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Messages - Protonus

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1
Mods / Re: [0.95a] Unusually Gullible Hullmods 0.3.0g
« on: September 22, 2021, 08:07:25 PM »
Shunt Distributor flux dissipation percent bonus is only set to 10% instead of 20% that's indicated in the description.
Code
stats.getFluxDissipation().modifyPercent(id, 10f);
Really fun mod btw! Cheers!

Noted. Both variables are linked now. Though it's actually 15% and neither of the two that I somehow managed to miss. ._.

2
Mods / Unusually Gullible Hullmods 0.3.0f
« on: September 17, 2021, 08:44:53 PM »
Hey, so for some reason this mod isn't working properly in my game, I have no idea why that is, but I'm running with a whole lot of other mods (some of which also add more hullmods).
It seems to be working fine, if i enable just your mod, but I haven't been able to pinpoint what mod causes this one to break.
The way it breaks is basically just, that you can still get the blueprints for the hullmods, however, when you want to add new hullmods none of yours show up for some reason.
I've never tried making my own mods for Starsector, so I don't know if there is an error log/console log, which I could send you somehow, if there is please tell me, then I'll send you the log, otherwise I'll just do the old trick of disabling half of all mods and that to find out which mod is causing the issues, even if it takes an hour each time to reload the game...

I'll see what I could do once I get the log. And hopefully decipher it...

hey if i wanted to change some of the values on the regenerative armor/hull mods what would i have to do?  neither excel nor notepad++ are showing the values i want to alter

It can be change within the jar script. I'm going to provide in the 0.3.0g version with its src files that have to be compiled to commit the changes.

Inverted phase dilator seems to reduce the cooldown to zero. is this intentional? I just tested it on a Doom and I can spam it with zero cooldown.

I'm not sure how to read this but, as far as I know, once you use phase once it turns off immediately triggering the vibrating coil effect with the bonus tied to it.

3
Mods / Re: [0.95a] Unusually Gullible Hullmods 0.3.0f
« on: July 15, 2021, 05:08:42 AM »
What makes these mods so gullible?

Just a nudge into how the hullmods would work out differently. They aren't special, they just pad in stuff that wouldn't normally be in Vanilla with some being a niche QoL.

You'd usually look into these and yeah, how I thought the name is there. Even though they're Unusual and not Gullible in the tag.

4
Mods / Re: [0.95a] Unusually Gullible Hullmods 0.3.0f
« on: July 14, 2021, 10:53:18 PM »
you've got a couple of mods in this that do interesting things with phase ships, which almost no other mod touches. & I noticed a lot of them use increasing the time it takes to phase/unphase & increasing the cost of doing so as a drawback, which made me wonder... would it be possible and/or make sense to make a hullmod that just drastically decreases the time it takes to be able to re-phase for flickering & weaving between shots with much more fidelity? Also probably make sense for it to reduce the cost of activating phase but increases the cost of maintaining phase proportionally, to encourage staying in phase as little as possible & discourage using it to cruise.

To put it, the Phase Frame and Inverted Dilator becomes effective when you flicker the phase. Having the Phase Cooldown as the duration of these abilities.

And yeah, I didn't think this method has been used before. Thankfully with the cooldown being a status, there's room to experiment around this mechanic.

also, just a thought; is there a way to increase the time it takes to unphase after you activate phase? bc if so you could also make an interesting hullmod that converts phase cloak into a high-tech burn drive, where maintaining the cloak costs almost nothing but activating the cloak costs a bunch more & once u activate phase you cant unphase for a while, but while ur phased the time slow is much higher than it normally would be -- enough to be faster than 0 flux. So the point of it is using it to cross long distances faster. You could abuse the decreased cost of maintaining phase to stay in phase for much longer, but, doing so would make the ship break down at a proportionally faster rate

It could be weird for the AI to work with a forced engine throttle, but then again like the mechanic aforementioned, it's not yet done before. Let's see if I could work with that.


also a note about phase ships, currently the phase ops skill is literally one of the worst things you can get for the inverted phase dilators. if i may ask, would perhaps making some sort of exception when someone has that mod or maybe making a sort of reverse calculation, as in things that make phase jittering cool down faster makes them actually cool down slower(aka. reverse this one thing about it). the ziggurat is a horrible, horrible option for this hullmod because of the way it works as an example

I am aware with this. Though I usually prefer this, if you tend to avoid the whole Phase-thing entirely, but I might implement in sometime with a script that prevents like the Phase corps skill from interfering with this.

5
Mods / Re: [0.95a] Unusually Gullible Hullmods 0.3.0d
« on: June 24, 2021, 07:37:58 PM »
It's a weird mod.

Though may or may not help break the monotony at least.

6
Mods / Re: [0.95a] Red - the Oculian Armada (0.9.1a) Mod
« on: June 13, 2021, 10:07:37 AM »
Want to give an honest opinion about the mod, I kind of don't like the design/shading. Initially looked decent in the preview but after putting them inside the game, i feel like there is something lacking with this design, it doesn't match the game's aesthetics.

It isn't really in the resembling anywhere close to the locals. And I do have no idea how to put up a unique theme, other than having these hulls really do look like they came from a prefab factory. That or being stuck being a repainted, poorly kitbashed High-tech ships the faction used to have.

I like this faction, its the closest I can get to playing as a rampant AI.
Is there a way to get the big mobile station capital without using cheats/commands?

The Galalixia is a rare spawn for both the market and the fleet. Though, by sheer luck, you might even get a blueprint, through raids or some other means to get rare blueprint.

7
Mods / Unusually Gullible Hullmods 0.2.0c
« on: May 31, 2021, 09:29:32 AM »
Trying to comprehend some of these is like mental gymnastics.

Your assumption is as good as mine. Knowing how many math loops for a single hullmod to get it working. It still works.

8
Mods / Re: [0.95a] Unusually Gullible Hullmods 0.2.0a
« on: May 31, 2021, 02:01:33 AM »
These are very interesting. Altough I'm equally confused as to what they actually do in battle without a GIF, especially Inverted Phase Dilator and Arsenal Clock!

Can this mod be installed on an already ongoing campaign? Are they already unlocked or do they have to be found? Have you concocted some autofits of vanilla ships that use these mods or can only the player make use of them?

This mod only adds in hullmods and the scripts that operate them, so it's fine install it mid-game. Since the mercenaries would be the ones that are going to use them. Though a spare save would be recommended on how some hullmods could do weird things.

The Arsenal clock is directly correlated to the Peak CR duration, which is pretty straight forward. On the other hand, Inverted Phase Dilator uses the Phase Cooldown as the base instead of the Phase itself, which can imply on a lot of something cursed can happen.

Additional, I'm not too good in making GIFs, but I'll see if I could come up with them.

9
Mods / [0.95a] Unusually Gullible Hullmods 0.4.0b
« on: May 31, 2021, 12:33:52 AM »
Unusually Gullible Hullmods

Download Here: RAR / ZIP

0.3.0g: RAR / ZIP
Pre-nerfed Faultline/Autostruct: RAR / ZIP

0.2.0g: RAR / ZIP


Requirements:
      No other mods, but your sanity.

Featured:
      Just some silly hullmods that aren't easily acceptable in the current game's progression or at least makes the experience more terrible to the unfortunate users.

Some hullmods:
Spoiler

[close]

Thanks to:
- Hullmod Expansion.
- Whoever had the regenerative armor cell script since 0.65a.
- Whoever had concerns about my wellbeing as an individual as I make this mod.

Changelog:
Spoiler
Quote
**** Version 0.4.0b ****
   Thrush Warheads:
      Missile Manueverability reduced further from 67% to 80%.
      Missile Health now reduced by 20%.

**** Version 0.4.0a ****
   Auxiliary Superbank Dissipator:
      Flux Dissipation factor reduced from 1.5 to 1.25.
   Expanded Phase Capacitors:
      No longer increases cooldown that benefits both Phasic Armor Frame and Inverted Phase Dilator.
   Bobulated Heral Armor:
      Static 20% Armor bonus changed from Multiplier to Percentage.
   Maximal Shield:
      Script Upkeep multiplier tied to innate variable of 4 instead of 5.

**** Version 0.4.0 ****
   Added Anti-Terminal Reactive Breakers, increases armor damage resistance and weapon/engine repair speed temporarily should the ship overload.
   Added Shunt Diverted Thrusters, Shield Shunt hullmod that increases speed.
   Added Auxiliary Superbank Dissipator, which massively increases Dissipation. Requires a Logistic slot, more overload/vent time, some hull reduction and more maintenance.
   Shunt Distributor:
      Linked variable tied to percentage Flux Dissipation bonus for the exact value of 15%.
   Extended Utility Engineering:
      Use Regeneration and Cooldown nerfed from 15% to 10%.

**** Version 0.3.0g ****
   Faultline Shield:
      Removes effects while venting. Meant to remove endless loop venting on certain ships.

**** Version 0.3.0f ****
   Tachyon Broadcast Comms:
      Implemented a dual logic for Before and After ship creation for the speed reduction.

**** Version 0.3.0e ****
   Autostruct Manufactory:
      Added Effectiveness reduction when losing Peak CR to prevent nigh-immortal instances.
   Tachyon Broadcast Comms:
      Reworking on logic to prevent unnecessary speed reduction overlap.

**** Version 0.3.0d ****
   Faultline Shield:
      Increases Flux upkeep by 2x.
      Reduces shield efficiency by 50% more flux per damage.

**** Version 0.3.0c ****
   Auxiliary Ordinance Forge:
      Fixed the null in the description.
   Phasic Armor Frame:
      Laymanned-ish.
   Inverted Phase Dilator:
      Laymanned-ish.
      
**** Version 0.3.0b ****
   Gravitic Flux Conduit:
      Removed the supposedly non-existent hardflux effect.
      
**** Version 0.3.0a ****
   Reliant Utility Drives:
      Fixed forgotten description change.

**** Version 0.3.0 ****
   Added Auxiliary Ordinance Forge, a match made for Expanded Magazines, increases ammo regeneration and gives regeneration to limited non-missile weapons.
   Added Extended Utility Engineering, a Systems Expertise hullmod.
   Added Phasic Armor Frame, a damper field phase configuration.
   Added Expanded Phase Capacitors, a phase dedicated hullmod.
   Added Tachyon Broadcast Comms, allows fighters to reach much further in the map.
   Added Strikecraft Specialization.
   Added Bulked Fighter Armor, Heavy Armor for wings.
   Inverted Phase Dilator:
      Revived the jittering effect that indicates the state of the phase ship.
   Collapser Shield:
      Shield Efficiency reduction reduced from 2x to 67%.
      Kinetic Damage resistance increased from 67% to 80%.
      Now does Fragmentation resistance up to 34%.
   Reliant Utility Drives:
      Can no longer be equipped by Frigates.
   Gravitic Flux Conduit:
      Finally fixed the mass issue.

**** Version 0.2.0g ****
   Autostruct Manufactory:
      Laymanned-ish.
   Shunt Distributor:
      Added the irremovable condition when Shield Shunt is installed.

**** Version 0.2.0f ****
   Faultline Shield:
      Flux Dissipation is halved when equipped, but normalizes as malfunctions increases.
      Malfunctions only occur when shield is raised.

**** Version 0.2.0e ****
   Inverted Phase Dilator:
      Laymanned.

**** Version 0.2.0d ****
   Standoff Calcutron:
      Peak Readiness reduction increased from 20% to 10%/20%/30%/40%.
   Shunt Distributor:
      Moved from Weapons to Special and Shield.
      Added 20% Flux Dissipation.

**** Version 0.2.0c ****
   Autostruct Manufactory:
      Hull Regeneration increased from 0.2% (1%) to 0.8% (4.0%).
      Energy vulnerability reduced from 50% to 20%.
      Flux Dissipation reduction reduced from 1% to 0.5% per missing Hull.
      Ordinance Points reduced from 8/15/25/40 to 3/6/14/25.
      Hull Cap added that slows regen substantially up to 50000 Hull points.
   Bobulated Heral Armor:
      Fragmentation damage penalty reduced from 100% to 50%.

**** Version 0.2.0b ****
   Arsenal Clock:
      Fixed multiplier that isn't exacted from maximum CR time.
   Collapser / Faultline / Maximal Shields:
      Fixed condition where it should not be available if shield is not existing.

**** Version 0.2.0a ****
   Gravitic Flux:
      Fixed base Mass not inheriting from the hull.
   Hardload Discharge:
      Description changed.
      OP increased from 2/4/6/10 to 6/12/20/30.
      Now provides Armor damage resistance.
   Standoff Calcutron:
      Change maximum value of Energy threshold from 80% to 70%.
         This fixes the exceed value beyond 25% and also adds more leeway for Energy weapons.
[close]

10
Mods / Re: [0.95a] Red - the Oculian Armada (0.9.1) Mod
« on: May 24, 2021, 03:02:50 AM »
What happened to the Ocutek Pirate mod that came with this? Was it integrated?

Ah. I forgot to compile them with it. It's still unchanged, at least.

Edit: Done, it's added again.

11
Mods / [0.95a] Blue (0.7.5) Mod
« on: May 24, 2021, 12:17:02 AM »
Right, I'll work on them.

Additionally, I am aware that Breezer Rounds is causing a lot problems by just existing. So, it's best to stay away from that hullmod until I get the patch up and running. Expect nerfs, since it does a little too well for a raw Damage increase hullmod.



Edit:
Patch may break saves,
but Mission tab would likely do, as it removes the outdated Burning Sensation mission.

This update changes the economy of how the ships are handled and juggled some ship modules.

Blue
RAR / ZIP
Version 0.7.5
Spoiler
Quote
   Missions:
      Scrapped the outdated Burning Sensation mission.
   Ships:
      (Significant change) All XLU ships will receive a base increase of maintenance and recovery cost of roughly 20%* (some can be lower or higher than this value). This directly increases deployment costs.
      Added Heatflux Chamber Feed hullmod.
      Added the 40th Ultra Battlegroup, one variant for each ship size.
         Meant for an elite expirement for Blue's roster. If it works out they'll be kept.
         These ship vary from direct upgrades to radical sidegrades.
      XLU Armorclad Works:
         Supply Maintenance penalty removed.
         Supply Maintenance and Recovery cost reduction of 30% added to compensate the increased deployment cost.
      Lanestate Breezer Rounds:
         No longer has the current bonuses other than Fragmentation.
         Removed Damage bonus, Hit Strength Bonus and Rate of fire.
         Flux sensitive damage mechanic is moved to the new Heatflux Chamber Feed hullmod.
         No longer drops from ruins. Only found in the XLU markets.
         OP cost reduced from 4/8/14/24 to 3/6/10/18.
         (New) Increases Fragmentation damage and flux requirements.
         (New) Increases the OP cost of Ballistic Fragmentation weapons.
      Frenzied Feed ship system:
         Removed the Turning Penalty.
         Rate of Fire bonus tuned down from +200% to +150%.
      Alum:
         Role changed from Heavy Gunship to Gunboat.
      Brass:
         Gretchin Systems and Advanced Turret Gyro built-in added.
         Gatler built-in replaced with Hovlet built-in.
         Hardpoint arcs increased from 5 to 10 degrees.
         Ordinance points reduced from 55 to 50.
      Calc:
         Now sprite change and moved into a 40th Ultra Battlegroup frigate.
         Accelerated Ammo Feed replaced with the new Charged Buster Feed that increases damage in exchange for firing speed and increased flux.
         Modular slot changes:
            From 1 Small Hybrid, 1 Small Missile, 1 Small Composite, 2 Medium Ballistic
            To 2 Medium Ballistic, 1 Small Hybrid, 1 Small Missile, 1 built-in Gatler, 1 built-in 40th Autocannon.
         Hull increased from 1500 to 3000.
         Armor increased from 300 to 400.
         Flux Capacity increased from 2200 to 4000.
         Flux Dissipation increased from 200 to 350.
         Ordinance points increased from 50 to 60.
         Shield Efficiency reduced from 0.8 to 1.2.
         Base Price increased from 32000 to 80000.
      Gaul:
         Ship system changed from Flares to Active Flares.
      Espron:
         Flux Capacity increased from 4000 to 6500.
         Flux Dissipation increased from 320 to 450.
         Ordinance reduced from 105 to 90.
      Cobble:
         Resprited.
         Role changed from Freighter to Armored Freighter.
         Ship system changed from Flares to Active Flares.
         Modular slot changes:
            From 2 Small Hybrid
            To 3 Small Ballistic, 2 Small Composite, 2 built-in Gatlers.
         Armor increased from 450 to 600.
         Ordinance points increased from 25 to 35.
         Flux Capacity increased from 1200 to 2000.
         Flux Dissipation increased from 80 to 150.
         Top speed increased from 50 to 60.
         Acceleration increased from 25 to 30.
         Deceleration increased from 10 to 20.
         Mass increased from 400 to 500.
      Azurim:
         Sprite and Loadout overhaul and turned into a 40th Ultra Battlegroup Cruiser.
         Role changed from Pocket Battlecruiser to Blockade Cruiser.
         Added High Resolution Sensors.
         Modular slot changes:
            From 2 Large Ballistic, 4 Medium Ballistic, 2 Small Ballistic, 1 Large Missile
            To 1 Large Hybrid, 2 Medium Composite, 4 Small Ballistic, 2 built-in Gratler.
         Added 1 Armor module with 5 Small Ballistic.
         Hull increased from 8000 to 9000.
         Armor increased from 750 to 1250.
         Flux Capacity reduced from 11000 to 9000.
         Flux Dissipation reduced from 550 to 500.
         Top Speed increased from 60 to 70.
         Acceleration increased from 25 to 30.
         Deceleration increased from 15 to 20.
         Maximum Turn Speed increased from 12 to 18.
         Mass reduced from 1800 to 1650.
         Crew capacity increased from 225 to 300.
         Cargo capacity increased from 200 to 300.
         Fuel capacity increased from 180 to 240.
         Peak Readiness time increased from 480 to 630.
         Base Price increased from 100000 to 300000.
         Original Supply Maintenance/Recovery Cost increased from 19 to 22.
      Cobalt:
         Flux Capacity increased from 10000 to 14000.
         Flux Dissipation increased from 700 to 750.
         Shield Efficiency reduced from 1 to 1.2.
         Ordinance points reduced from 195 to 190.
      Duralumin:
         Flux Capacity increased from 6000 to 8000.
         Flux Dissipation increased from 450 to 500.
         Ordinance points reduced from 140 to 130.
      Ferros:
         Flux Capacity increased from 8000 to 10000.
         Flux Dissipation increased from 600 to 700.
         Top speed increased from 40 to 60.
         Acceleration increased from 15 to 35.
         Deceleration increased from 12 to 20.
         Maximum Turn speed increased from 15 to 20.
         Turn Acceleration increased from 6 to 8.
      Sulfate:
         Flux Capacity increased from 7000 to 9000.
         Flux Dissipation increased from 400 to 550.
         Ordinance points reduced from 130 to 100.
      Carbide:
         Flux Capacity increased from 2500 to 6000.
         Flux Dissipation increased from 200 to 400.
         Ordinance points reduced from 120 to 90.
      Colossus (XLU):
         Sprite adjustments.
         Modular slot changes:
            From 1 Medium Missile, 2 Small Missile, 8 Small Ballistic
            To 2 Medium Ballistic, 2 Small Missile, 3 Small Ballistic, 2 Small Hybrid, 4 built-in Gratler.
         Armor increased from 400 to 700.
         Ordinance points increased from 60 to 75.
         Flux Capacity increased from 3000 to 5000.
         Flux Dissipation increased from 80 to 200.
         Top speed increased from 35 to 45.
         Acceleration increased from 20 to 25.
         Deceleration increased from 10 to 15.
         Maximum Turn speed increased from 10 to 15.
         Turn Acceleration increased from 7 to 9.
      Starliner (XLU):
         Renamed to Starliner (Limited).
         Manufacturer set from XLU to Low Tech.
         Loses rare_bp tag. Meaning it can only be found in XLU markets and not dropped from ruins.
      Oxide:
         Resprited.
         Modular slot changes:
            From 1 Medium Ballistic, 1 Small Ballistic, 1 built-in Colossus Mining Blaster
            To 1 Medium Ballistic, 1 Small Universal, 2 Small Ballistic, 4 built-in Gratler, 1 built-in Colossus Mining Blaster.
         Armor increased from 600 to 800.
         Flux Capacity increased from 3500 to 6000.
         Flux Dissipation increased from 80 to 300.
      Chrominus:
         Sprite and Loadout overhaul.
         Surveying Equipment hullmod replaced with High Resolution Sensors.
         Role changed from Warfreight to Arsenal Ship.
         Removed 2 modules.
         Modular slot changes:
            From 1 Large Ballistic, 2 Medium Composite, 2 Large Composite, 3 Small Missile, 3 Small Ballistic, 8 Medium Ballistic,
            3 Hangar Bays
            To 2 Large Missile, 1 Large Composite, 1 Large Hybrid, 2 Medium Missile, 3 Medium Ballistic, 3 Small Ballistic,
            1 Hangar Bay, 4 built-in Gratler.
         Hull reduced from 16000 to 11000.
         Armor increased from 1200 to 1400.
         Flux Capacity increased from 10000 to 15000.
         Flux Dissipation increased from 450 to 700.
         Top Speed increased from 30 to 60.
         Acceleration increased from 10 to 25.
         Deceleration increased from 6 to 12.
         Maximum Turn Speed increased from 5 to 15.
         Turn Acceleration increased from 3 to 6.
         Mass reduced from 3750 to 3000.
         Cargo reduced from 1600 to 600.
         Fuel reduced from 800 to 600.
         Fuel per light year reduced from 16 to 15.
         Maximum Burn increased from 7 to 8.
         Base Price increased from 220000 to 400000.
         Shield Efficiency reduced from 1
      Diaboleite:
         Fleet Points increased from 22 to 26.
         Role changed from Arsenal Ship to Tech Battleship.
         Top speed increased from 40 to 70.
         Acceleration increased from 15 to 25.
         Deceleration increased from 10 to 20.
         Maximum Turn speed increased from 8 to 10.
         Turn Acceleration increased from 3 to 4.
      Gadolinite:
         Fleet Points increased from 32 to 34.
         Flux Dissipation increased from 700 to 1000.
         Ordinance points reduced from 330 to 310.
      Kaolinite:
         Fleet Points increased from 23 to 25.
         Flux Dissipation increased from 600 to 700.
         Shield Efficiency reduced from 0.9 to 1.
         XLU:
            Fleet Points increased from 25 to 30.
            Flux Dissipation increased from 650 to 750.
            Shield Efficiency reduced from 0.9 to 1.
      Tritanite:
      Anthracite:
         Flux Capacity increased from 16000 to 20000.
         Flux Dissipation increased from 700 to 750.
         Arms:
            Flux Dissipation increased from 400 to 450.
         Anthracite (XLU):
            Flux Capacity increased from 20000 to 24000.
            Arms:
               Flux Dissipation increased from 400 to 500.
   Weapons:
      Added the Contrada Flak Tower, fires an interruptible flak burst. Fulfills the role of old Devastator.
      Added the Hovlet, an alternative Thumper. Cheap, simple and just fires Frag bullets.
      Added the Mulleter, another Thumper variant. Replaces the old Amboss Thumper specs.
      Added the Light Calf Mortar, a 4-burst Light Mortar with a moderate delay between.
      Light Tri-Autocannons:
         Resprited to fit its mount more approapriately.
         Charge Down reduced from 0.6 to 0.525.
      Heavy Shotcannon:
         Tier raised from 0 to 1.
      Momus Assault Gun:
         Resprited.
      Superheavy Shotcannon:
         Fix description about how it lied about 32 shots when it does 30.
         Damage recaculated with the correct shot count.
         Flux per shot reduced from 1050 (35) to 900 (30).
      Amboss Thumper:
         Resprited.
         Burst is interruptible.
         Damage reduced from 150x2 to 100x2.
         Flux per shot reduced from 35x2 to 30x2.
         Ammo Capacity added to 240.
         Ammo per second added to 12.
         Reload size added to 240.
         Charge down reduced from 4 to 0.5.
         Burst delay increase from 0.05.
      Phalanx Machinegun:
         Resprited.
         Renamed to Phalanx Minigun Array.
         Damage type changed from Kinetic to Fragmentation.
         Damage per shot reduced from 100 to 25x8.
         Flux per shot reduced from 40 to 5x8.
         Maximum Spread increased from 10 to 20.
         Spread per shot reduced from 1 to 0.2.
         Ammo Capacity added to 1200.
         Ammo per second added to 80.
         Reload size added to 1200.
         Charge down reduced from 0.25 to 0.05.
         Minimum Spread increased from 0 to 15.
         Maximum Spread increased from 20 to 30.
      Warbore:
         Damage reduced from 550 to 500.
         Flux per shot reduced from 600 to 400.
         Ammo capacity reduced from 60 to 20.
         Reload size reduced from 20 to 10.
         Ammo regeneration reduced from 0.5 to 0.4 per second.
         Charge down reduced from 1.05 to 0.9.
[close]

12
Mods / [0.95a] Red - the Oculian Armada (0.9.1) Mod
« on: May 23, 2021, 11:22:47 PM »
This update comes with new script changes and an altered ship.
So, there's a possibility it will crash save.


Also, this is the return of the long awaited removed elite units, expect a bit of a spike when fighting some fleets.

Red: Download RAR / ZIP
Version 0.9.1
Forgotten to be added in the patch notes:
   Campaign planets have their own descriptions in world generation.
Spoiler
Quote
   Ships:
      Important: Updated outdated descriptions.
      Oculian Hull hullmod:
         Supply cost reduction increased from 20% to 25%.
         Supply reduction now carries over to Recovery cost.
      Mikanate Overhaul hullmod:
         Has been completely overhauled:
            Was able to provide flat buffs towards ship stats and increase damage output.
            Now, it accepts 2 core configurations that merges into a specialized core mod.
            Additionally increases flux efficiency for weapons.
            Comes with a Catalyst core that amplifies pure-strain core mods.
      (New) Mikanate Override hullmod:
         A makeshift hullmod that allows non-Mikanate ships to have 2 cores. Only sold in Oculian markets, not dropped.
      Overdriven Clock Systems:
         Priced added.
      Chemical Core hullmod:
         Flux Reduction bonus reduced from 20% to 15%.
         Recovery Cost penalty reduced from 100% to 67%.
      Crystalline Core hullmod:
         Zero Flux bonus multiplier added to compensate Maximum Speed loss.
         Note: The additional multiplier is still seen in the UI but the gameplay stats will say otherwise.
      Chimly:
         Mikanate variant added.
      Chimis:
         Mikanate variant added.
      Chimex:
         Mikanate variant added.
      Chimiria:
         Sprite and Loadout overhaul.
         Modular slot changes:
            From 3 Small Synergy, 6 Medium Energy, 1 built-in Kurtina and 6 built-in Glints,
            To 2 Large Synergy, 4 Small Synergy, 5 Medium Energy and 10 built-in Glints.
         Mass reduced from 2700 to 1800.
         Hangar Module:
            Additional 1 is added to the main hull and is moved to the sides, similar to Old Red Kuria.
            Loadout overhaul:
               Moved Large mount to the main hull.
               Now has 1 Medium Energy Turret and 2 built-in Glints.
      Gretly:
         Mikanate variant added.
      Prily:
         Mikanate variant added.
      Sophis:
         Mikanate variant added.
      Basilix:
         Mikanate variant added.
         Price increased from 32000 to 60000.
      Etna:
         Temporal Overclock:
            Charge Up time increased from 2.5 to 4.
            Active time increased from 12 to 15.
            Charge down time increased from 0.5 to 1.
      Nadia:
         Mikanate variant added.
         Sprite adjusted.
         Added 2 more built-in Glints.
      Utena:
         Fixed Titanic Phase Columns indiscriminately removes any buffs that tie to its current bonuses.
   Weapons:
      Added 1 new Mikanate weapon in the elite roster.
      Added Macroxel and Macroxel+, armored torpedo finishers.
      Ruby:
         Tier reduced from 3 to 2.
         Rarity removed.
      Voxel:
         Tier reduced from 1 to 0.
         Role changed from Strike to Support.
         Cooldown time reduced from 10 to 8.
   Wings:
      Mollusc (Mi):
         Resprited.
         Hull increased from 50 to 100.
         Flux Capacity increased from 225 to 300.
         Shield Arc reduced from 180 to 150.
         Shield Efficiency increased from 0.9 to 0.85.
      Breezes:
         Range increased from 3000 to 4000.
      Elite Breeze/Superelite Breeze:
         Range reduced from 3000 to 2000.
         Attack Run size reduced from 300/400 to 200.
      Kaleidos:
         Collision Bounds simplified.
         Added the missing Autonomous Drone hullmod.
         Mikanate variant added.
         Elite:
            Added the missing Elite Software hullmod.
      Ticks:
         Accelerated Energy Vents hullmod built-in added.
         Range reduced from 6000 to 2000.
         Added 1 Glint and 2 Pirouettes.
         Regular:
            Base OP cost reduced from 10 to 7.
            Wing size reduced from 3 to 2.
            Hull reduced from 200 to 150.
            Flux Capacity reduced from 500 to 200.
            Flux Dissipation reduced from 100 to 50.
         Elite:
            Accelerated Shields built-in added.
            Base OP cost reduced from 18 to 12.
            Wing sized reduced from 2 to 1.
         Mikanate:
            Base OP cost reduced from 25 to 22.
            Elite Software hullmod built-in added.
            Accelerated Shields built-in added.
            Wing size reduced from 2 to 1.
            Hull increased from 250 to 300.
            Flux Capacity increased from 500 to 600.
            Flux Dissipation increased from 120 to 150.
[close]

Perhaps since their lore is (from what i've gathered) kinda rogue ai'ish i'd defnitely be down to see some glitched versions of the current portraits kinda like what the [REDACTED] admirals look like

I've taken this in and made all 6 of the portraits in a glitched state. Since I kinda know how to do it now.

13
Mods / [0.95a] Blue (0.7.4aa) Mod
« on: May 10, 2021, 07:00:48 PM »
Updating still broke my save. Got an error about a Kaolinite slot.

I'm sorry, I had to make the changes were to make the other ships up to date with the current version of game. It's best to keep the current version until the run is done.

Small bug: the included config folder for Industrial Evolution is named 'indiEvo' and not recognized; it should be 'indEvo'.

If there is a way to condemn things in a D&D thing, I would have done it to my fingers already.

Blue
RAR / ZIP
Version 0.7.4aa
Quote
   Campaign:
      Renamed IndiEvo folder to IndEvo to fix the directional exacting of the Industrial Evolution script.

14
I'm just gonna post these, since they've been lingering about for too long.
With Blue and Red already in functioning order to get updates, I don't think I could do more with them.






Give them a home, tidy them up and you get yourself a new faction.

15
Mods / [0.95a] Blue (0.7.4a) Mod
« on: May 08, 2021, 12:39:36 AM »
Warning: This patch will break saves.
Edit: Scratch that, after noticing the ship's use. The removal was reversed.
Hoping it won't break saves still.

Known Issues:
   Auto-assign does weird things on weapons that go above the standard amount a ship could have.

Blue
RAR / ZIP
Version 0.7.4a
Spoiler
Quote
   Ships:
      Chrominus removal reversed.
[close]

RAR / ZIP
Version 0.7.4
Spoiler
Quote
   Very Important:
      Some typos are fixed.
   Campaign:
      Lanestate Union man portrait is available for selection.
      Hixon:
         Is a now a Size 5 market.
         Fuel Production moved to Tanfos II.
      Kirogos:
         Mining industry removed.
      Nexerelin:
         Updated faction relations.
         XLU is now absolute Militarist, moderately Ideological and absolute anti-Hierarchial.
         Now has Anarchist and One True Way traits, but loses Temperamental.
      Commissioned Crews:
         Lanestate Wartorn Gunners:
            Renamed, again, to Lanestate Tourney Meisters.
            Receives an additional buff should an XLCrew be installed:
               Energy Flux efficiency from Waymakers.
               Autoaim Accuracy and Range Threshold from Warshots.
               Wing Damage Resistance from Hardy Boys.
   Ships:
      *Warning, Content Removal* Chrominus has been removed from the roster as Rhodochrosite fulfills its role, see below.
      Power Burn now displays Flux Dissipation bonus in real time.
      Added the Starcrusher, the real Starliner variant of the XLU. Spawns rarely.
      Juggernaught Classification hullmod:
         Streamlined the Range buffs to render the built-in Integrated Targeting Unit redundant.
      XLCrew hullmod(s):
         OP Cost changed from 3/6/10/15 to 5/10/20/30.
      Lead:
         Resprited and Overhauled.
         Is now a Phase Frigate.
         Modular slot changes:
            From 1 Medium Ballistic, 2 Small  Ballistic, 2 Small Missiles
            To 2 Medium Ballistic, 1 Small Composite.
         Added Gretchin Systems and XLU Weapons Overhaul built-ins.
         Fleet Points increased from 6 to 13.
         Hull reduced from 1750 to 1500.
         Armor increased from 400 to 500.
         Flux Capacity increased from 2700 to 3500.
         Flux Dissipation increased from 180 to 250.
         Ordinance Points reduced from 55 to 45.
         Maximum Turn Speed increased from 80 to 120.
         Base Supply Maintenance/Recovery increased from 4 to 8.
      Tin:
         Power Burn ship system replaced with Vector Punch Jets.
      Espron:
         Redesignated from Heavy Gunboat to Heavy Destroyer.
         2 Small Ballistic turrets converted to Gatler built-ins.
         Armor increased from 800 to 1000.
         Flux Capacity reduced from 6000 to 4000.
      Stibium:
         Resprited.
         Added 2 Built-in Gatlers.
         2 Small Composites changed to Missile.
      Duralumin:
         Hull increased from 7000 to 9000.
         Armor increased from 900 to 1000.
      Carbide:
         Armor increased from 650 to 900.
      Cobalt:
         Resprited and Overhauled. Reverted back to its original role, a bloated Dominator.
         Modular slot changes reverted back to pre-Gretchin specifications with slight angle adjustments.
         Vector Punch Jets system replaced with Mad Man's Feed.
         Fleet Points increased from 18 to 21.
         Hull reduced from 10000 to 8500.
         Armor reduced from 1550 to 1500.
         Flux Dissipation increassed from 600 to 700.
         Ordinance Points increased from 165 to 195.
         Top Speed increased from 40 to 50.
         Acceleration increased from 20 to 25.
         Turn Acceleration increased from 4 to 6.
         Mass reduced from 2400 to 1800.
         Shield Arc increased from 120 to 150.
         Base Supplies Maintenance/Recovery increased from 23 to 25.
      Ferros:
         Resprited and Overhauled.
         Receives the new Cobalt role as the current one reverts to its old not!Dominator role.
         Maneuvering Jets system replaced with Vector Punch Jets.
         Gretchin built-in hullmod added.
         Modular slot changes:
            From 1 Small Composite, 2 Small Missile, 3 Small Hybrid, 4 Small Ballistic, 7 Medium Ballistic
            To 1 Medium Universal, 12 Medium Ballistic, 4 Small Missile, 3 Built-in Grattlers.
         Fleet points increased from 15 to 18.
         Hull reduced from 9000 to 7000.
         Armor reduced from 1250 to 1200.
         Flux Capacity reduced from 9000 to 8000.
         Flux Dissipation increased from 550 to 600.
         Ordinance Cost reduced from 170 to 160.
         Top Speed reduced from 50 to 40.
         Acceleration reduced from 18 to 15.
         Deceleration reduced from 15 to 12.
         Turn Acceleration reduced from 10 to 6.
         Shield Efficiency reduced from 1 to 1.2.
         
      Sulfate:
         Resprited, once more.
         Power Burn replaced with Accelerated Ammo Feeder.
         Now has a COMBAT tag.
         (New) Assault Deck Integration hullmod built-in added.
         Modular slot changes:
            From 1 Medium Composite, 2 Medium Ballistic, 2 Small Composite, 4 Small Ballistic, 2 Built-in Grattlers
            To 2 Medium Composite, 5 Medium Ballistic, 1 Medium Hybrid, 4 Built-in Grattlers.
         Flux Capacity increased from 6000 to 7000.
         Flux Dissipation increased from 300 to 400.
         Ordinance Points increased from 125 to 130.
         Top Speed increased from 35 to 40.
         Maximum Turn Speed increased from 20 to 30.
         Turn Acceleration increased from 8 to 12.
         Shield Type changed from OMNI to FRONT.
         Shield Arc increased from 120 to 240.
         Shield Efficiency increased from 1.2 to 1.
         Crew Capacity increased from 420 to 450.
      Scheelite:
         Fleet points increased from 8 to 10.
         Armor increased from 1000 to 1300.
         Ordinance Points increased from 90 to 100.
         Built-in Borers swapped with Mattocks.
      Starliner (XLU):
         Shield Efficiency reduced from 1 to 1.2.
         Spawning rate pulled from 5 to 0.2.
         Since this is going to be a collector's ship, its price is increased from 38000 to 250000.
      Kaolinite:
         Flux Capacity increased from 14000 to 16000.
         Flux Dissipation increased from 500 to 600.
         Top Speed increased from 35 to 40.
         Acceleration increased from 18 to 20.
         Deceleration increased from 15 to 18.
         Maximum Turn Speed increased from 6 to 10.
         Turn Acceleration increased from 5 to 7.
         Ordinance Points increased from 275 to 280.
         Crew Capacity increased from 1000 to 1200.
         XLU:
            Polished sprite.
            Modular slot changes:
               From 1 Medium Composite, 2 Medium Missile, 3 Large Ballistic, 4 Medium Ballistic, 4 Small Ballistic
               3 Built-in Gatlers.
               To 1 Medium Universal, 2 Medium Missile, 3 Large Ballistic, 4 Medium Ballistic, 2 Small Ballistic,
               2 Small Hybrid, 5 Built-in Gatlers.
            Flux Capacity increased from 15000 to 17500.
            Flux Dissipation increased from 550 to 650.
            Top Speed increased from 40 to 45.
            Acceleration increased from 18 to 22.
            Deceleration increased from 15 to 18.
            Maximum Turn Speed increased from 6 to 11.
            Turn Acceleration increased from 5 to 8.
            Mass increased from 3300 to 3400.
            Ordinance Points increased from 285 to 290.
            Crew Capacity increased from 1050 to 1350.
            Cargo Capacity increased from 500 to 550.
      Pyridoxate:
         Flux Dissipation reduced from 600 to 500.
      Rhodochrosite:
         Resprited and overhauled.
         Designation changed from Superfreighter to Dreadfreight.
         Flare Launcher replaced with Reserved Wing.
         Modular slot changes:
            From 2 Medium Ballistic, 4 Small Energy, 8 Small Ballistic
            To 2 Medium Hybrid, 2 Medium Composite, 2 Hangar Bays and 8 Built-in Gratlers.
         (New) Extensive Logistics hullmod built-in added.
         Fleet Points increased from 15 to 26.
         Hull increased from 12000 to 16000.
         Armor increased from 1300 to 1400.
         Flux Capacity increased from 10000 to 12000.
         Flux Dissipation increased from 400 to 600.
         Ordinance Points increased from 165 to 220.
         Shield Type changed from Front to Omni.
         Shield Arc reduced from 120 to 90 degrees.
         Shield Efficiency increased from 1 to 0.9.
         Skeleton Crew increased from 150 to 450.
         Crew Capacity increased from 600 to 1000.
         Cargo Capacity increased from 3200 to 4000.
         Fuel per Lightyear increased from 12 to 20 (Range from 125 to 75).
         Base Supply Maintenance/Recovery increased from 20 to 36.
         Base Price increased from 125000 to 345000.
         Added 3 Engine Block modules where you can shoot them off and make the core block float helplessly in space.
      Anthracite:
         Fixed the (admittedly) lingering incorrect hullmods that have been through several versions already.
      Uranium:
         Replaced Power Burn with Steel Power Burn.
   Wings:
      Mattock:
         Added a Vulcan turret with a 2/3 coverage to emphasize its role.
         Added another Mining Laser, from 2 to 3.
         OP cost reduced from 8 to 6.
      Kalis:
         Fleet points increased from 10 to 14.
         Wing Range reduced from 6000 to 3000.
         Refit Time increased from 36 to 50.
         Flux Capacity reduced from 500 to 400.
         Shield Type changed from FRONT to OMNI.
         Shield Efficiency reduced from 0.8 to 1.
   Weapons:
      Added the Bente Swarm Launcher, the does exactly what it says.
      Hypervelocity Flak:
         Renamed to Hypershot Flak Cannon.
         Ranged reduced from 900 to 700.
         Damage increased from 300 to 600.
         Turn Rate reduced from 30 to 10.
         Charge Down increased from 1.2 to 2.0.
         Projectile Speed reduced from 1350 to 1000.
         Projectile Hitpoints increased from 50 to 200.
      Magpulse Disruptor:
         Added tooltip about its characteristic.
         Damage per second increased from (400) 147 to (1200) 200.
         EMP Damage added from 0 to (400) 200.
         Flux per second increased from (240) 84 to (800) 93.
         Charge Down increased from 0.3 to 0.65.
         Burst Time reduced from 0.6 to 0.25.
         Burst Delay increased from 1 to 2.
      Gaskilo:
         Range reduced from 600 to 500.
         Role String renamed from Denial to Area Denial.
      Gaston:
         Damage per shot reduced from 30 to 25.
         Flux per shot reduced from 50 to 35.
         Range reduced from 700 to 600.
         Role String renamed from Denial to Area Denial.
      Phalanx Machine Gun:
         Tier toned down from 2 to 0.
         Base Price reduced from 6000 to 3000.
         Damage increased from 80 to 100.
         Flux per shot reduced from 50 to 40.
         Charge Down increased from 0.2 to 0.25.
      Quilfling Rack Pod:
         Charge Down reduced from 2.97 to 2.9.
      Quilfling Rocket Barrage: (You would have already expected this.)
         Ammo Capacity reduced from 1200 to 400.
[close]

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