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Messages - Vayra

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616
General Discussion / Re: The new UI
« on: September 14, 2013, 01:29:33 PM »
I've been hearing a lot of griping about the new UI, and to be honest I think I agree with most of it.

In particular, I'm not a fan of UI elements that expand, light up, animate etc. when you mouse over them and/or need to be clicked on in order to yield any useful information. I feel like the shipyard buying/selling screen has really suffered. Being able to sort by ship class and read the ship information on mouseover instead of by clicking on an info button was a great system, and I'm not at all a fan of what has replaced it. I get that combat readiness and repair status are important, especially for ships that you've left at your own station et al., but when I'm purchasing a new ship I care a lot more about the cost and that isn't even visible without mousing over the hull.

The little UI element at the bottom corner of the screen in travel mode is quite nice, but I feel like even that might be better served by using simple labels rather than a pile of icons -- this might just be me getting used to it though.

Overall the new patch is still awesome, as is the game. I just feel like the UI is kind of taking a step back rather than forwards.

617
Mods / Re: [0.6a] Kadur Theocracy v1.0
« on: September 14, 2013, 01:10:07 PM »
These are some pretty nice bashes. Not just "an Onslaught without the wings" bashes or Eagles within Eagles within Eagles within a Conquest.

Hah, thank you. To be fair though, most of them are Falcons within Falcons within Falcons under an Atlas.  ;)

I like the gold paintjobs a lot! Reminds me of the Amarr.

Thank you! I never really played EVE for more than a week, but the Amarr remain one of my immediate inspirations whenever I think about anything good-looking in space. Upon looking them up again, I guess they have some conceptual similarities too, which is kind of cool.

They look good, a little bit symilar to Valkyrians maybe?

Thanks! I think this might have been unavoidable due to us both mainly kitbashing big triangular ships out of Falcon/Eagle parts. It is something I've noticed though, and I'm going to try to push the design a little further away from them.

In my opinion behemoth doesn't seems to fit to the rest of the ships design

The Behemoth is the ship I'm least happy with the sprite for, so that's something I plan on working on. Good to know others see it too and I haven't just gone crazy staring at these images for hours. Any suggestions for how to fix it? So far I've come up with that it needs bigger engines, and a sort of more gradual curve to the rear corners so it's a little less sharp-edged at the back.

618
Mods / Re: [0.6a] Kadur Theocracy v1.0
« on: September 14, 2013, 05:38:48 AM »
But I like tapioca ;...;

I was considering adding some colored accents, though. Maybe in a purple or blue.

edit: That's a job for tomorrow though. While I was working on getting this thing together it somehow turned 5:45 AM. Goodnight, internet.

619
Mods / [0.95a] Kadur Remnant 3.2.3 - life support 2021-03-27
« on: September 14, 2013, 05:31:11 AM »
god rest the theocrats, c+00 (est.) - c+196.10.17

This mod was (not so) recently split and formerly contained both Vayra's Sector and Vayra's Ship Pack. If you're looking for those, please follow the links in the previous sentence.



Download now!

Or click here for the last 0.9.1a version.
REQUIRES LAZYLIB. GET IT HERE
REQUIRES MAGICLIB. GET IT HERE
WARNING: This mod contains foul language, cuss words, anarcho-communist propaganda, dubious game design choices, amateur-at-best art, incoherent java scripts, and updating it WILL break your saves!

User Testimonials

So what's in the mod?
  • New starting options when used with Vayra's Sector, including a starting option aligned with the Kadur Remnant
  • A small collection of High-Value Bounties when used with Vayra's Sector, offering access to unique, one-of-a-kind ship hulls including the Caliph-class Superdreadnought
  • The Kadur Remnant faction, including many new ships and weapons
  • Two new core star systems

Show Me the Ships
Spoiler
Frigates

Mendicant-class Shuttle - The Mendicant is a Kadur light personnel and supply hauler, well-protected for a civilian ship but still far from a proper combat frigate.
Hyena-class Light Frigate - The Hyena has incredible speed, but only light armor and limited outfitting options. A good pursuit ship or light harasser.
Buzzard-class Frigate - The Buzzard mounts a weapon package that some would consider excessive for a frigate, but suffers from a lack of ordnance capacity with which to take advantage of it. Advanced targeting systems make it an excellent close or fire support vessel.
Camel-class Heavy Frigate - The Camel combines Destroyer-grade armor and hull strength with Frigate-level agility. Excels in an assault role, but can also hold its own in a battle line.
Dolphin-class Combat Tug - Little more than a set of Cruiser-scale engines affixed to the rear of a solid wedge of armor plating, the Dolphin has incredible survivability for a tug - even when driven full-speed into an opponent's bulkheads.

Destroyers

Sunbird-class Missile Destroyer - The Sunbird is an aggressive missile ship with the ability to regenerate ammunition, if allowed to do so unopposed. Good as fire support or a torpedo strike craft.
Shirdal-class Light Carrier - The Shirdal is a combat-capable light carrier, boasting two modular flight decks and decently well-armed - though fitting it for both fighter support and front-line combat may be asking a little much of it.
Falchion-class Light Destroyer - The Falchion is a fast and lightweight destroyer, capable of darting in to deal damage from unexpected angles with its forward-focused ballistic weaponry. Of limited use in a sustained engagement.
Archimandrite-class Destroyer - The Archimandrite mounts an oversized weapon in its main forward battery, and backs it up with some light ballistic firepower and an overdrive system. Great as an artillery or assault ship, but vulnerable to being flanked.
Targe-class Heavy Destroyer - The Targe is slow, but mounts a formidable set of ballistic batteries and can temporarily overcharge them for even more firepower. Excellent in a battle line, or assaulting targets pinned down by faster craft.

Cruisers

Sirocco-class Supply Ship - The Sirocco is the primary Kadur logistics ship, carrying prodigious amounts of fuel and cargo and still mounting enough weapons to deter pirates and raiders.
Falcon (K) class Light Cruiser - Built from the original MPC captured long ago by the Kadur Theocracy, their version of the Falcon trades the original's sturdy shields and hybrid weaponry for a pair of missile-capable mounts and heavier armor. Good for fire support or strike duty.
Eagle (K) class Cruiser - Akin to the Kadur Falcon, the Eagle (K) trades high-capacity shielding and energy mounts for heavier plating and all-ballistic assault batteries. An excellent heavy assault craft, or passable gunline combatant.
Golden Eagle class Cruiser - The aptly named Golden Eagle is an up-sized and up-gunned version of its smaller siblings. Replacing the Mass-Aug Ram Jets of the Eagle and Falcon (K) with an overdrive system, it is capable of dramatically increasing its speed, maneuverability, and flux handling for short periods of time. Strong as a fast attacker or gun platform, and a good choice to fly personally.
Rukh-class Fast Carrier - The Rukh is fast enough to deliver strike craft wherever they're needed on the battlefield, but lacks maneuverability or strike weapons of its own. Specialized C&C systems greatly increase the effectiveness of its fighter wings in a dogfight.
Golem-class Heavy Cruiser - Slow but heavily armed and armored, the Golem is a purpose-built anvil for the hammer of the rest of the Kadur fleet to smash their enemies upon. Carries a terrifying array of heavy weapons in mounts that can be overclocked for even more firepower, at the cost of anything approaching mobility. Excels at gunline combat and fleet anchor duty.
Sphinx-class Heavy Cruiser - The heaviest cruiser-class warship deployed by the Kadur Remnant, the Sphinx is a devastating assault and line vessel. Capable of facing down most other craft in the sector and coming out on top, but vulnerable to flanking attacks and sustained pressure.

Capitals

Ziz-class Battlecruiser - The Ziz is a fast light capital, relatively lightly armored but not lacking in firepower. Twin large missile mounts and an overdrive system give it the power to excel at chasing down cruisers and pouncing on vulnerable enemy capitals, but it will fare poorly under sustained pressure.
Seraph-class Battlecarrier - Purpose-built to act as a force equalizer against hostile fleet carriers and battleships, the Seraph mounts anti-capital weaponry and provides anti-fighter support via its experimental Mass-Anomaly Field ship system - which notably, affects all strike craft not launched by itself or smaller Kadur dedicated carriers. A wise commander will field only one or two Seraphs at a time, and ensure they are deployed far from both each other and any additional friendly carriers or ships with converted hangars in the battlespace.
Prophet-class Battleship - The Prophet is a true leviathan, bristling with heavy guns and well-protected behind thick armor plating but ponderous in its movements. Demands fleet escorts to keep its flanks clear, but can fight nearly any other ship in the sector when properly supported. An excellent anchor for a battle line, no matter the foe.

Supercapitals
Spoiler

Caliph-class Superdreadnought - No longer available to the Kadur Remnant as the only two extant vessels of the class were lost in c.196 during the Hegemony invasion of their home system, the Caliph-class Superdreadnought was once the flagship of the Kadur Holy Fleet, a symbol of the Theocracy's power and industrial might. Bristling with armament and well-protected by thick armored belts behind a double-layer shield generator, the Caliph is - or was - capable of standing against entire enemy battlefleets and emerging triumphant.

The derelict hull of the KHS-002 'Born of Heaven' can still be seen in the Mirage-Truth system, its cavernous holds and expansive crew decks turned into what is effectively a refugee camp for the few living Kadurans who managed to escape the poisoning of their planet or death at the hands of the invasion fleet. Rumors that the other craft, the KHS-001 'Hand of God', escaped destruction and survives to strike devastating hit-and-fade attacks against the Hegemony are doubtless exaggerated; nothing more than the tall tales of fringe madmen and drug-addled deep space explorers.
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Show Me the Guns
Spoiler
Tactical Weapons
Kadur weapons have been designed and developed over the last 200 cycles specifically for use against their principle enemies - the Domain and its successors; the Hegemony and Luddic Church. Extreme-range kinetics harry enemies as they close and generally carry enough impact to chip away at armor if not caught on shields. Meanwhile, shorter-ranged high explosive weapons with high damage per shot provide an effective way to take advantage of openings and crack heavy armor which can then be exploited by support weapons such as rapid-fire mass drivers and long-range missiles from the backline. Poor muzzle velocity or accuracy at range are common downsides to their weapons, limiting their effectiveness against small craft and more agile ship designs except for those purpose-built to engage strike craft.
Hauberk Light CIWS - Cheap, simple, and easy-to-mount defensive mass driver, firing ultralight flechettes for underwhelming damage, but high velocity, accuracy, and decent range. Effective antimissile defense when massed, but relatively useless against fighters and warships.
Sling ADS Pod - Low-tech, low-cost, and low-maintenance defensive rocket pod equipped with internal systems allowing it to be installed in standard ballistic mounts. Provides flux-free if generally ineffective PD coverage, and requires manual override for anti-ship use.
Jezail Flechette Driver - Long-range kinetic mass driver with high accuracy but limited damage potential.
Light Chemrail - Jack-of-all-trades weapon, firing high-velocity, high-damage fragmentary projectiles at moderate range, flux cost, and rate of fire. Strong against fighters and other small craft.
Volley Driver - Excellent knife-fighting weapon, overpowering enemy shield generators with bursts of light kinetic rounds. Lacks anti-missile targeting unless installed as an upgrade.
Rotary Microfission Driver - Close-in assault/antifighter weapon, firing microscale shells at such a high rate that it shares more traits with beam weapons than it does with more typical projectile guns.
Frag Splintergun - Potent close-range defensive cannon, firing unstable crystalline shards in a wide burst to destroy incoming missiles with area-of-effect fragmentary detonations.
Burst Fission CIWS - Fires microscale fission-reactive shells, devastating strike craft and frigate-scale armor. Fire rate drops dramatically in prolonged engagements.
Chemical Rail Cannon - A dual-mount of the Light Chemrail, sharing its traits. Double the barrels, double the weight of fire. Shared infrastructure results in slightly decreased mounting costs.
Capacitive Canister Gun - Close-range kinetic assault "shotgun". Peppers shields with kinetic spike flechettes in a wide cone.
Multirail Assault Splintergun - Rapid-fire mass driver for short-to-mid-range combat. Fills a cone of space with extremely fast-moving fragmentary projectiles which detonate in a small area burst.
Heavy Jezail Battery - Extreme-range kinetic mass driver with moderate per-shot damage. Suffers from significant loss of accuracy with prolonged fire.
Fission Strike Rifle - Close-range strike cannon firing fission-reactive shells - miniaturized nuclear weapons - with high damage potential. Can fire a rapid double-tap on initial engagement for high spike damage, then settles back to a much slower firing rhythm.
Fission Howitzer - Long-ranged version of the Fission Strike Rifle, firing from a single extended barrel for increased range but lower muzzle velocity and no capacity to double-tap.
Dual Microfission CIWS - Dual-mount microfission rotary drivers, with a point defense targeting system and higher-powered capacitors allowing them to sustain constant fire. Devastating to torpedoes and unshielded fighters, and useful for close assault work against warships.
Gyrojet Driver - Low-velocity linear motor firing kinetic-kill rockets which accelerate to stupendous speeds at range. Excellent low-accuracy bombard weapon.
Crystal Resonance Splintergun - Fires unstable crystal shards with limited magnetic-resonance tracking ability. Splinters impale hull and armor on solid hits and react with each other for additional damage the more of them are stuck in the target. Minimally effective versus shields.
Capacitive Rod Launcher - Heavy kinetic strike weapon, firing a charged capacitive "spike" with the mass of a large fightercraft. Disables nearby enemy small craft and missiles as it flies, and overwhelms low-powered shield generators - along with imparting significant push force - when it strikes.

Missiles
As the Kadur generally rely on heavy cannon as strike weapons to break armor and finish damaged targets, many of their missiles are relegated to more of a shield-cracking or mid-to-long-range support role. Agile SRMs provide the much-needed ability to swat fighter craft from outside of typically forward-focused gun arcs, and potent MRMs, LRMs and VLRMSs give fire support vessels some High Explosive punch to back up their kinetic drivers.
Janissary SSRM - Short-range missile, viable against frigate- and fighter-scale armor and only available as a small mount. Multi-volley ready rack fed by autoloader for extended combats.
Jerboa Microspike - Short-range dumbfire kinetic spikes propelled by a powerful linear motor, only available in small mount sizes. Carry a weak, but still significant, EMP charge. Most useful in a brawl.
Crystalline Splinter Torpedo - Single-mount torpedo carrying 14 unstable crystal shards akin to those fired by the Crystal Resonance Splintergun, only available in small mounts. Devastating in combination with that weapon or each other. Minimally effective versus shields.
Jamadhar MRT - Medium-to-long range guided torpedo, dealing relatively heavy High Explosive damage but slow and vulnerable to point defense; useful for finishing overloaded or disabled targets. Available in small and medium mounts.
Jezebel-class Spike Torpedo - Superheavy kinetic spike torpedo which sheds capacitive-charged chaff as it takes damage. Acts as a "lightning rod" upon striking a target, creating EMP arcs from nearby chaff as well as imparting enough force to push even cruiser-class vessels backward. Available in small mounts or as a medium launcher.
Jericho LRM - Light long-range missile with powerful engine and moderate tracking capability, available in all mount sizes. Multi-volley ready rack fed by autoloader for extended combats, with fire rate decreasing significantly once magazine is exhausted.
Jacana Spike Missile - Medium-range heavy kinetic missile, high-speed and difficult to take down with PD. Available in medium and large mounts.
Joshua AA-MMLS - Dedicated anti-fighter missile battery, available in medium mounts only. Continuous-rod explosive munitions are especially deadly to strike craft but ineffective against even frigate-grade armor. Fed by an autoloader for continual use in long engagements with no drop-off in rate of fire.
Jaya VLRMS - Heavy long-range missile, slow with excellent loiter time until nearing a target and engaging secondary "sprint" stage. Fires spread of explosive submunitions on final approach to evade close-in point defense. Available in medium and large battery sizes.

Large Weapons
Kadur large-mount weapons are generally hyper-specialized in their role, that being crushing enemy capital ships, stations, and other particularly nonmaneuverable targets. Most take Kadur weapon design philosophy to its logical extreme, dealing incredible damage with projectiles so slow or widely spread that they can be avoided with ease by anything smaller than a cruiser.
Ultracaliber Heavy Chemrail - A dramatically upsized chemical rail cannon, firing heavy fragmentary shells at incredible velocity and range. Unlike most Kadur large weapons, the Heavy Chemrail is cheap to mount and most effective against small targets but requires purpose-designed support to crack capital-grade armor and shielding. The only general-purpose or anti-small craft choice among Kadur large weaponry.
Shockweb Canister Battery - A double-barreled kinetic assault "shotgun", filling a wide cone of space with spike flechettes each carrying a residual EMP charge that arcs to nearby targets upon striking. Overwhelms capital-grade shield emitters with sheer weight of fire, and disables any frigate or strike craft swarms caught in its spread and unable to leave the area of effect.
Jahannam Siege Cannon - Fires bursts of kiloton-scale fission shells, dealing extreme damage. Combination of low muzzle velocity and poor accuracy prevents effective use against small or agile targets.
Joachim Graviton Sweeper - Sweeps large volume of space with graviton-warping energy beam. Spikes target's hard flux and causes disabling EMP arcs when impacting shields, but has little effect against armor.
Jinn LRT - Armored torpedo massing nearly as much as a frigate, and boasting similar resistance to damage along with a basic tracking package. Nearly limitless fuel supply, but distinctly underpowered engine.
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Kadur faction information:
Born from the unlikely alliance of two traditionally opposed colonies who banded together during the Collapse to seize their independence from the Domain of Man; the cult-colonies of the Kadur Theocracy were once a great power in the Persean Sector with their own native shipbuilding industry and a powerful spaceborne navy. But now the theocrats are no more -- murdered along with millions of the Kadur people in a brutal conflict which saw the garden world Oasis, the jewel of the Mirage system, seized by the Hegemony and Kadur itself devastated by a Planet Killer-class virus bomb. Now the Kadur Remnant skulk the fringes of the sector in a captured Domain-era orbital fortress and the derelict wreckage of their once-great fleet, fighting a desperate battle for the continued survival of their people.

The faith shared by all Kadur people is still deeply ingrained in every part of their culture, but where the Theocracy was inflexible and hierarchical, the Remnant is decentralized and fluid. Their shared beliefs have grown less dogmatic; focused more now on the connection between individuals forged through mutual hardship, and less on the divine right to power claimed in years past by their religious leaders. The Kadur people remain staunchly independent isolationists, regarding other factions with at best a wary suspicion born from centuries of mutual distrust, but have begun to make some diplomatic connections with other political players in the sector who are hostile to the Hegemony.


More backstory here.

The Kadur Theocracy's fleet doctrine was heavily focused on long-range gunline bombardment, faring best when the enemy is kept at arm's length where the Kadur ships can safely catch shots with their otherwise inefficient shields and return fire with their long-range batteries, backing off to vent flux between volleys. However, since the fall of Kadur itself some warriors of the Kadur Remnant have adopted more aggressive tactics, quickly closing the distance to their enemies and overpowering them with close-range firepower before their weak shields and lack of maneuverability can be exploited.
 
Despite sturdy construction and armor, Kadur vessels don't have the durability to stand in the line of fire, and while their focused drive units provide excellent straight-line speed they certainly don't have the mobility to get themselves out of trouble. They do excel at chasing down fleeing enemies or dashing in to open a gap in enemy lines - as long as they're careful not to misjudge their opponent's strength and overextend.

To summarize:
Faction strengths:
  • High straight-line speed
  • High alpha strike damage
  • Long-ranged ballistics
  • High hull strength and armor
  • Good forward-facing firepower
  • Damn the torpedoes, full speed ahead

Faction weaknesses:
  • Inefficient and generally front-fixed shields
  • Terrible maneuverability
  • Little access to energy weapons
  • Exposed engines and few rear-facing mounts
  • Reliance on armor over shields causes the Kadur to fare poorly in sustained engagements
  • Extremely vulnerable to agile, flanking enemies or overextending

This mod is compatible with utilities, faction mods, ship/weapon packs, Nexerelin, and other non-Total Conversion content mods, and does not require Vayra's Sector, though it does integrate with Vayra's Sector to add additional content when enabled alongside it.

Comments and constructive criticism encouraged.

If you enjoy my content, please consider supporting me on Ko-Fi or Patreon!


Changelog: (note: changelog is updated "live", thus the topmost entry will usually be WIP/unreleased. The latest release will always be the one linked to from the OP.)
Spoiler
3.2.4 - UNRELEASED
- Joshua AAM damage 60 -> 75
- Janissary SSRM damage 60 -> 75
- added descriptions to fighter weapons
- fixed Caliph shield bug

3.2.3
- barebones 0.95 compatibility

3.2.2
- Guardian IFF Comm Array is now modular. Costs 8/16/24 OP, can't fit on capitals.
- gave Prophet (LP) back its ram jets and named it properly this time oops
- added really good music by Samuel Choi (https://www.hanawub.com/)
- POST-CAGE MATCH BALANCE BUFFS
- reduced Forever War shield upkeep from 0.9 to 0.75, Guardian shield upkeep to 0.6 from 0.7
- lowered Targe DP from 11 to 10
- lowered Archimandrite DP from 10 to 9
- Falcon (K) and Eagle (K) now have Guardian-level shield stats (0.6 upkeep, 1.0 eff)
- Ziz now has built-in Advanced Turret Gyros
- increased Small/Medium chemrail damage from 150 to 175, no change to flux/shot (now 0.34 eff)
- increased Ultracaliber Chemrail efficiency from 0.4 to 0.3
- increased Jinn-class LRT launcher base ammo from 1 to 2, increased HP from 3k to 4k
- increased Charged Crystal Splinter (splintergun and splinter torpedo projectile) initial energy damage from 30 to 60
- increased Crystal Resonance Splintergun reload speed from 2.33s per splinter to 2s per splinter, increased (stated) efficiency from 2.something to 2.0, increased projectile HP from 75 to 200
- POST-CAGE MATCH BALANCE NERFS
- increased Sunbird DP from 9 to 11, lowered base speed from 90 to 75, lowered number of Termite drones from 3 to 2 and increased refit time from 6 to 12,
- lowered Gyrojet Driver efficiency from 0.75 to 1.4, base range from 1500 to 1400
- lowered Shockweb Canister Battery (stated) efficiency from 1.0 to 1.2 (real efficiency if all shards hit discounting EMP from 0.666 to 0.8)
- lowered Jacana Spike Missile base damage from 600 to 500
- removed chance for Veles energy rockets to cause EMP arcs, lowered Veles speed from 200 to 180


3.2.1
- added missing SYSTEM hint to Hammer Fusillade built-in
- fixed accidental dependency for probably the 8th time (i lost a Galleon variant in the Kadur files smh)
- lowered tier of several weapons, allowing them to be sold on the open market
- fixed bug where Kadur Raider bar event would get you trapped in the bar forever

3.2.0
- Positron Blast Gun cooldown time increased to 1.4 from 0.9
- Jinn turn rate and explosion radius increased by +50%
- Light and Medium Chemrail damage reduced to 150 frag/shot
- Ultracaliber Chemrail damage reduced to 400 frag/shot
- EMP damage removed entirely from Burst Fission CIWS
- Gyrojet Drivers not nerfed, they're fine :triumph:
- Janissary SSRM-4 max. ammo cut to 4, reload time halved, cooldown reduced to 4s from 6s, this probably makes them strictly better than swarmers but w.e.
- Guardian Engineering tooltip fixed to properly state shield flux upkeep
- Immortal corvette refit time increased to 45 from 30, cost increased to 30,000 from 20,000, speed reduced to 135 from 150
- Veles missiles (Jazerant CP Rockets) now have a 25% chance to cause an EMP arc when striking bare hull
- Arquebusier dissipation doubled (to 120, from 60), weapon damage increased to 275 from 200 and chargeup/chargedown lowered to 0.2/2.8 from 0.2/3.8
- Dirk support fighters now have Guardian Targeting Auxiliaries
- Removed shield from Hoplite kinetic bomber, lowered range of their missiles to 900 from 1200, and damage to 400 from 600
- typo excised from Caliph HVB
- Dolphin-class tugs removed from combatSmall role
- Golem Siege variant extra OP allocated
- Hauberk max spread increased to 8 from 5, damage decreased to 5 from 6
- Capacitive Rod Launcher cooldown decreased to 6.66 from 8
- Faction balance now has the RUBIN SEAL OF APPROVAL. i will not be taking questions thank you
- fixed wrong ID that was causing Kadur raider bar event to not trigger
- wrestled the classLoader that was causing Kadur raider bar event to not trigger into submission
- Gehenna now actually acts like a black hole instead of a sun
- added Rubin Kadur and Pather HVBs (did i say i did this before? oops. i actually did it this time.)
- set all .variant files to goalVariant: true, without looking at them
- added maximumFleetFP to all HVBs (except the Caliph, of course)
- fixed .version file hosting (moved to github)

3.1.2
- Prophet weapon arcs nerfed very slightly
- Armor from Kadur faction hullmods reduced, most ships' base armor increased to compensate
- devoted martyrs will no longer be utterly incapable of being martyred
- TECHPRIEST YOU FUCKER I TRUSTED YOU

3.1.1
- fixed accidental dependency issue (again)
- halved light chemrail turn speed
- lowered all chemrail accuracy and projectile speed slightly
- lowered heavy chemrail damage to 450, was 500
- lowered heavy chemrail range to 1000, was 1100
- lowered hauberk CIWS range to 400, was 450
- lowered Jaya VLRMS sprint speed
- switched sozzer's drones to BOMBER AI
- a few typos excised

3.1.0
- - WEAPONS
- resprited several weapons
- added Hauberk Light CIWS token low-OP PD weapon
- added Light Chemrail, Chemical Rail Cannon, and Ultracaliber Heavy Chemrail general-purpose fragmentation weapons
- added Microfission Rotary Driver (small) and Dual Microfission CIWS (medium) assault/antifighter/PD HE beam weapons
- reworked Fission Strike medium weapon series
- added Jamadhar MRT finisher missile in small (rack) and medium (pod) mounts
- added Jerboa Microspike Launcher small close-range kinetic/EMP rocket launcher
- added Jezebel-class Spike Torpedo in small (single) and medium (launcher) mounts
- added Capacitive Canister Gun (medium) and Shockweb Canister Battery (large) kinetic assault shotguns
- added Jacana Spike Missile in medium (pod) and large (battery) mounts
- reworked Jericho LRMs slightly, large mount now fires 9 missiles (up from eight)
- added Jaya VLRMS in medium (3x) and large (6x) mounts
- added Capacitive Rod Driver medium antishield/EMP strike weapon
- - FIGHTERS
- added Martyr ultralight assault drone wing
- added Termite light kinetic drone wing
- added Dervish light interceptor
- reworked and resprited Dirk support fighter
- reworked and resprited Phalanx heavy fighter
- added Mamluk light bomber
- added Neferi heavy interceptor
- added Abid saturation bomber
- added Arquebusier support gunship
- added Hoplite kinetic bomber
- added Ghulam assault fighter
- added Veles rocket bomber
- reworked Immortal assault corvette, OP cost and shield HP raised
- reworked and resprited Myrmidon into heavy, high-OP strategic torpedo bomber
- - SHIPS
- added Mendicant-class shuttle
- added Archimandrite-class destroyer
- added Sunbird-class missile destroyer
- added Shirdal-class light carrier
- reworked Rukh-class fast carrier
- added Golem-class heavy cruiser
- reworked Sphinx-class heavy cruiser into Golden Eagle-class cruiser
- added (new) Sphinx-class heavy cruiser
- added Ziz-class battlecruiser
- added Prophet-class battleship
- added Qamar Insurgency (Q) skins for Mendicant, Camel
- removed Torturer from campaign, now mission-only
- Hyena fuel cost reduced to 0.5 base (1.0 total with Forever War hullmod)
- Falchion maximum burn increased to 10 (was 9), forget if i increased combat speed or if it was always this fast
- lowered Caliph deceleration to 4 and speed to 20
- set Caliph to not spawn until c.212 (up from c.208)
- Falcon (K) medium turrets swapped to COMPOSITE (were BALLISTIC)
- all variants reworked
- Seraph field system no longer EMPs fighters while paused (oops)
- changed Martyr's Blessing from DP basis to Hull basis, revised some of how it works
- reduced faction hullmod hull HP bonus at frigate level to 500 (was 1000)
- added Sozzer pirate HVB
- added Lightforger Tri-Tachyon HVB
- decrease Kadur shield upkeep (Guardian to 0.7, was 0.8; and Forever War to 0.9, was 1.0) across the board
- - FIXES, ART, ETC.
- removed Looted TPC script (it was lost, it doesn't belong here - also leaky) (thanks Alex!)
- fixed rare crash bug occurring when forcing Caliph shield generator flux above 100% (say by detonating an elite imperium titan missile next to it)
- fixed Guardian Engineering description, stats remain the same
- Mission K6 increased in real difficulty (stated difficulty remains the same)
- added Nex diplomacy traits
- added illustration for Star Fortress Requiem
- added some excellent artwork courtesy of Chloe Kesshoo (https://chloe-kesshoo.jimdo.com/)

3.0.4
- fixed Caliph script issue that would cause continual slowdown over time in combat
- Caliph modular shields hullmod now incompatible with makeshift shield generator... sorry

3.0.3
- fixed accidental dependency on Vayra's Sector... d'oh
- fixed duplication of blueprints with nexerelin start

3.0.2
- fixed crash when starting as Kadur Remnant in Nexerelin

3.0.1
- split the damn mod into three separate mods god DAMN it
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620
Thanks! It's definitely nearing completion here, just a few features (ships and weapons, mainly) that I'm planning to add.

I updated the OP with a general overview of the faction, as well.

621
Lore, Fan Media & Fiction / The Kadur Remnant -- god rest the theocrats
« on: September 07, 2013, 05:00:27 AM »
Backstory notes for my Kadur Remnant faction mod.

Settlement of Kadur and Oasis (pre-c):

Spoiler
A colony of Domain settlers reaches the Mirage system, mostly originating from cultures in the Mediterranean and Central Asian areas of Old Earth. The desert planet Kadur is noted for high natural resource density, and a mining colony is quickly established on its surface. Drawn by the promise of Kadur's abundant resources, several shipbuilding corporations construct a series of orbital dockyards around it as a joint venture for mutual prosperity.

Oasis, originally a desert planet, is selected as a candidate for agricultural terraforming and transformed into a lush paradise of dense vegetation by Domain soil nanites. In an incredible gaffe by Domain settlement authorities, the settlers of Oasis are drawn from a culture historically opposed along religious lines to the mining colonists on Kadur.

Rising cultural tensions between settlers on Oasis and Kadur ensure the development of native military industries on each along with a rigid, militaristic and efficient culture heavily focused on communal defense and the continuation of religious traditions. Extremist groups gather members and political power, but peace born from mutual reliance on the other's resources remains between the agricultural colony and the mining settlement.

A detachment of Domain Colonial Security Forces is dispatched to the system, ostensibly to keep the uneasy relationship between the colonies on Kadur and Oasis
from flaring into open conflict. In reality, it is sent as much for that purpose as to keep the growing native defensive and military capabilities of both worlds in check.

The Domain CSF detachment establishes an orbital fortress circling Kadur, with integrated naval production and repair capabilities. Kadur settlers, aware of the true reasoning behind their presence, view this as an unwanted infringement on their territory. Oasis colonists are equally outraged, but see the placement of the orbital fortress as the Domain choosing sides against them. The peace remains, but political tensions strengthen between both factions and the Domain of Man.
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The Collapse (c+00):

Spoiler
The Collapse occurs. Both blaming their opposites and with increasingly extremist groups at the helm of each, the colonies of Kadur and Oasis attack each other.

A brief war is fought before the Domain CSF, panicked and cut off from their superiors to the collapse, quell it with brutal violence. Oasis leadership suffers exceptionally heavy losses, leaving their colony largely ungoverned. An insurgency movement against the Domain immediately begins on both worlds.

In an unprecedented move, insurgent groups on both colonies unite and successfully seize the orbital fortress over Kadur from the Domain. Surviving remnants surrender unconditionally. A new state is formed from representatives of both colonies, though a lack of surviving established politicians on Oasis means Kadur holds most of the power.

Before their capture, Domain workers in the naval production/maintenance facilities aboard the orbital fortress were able to destroy or jettison most factory control UACs. Left with only a few blueprints for light cruisers and various missile systems and electromagnetic projectile weapons, the Kadur immediately set to work on modifications re-purposing them for various tasks.

Seeking to capture the now incredibly valuable agri-world of Oasis, local warlords attack the system but are repulsed by the new newly christened United Kadur Defense Force with their veteran pilots and soldiers from the recent conflict against the Domain. The shared defense further cements the alliance between the two colonies.
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Reign of the Theocracy (~c+00-c+196.10.17):

Spoiler
The unification of the peoples of Kadur and Oasis by now progressed to the point where denizens of both worlds are more or less indistinguishable from each other, their religions (still deeply important to them) alloy with one another to form a new faith. The two sets of beliefs, already sharing many elements, are now more akin to two sides of the same coin than opposed factions. Followers of one are regarded by the followers of the other more as finding another way to connect with the divine rather than as heretics. The alliance becomes led by leaders of this new faith, under the name of the Kadur Theocracy.

The diligent shipyard workers of Kadur have perfected several new ship hull classes, aided greatly by the well-equipped autofacs present in the Domain orbital fortress and surviving dockyards. Many of these 'new designs' are built through partial fabrication of Domain ships, the parts of which are then cannibalized and put together by manual and robotic labor. Though many of their design elements clearly owe to their shared ancestry, they are definitively unique creations and together form a naval force to be reckoned with.

Incensed by the continued development of technology by the Kadur Theocracy, not to mention their refusal to accept the word of Ludd, the Pather sect make the Kadur a frequent target of their terrorist attacks.

Tech-trading expeditions from Tri-Tachyon are met with suspicion and fear such that the preliminary diplomatic expedition sent by Tri-Tachyon to assess the possible value of the Kadur as trade partners was captured and executed to a man. Ironically, the effectiveness of the Kadur Navy in combat against the Tri-Tachyon escort vessels only served to convince the corporation that the Kadur had technological advancement which could be useful. This leads to an ongoing campaign by the Tri-Tachyon to capture Kadur vessels and weaponry for study.

Assaults by neighboring factions such as the above as well as local warlords and pirates leave the Kadur Theocracy violently xenophobic and mistrusting of outsiders. They fight a continued low-intensity conflict with the Hegemony and its associated forces for their continued survival outside of its control. This xenophobia has also led them to remain independent of the Persean League, a coalition of other small factions that they fortunately have the defensive strength to exist without.

Despite their xenophobic and insular nature, Kadur leadership becomes known to grant sanctuary to unaligned spacers seeking refuge from one of the Theocracy's many enemies, so long as the refugees are willing to convert to the Kadur faith. Though the distrustful Kadur society means these converts will always be considered second-class citizens, and any hint of apostasy is met with brutal consequence, there is still a solid minority population within the Theocracy of those who have come fleeing the tyranny of the Hegemony or local warlords.

Cultures and faiths present among these minority populations integrate into the shared mythology of the Kadur religion, as does an accompanying focus on engineering process as religious duty. Maintenance routines are heavy with ritual, and the launching of each new vessel is treated with more ceremony and pomp than a wedding or funeral. This stems not from ignorance or undue superstition, but instead from an understanding that their independence from the Hegemony and other factions relies solely on their continued ability to construct, deploy, and maintain their own naval force.
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Annihilation of Kadur (c+196.10.17-present day):

Spoiler
Spurred by increasing population on core Hegemony worlds and a desperation born from the hard-fought battles of the second AI war, the usually low-grade ongoing conflict between the Theocracy and the Hegemony flares into sudden intensity. The Hegemony seek the valuable agri-world of Oasis, while on their part the Theocrats seek as always to hold their territory and their continued power over the Kadur people.

The Tri-Tachyon corporation, cowed by their still-recent defeat at Chicomoztoc and embarrassment at Crom Cruach, agrees not to interfere with the Hegemony's imperial ambitions in the Mirage system and in fact compromises the Kadur comm relay through hitherto undetected backdoors to prevent the Theocracy from learning of the coming invasion. A Tri-Tachyon phase battlegroup is dispatched to the system to covertly observe the hostilities and, if possible, collect disabled Kadur vessels and materiel for tech-mining.

A Hegemony heavy attack fleet with a strong backing of armed landing vessels, ground troops, and associated support craft is deployed to the Mirage system in an overwhelming assault on Kadur and Oasis. While the Theocracy's navy is tied up in combat near Kadur, the Hegemony's heavy assault landers descend on Oasis and seize control of the planetary defense grid as well as all major population centers and infrastructure.

During the fighting over Kadur, the planet is hit with a PK-class bioweapon. The entire planetary population, some few hundred million souls, are wiped out near-instantly -- as are the Theocrats themselves. The remaining Kadur forces fight a last-ditch defensive effort around the Domain-era orbital fortress that forms the core of their polity's industry and defenses, finally managing to free it from its orbit and flee with into hyperspace. The Hegemony denies any responsibility for the atrocity committed against the planet of Kadur, citing the illegal status of bioweapons under Domain law. Scattered reports of a phase cruiser of unknown design appearing during the battle to fire the munition remain unsubstantiated.

With the Kadur navy destroyed, corporate interests are free to move in to the Mirage system, and a Tri-Tachyon ice mining and antimatter fuel production base is quickly established in orbit around Yakchal, as well as an independent ore extraction facility over the Mercury-like Burkaan.

Some of the Kadur orbital dockyards are scrapped, some fall to the surface of the toxic planet in great fireballs, and some are squatted by independent actors seeking a place to lay low and unconcerned with the apocalyptic living conditions, such as pirates.

The Hegemony, for their part, moves to secure their hold on the garden world of Oasis: A permanent garrison is quickly erected and a Hegemony occupational governor installed.

On the fringes of the system, in a refugee habitat built onto the derelict wrecks of their navy collected in one of the ice giant Yakchal's Lagrangian points, the Kadur Remnant lick their wounds and begin the long process of rebuilding their society. The surviving few citizens were mostly second-line warship crews and workers on the orbital fortress, and so with all former leadership eliminated the culture focuses more on practical matters, logistics, and problems of organization and supply than it does on the specifics of religious devotion.

The faith shared by all Kadur people is still deeply ingrained in every part of their culture, but where the Theocracy was inflexible and hierarchical, the Remnant is decentralized and fluid. Their shared beliefs have grown less dogmatic, focused more now on the connection between individuals forged through mutual hardship and less on the divine right to power claimed in years past by the Theocrats. The Kadur people remain staunchly independent isolationists, regarding other factions with -- at best -- a wary suspicion born from centuries of mutual distrust, but have begun to make some diplomatic connections with other powers in the sector.

With no societal will (nor, now, the requisite population) to conquer or expand to new colonies, the remaining space-based forces of the Kadur are very aware that they lack a large pool of potential recruits from which to draw. Because of this, the combat style and equipment they have developed emphasizes tough, heavily armored ships and long-ranged combat to minimize any loss of crew. They also feature massive rear-facing engines, which give them unparalleled speed at the expense of anything approaching maneuverability. This hyper-focused technological doctrine is not without downsides -- the Kadur shipbuilders have long since lost the capacity to construct efficient shield generators or any energy weapon or phase cloaking device. Only now are they rediscovering some of those technologies thanks to tech-trades with the few forces in the sector that they feel they can trust.
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622
Can anyone tell me what the "8/6/5/4%" field in ship_data.csv is used for?

edit: thanks  :)

623
OH I KNOW I REMEMBER!!!

BIT DEPTH LEVEL!!!

Open it in paint.net and resave it with a different bit depth

My guess is some sort of issue with the png itself; I've seen this mentioned before. I suspect just re-saving without changing the canvas size would have fixed it. There's nothing about the size of the sprite that should make a difference here.

Thanks for the quick responses, guys. :D All good now.

624
I'm one of those people who doesn't like to post anything they've done until it's "finished".  :-* Really though, I don't see how it could be anything else in the mod interacting with it. It literally seems to only depend on the dimensions of the weapon sprite.

Here's an imgur album. Composite screenshots of weapons both showing up and not, and the exact weapon sprites i used in each case.

http://imgur.com/a/F3IbI

For now I'm just going to trial-and-error different amounts of negative space around the sprite until everything works, but I would really appreciate someone shedding some light on this. Maybe just a weird bug?

EDIT: Maybe it's not the dimensions alone... A different weapon doesn't show up even with the sprite set to the same dimensions. :'(

625
Yeah, the same images have been assigned forever, and I haven't renamed them or moved them out of the directory -- doing that causes a crash, so it's easy to catch. I haven't messed with the .variant or .wpn files either. Plus anyway, I can see that they're mounted in the ship refit window (they show up in text under "weapons". The sprite itself just randomly seems to go AWOL sometimes when I edit it.

I'm testing this by loading starsector after every change and going to Missions, so it's not a matter of needing to reload the save either :(

I'll post a screenshot and the weapon sprites in a little bit, I don't have them here.

626
Quick question: Can anyone tell me what the "proper" dimensions for weapon sprites are? If they're too big they just seem to not show up in game, but I can't determine any kind of rhyme nor reason to it... i.e. one 68 x 72 weapon sprite will show up and a different one will not despite both being .PNGs with transparent backgrounds and the same dimensions (and hell, only slightly dissimilar actual images). Is there a certain aspect ratio they have to keep to? A certain maximum dimensions?

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