System now scales with the flux level, has less charges but much longer duration.

 - 557-class:
   . System no longer affects flux stats but improves maneuverability (still increase ballistic ROF and loads the main gun with extra ammo)
   . Asteismos gun now has only 2/3rd of the ammo, but 1.5 times the damage per shell.

 - Various buffs to most of the bosses, more content, polish, locations further randomized.

BUGFIXES/IMPROVEMENTS:

 - Set some "SYSTEM" weapons such as flares to "HIDDEN" so that they don't get disabled by EMP arcs.
 - Set all 557-class variants as Goal variants so that they can be selected in refit.
 - Fixed a CTD with the Marksman's system when used while in autopilot as the player ship.

[close]

You like the mod? Consider subscribing to Tartiflette's patreon


14
Mods / [0.97a] Unknown Skies v1.0.3
« on: February 26, 2024, 10:31:20 AM »

Explore new systems, with more varied planets and backgrounds.

download link removed -Alex

This mod significantly expands the variety of systems and planets you'll encounter while exploring. Adds 69 system backgrounds, 40 planet types and 14 uncommon or unique planetary conditions that can make or break a colonization candidate, as well as a few new ambiance sounds for different terrain types.

This mod does not affect the amount of "good" or "bad" planets you will find in the sector, only increase the variety of planets inside each vanilla category.

To modders: you are welcome to use these backgrounds and other textures in your own mods, but please make sure to use the same names and paths for your planets/ring/etc textures as to not needlessly bloat the memory.

Screenshots:

Spoiler




[close]

Changelog

1.0.3
Updated for 0.97a with some grammar and spelling adjustments.

1.0

[RC2]
- Fixed Underground Tunnels tooltip.
- Added save patching code to re-assign the new backgrounds to existing systems.
> Interestingly, this means US can be added mid-playthrough and it will add the new backgrounds.

[RC1]

- Reworked backgrounds:
   . Now includes 69 backdrops (from 27),
   . They are somewhat more consistent in art-style and darker as to not disrupt gameplay.

- Background list can be expanded through modSettings.json entries with third-party sub-mods,
- All strings have been externalized for ease of translation,
- Very rare planets types and conditions have been made unique, often with stronger effects. (Artificial, Magnetic and Perpetual Storm planets, Parasitic Spores, Xeno-fungus and Lingering Virus conditions),
- Added "Chemical Crystals" uncommon condition that can show up on toxic worlds to give them *some* colonization value from time to time.

0.43
- Compatibility patch for 0.95a

0.42
- Removed 0.9a workarounds
- All planet types have the proper conditions generated
- Special planets in non proc-gen system now get the proper special conditions

0.41
- Fixed effect scaling with Magnetic Crust effect

0.40
- Added two more rare planet types
- Added rare planetary conditions

0.21
- Procgen adjustments

0.20
- Added 12 new planet types

0.10
- Initial release
[close]


Thanks to Tartiflette for making this mod.
Thanks to Serenitis that provided some of the planets maps.

You like the mod? Consider contributing to Tartiflette's patreon

15
Mods / Re: [0.96a] Exotica Technologies v1.8.5 - updated Jan 21st
« on: February 26, 2024, 10:27:52 AM »
Has anyone tried to see if the 1.8 versions of this works with the latest version of Starsector?

it won't have an issue, just change the mod info json

i haven't updated it officially yet because theres some content i want to add to the mod

Sorry to bother you but I had a quick question about your next update.  Do you think it might break saves that are using the current mod version?  I was debating as to whether or not to start my first 0.97 game yet but thought I might ask about this first to decide whether to wait until your next release or not.

won't break saves.

Are we able to salvage Exotica Upgrades? or Can we only salvage them from recovered ships?

they are salvaged as normal salvage (like supplies, metals, fuel) and also on ships that you recover. next update will add an option that lets you see recoverable ship upgrades post-battle, which makes it a lot easier.

Pages: [1] 2 3 ... 17