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Starsector 0.9.1a is out! (05/10/19); Updated the Forum Rules and Guidelines (02/29/20); Blog post: GIF Roundup (04/11/20)

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Author Topic: [0.9.1a] Kingdom of Terra (v0.9.5) - Hullmods and boring balance changes  (Read 49109 times)


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 The Kingdom of Terra

Download Here (v0.9.5)

In the belly of their hollow planet, the Kingdom of Terra plans its uprising! Prepare your trembling Sector for the marvels of science gone awry, and the horrors of nature unleashed!
The planet Neoterra exists co-spacially within an anomaly that opens a vast, immeasurable pocket of habitable space inside the planet's core, without affecting its gravity or other external properties. The nature of the anomaly causes "real" time to pass more slowly as one ventures deeper into the planet, which has resulted in a human population far older than the hundred-ought cycles that have passed since the planet's discovery. Conditions within the planet are exemplary for sustaining all kinds of life, and the overlapping gradients of timeflow, gravity, heat, moisture, and atmospheric composition allow for unmatched biodiversity - including immense gigafauna unseen on any conventional planet.

Neoterra is home to countless savages who, for centuries, have eked out a hand-to-mouth existence in the planet's harsh underground ecosystem. From that crucible of constant tribal warfare emerged the Kingdom of Terra, Neoterra's foremost political body, ruled by self-styled God-King Tyrannus Rex I and his court of technocrats. Having rediscovered space travel only recently (and accidentally), the Kingdom's agents wasted no time in collecting artifacts and technologies from Persean space. The secrets of these marvels are jealously guarded from the rest of the planet's inhabitants, whose colossal ignorance serves as the Kingdom's fulcrum of control over them. With deception and science creating an illusion of true godhood, the Kingdom corrals the millions-strong population into a fearsome - or, at the very least, numerous - fighting force.

Now, perhaps sipping his own communion wine, Tyrannus Rex I has set his sights on the rest of the Persean Sector, launching his Great Emergence with ambitions of conquest. And while his military doctrine may be questionable, the might of his industry - which, due to Neoterra's anomalous time passage, allows hundreds of hours of production each "outside" day - is perhaps a match for the great multi-system powers of the Sector.

Kingdom ships run the gamut from cobbled-together clunkers to impossible feats of engineering. Common themes include: close-range and melee specialization, articulated multi-module hulls, angled engines and mobility systems conferring unconventional movement, prodigious use of built-in weapons, above-average fuel capacity, and a tendency to invest in armor and hull over shields.

Slingshot-class bomber wing
A stone-age fighter at a rock-bottom price.

Goon-class heavy fighter wing
An imposing pair of barrels.

Snaggletooth-class frigate / Fossil Fueler-class tanker
A caveman-piloted dinosaur skull (and its capacious retrofit).

Smasher-class frigate
A self-throwing brick. (Also available in pirate.)

Queen-class drone carrier
A little frigate with a big family.

Trilobyte-class combat freighter
A multipurpose machine that masters miscellaneous missions while mounting multiple medium missiles.

Rhino-class destroyer / Mammoth-class heavy cruiser
These fossils dig you up. (Rhino also available in jihad.)

Rascal-class frigate / Monster-class destroyer
Well-armed ships that don't pull punches.

Urchin-class frigate / Basilisk-class cruiser
Powerful posteriors producing profusions of pointy pain.

Pulverizer-class battleship
Wrecking ball in the front, atom bomb in the back.

Hatchling-class frigate / Quetzalcoatl-class battlecruiser
Electromagnetic coils.

Kingdom R&D labs are staffed with all the scientists rejected from other factions for their high-risk psych profiles.

Indiscriminate spark sprayer.

Boomstick / Blunderbuss
A familiar-sounding weapon, and its ornery grandfather.

Let he who is without sin cast the first stone.

Bee Shooter
Pump 'em full of bees.

Bully Beam / Big Bully Beam
Pushy PD options.

Grappling Beam
Animal magnetism.

CHAD Lance

Telekinesis Ray
Rearrange the cosmos.

Carcharos SRM
Autoloading shield-nibblers.

Flushpipe-class torpedo / Plunger Flushpipe launcher
Teleports behind you.

Very heavy damage.

Thresher-class torpedo
Pretty much what it looks like.

And if you really like overkill...

Winnower-class meme torpedo
Achieved by breeding a Reaper with a Titan.
(This one is marked as "SYSTEM" in weapon_data.csv by default. Remove that flag to play with it - but it still won't be set to spawn in the campaign, for humanity's sake.)
Videos & gifs

Still to come:
- Faction features & improvements.
- More ships.
- Weapons, wings, hull mods.
- Cool stuff.
- Lore.
- Improvements to existing sprites and mechanics.
- A better post, videos and such.
- More missions.
- Further news on what else is still to come.

Much appreciated:
- Bug & balance testing.
- Sprite criticism.
- Suggestions of any kind.

Thanks to:
- Thule, xenoargh, Snrasha, DrakonST, axlemc131, Makina, and HELMUT for their Spiral Arms contributions!
- DarkRevenant, for inspirational (and in parts copied) code in SWP and Interstellar Imperium!
- cycerin et al., for the same as above but from Blackrock!
- Vayra, Tartiflette, King Alfonzo, and kazi for their great walkthroughs!
- Alex, Sundog, Soren, LazyWizard, Histidine, and anyone else who was helpful in the misc modding thread and discord!
- Interestio for use of his portraits, straight from the Intertesting Portraits Pack (highly recommended)!
- HeartofDiscord, Hasp, and Inabikari for valuable balance feedback!
- Everyone who reported bugs (too many to name)!

Feb 13, 2020: v0.9.5 released.
- New hullmods: Integral Density, Blast Dampeners.
- Quetzalcoatl: Nerfs.
-- Hull, armor, and shield of head segment all reduced by ~15%.
-- EMP emitter: Cooldown increased (9s -> 12s), also affects Hatchling.
-- Overdriven escape: Major speed/maneuverability cut (-40%), also affects Hatchling.
- Smasher: Divebomb nerfed (10x mass -> 7x, 80% damage resist -> 65%). Psst, use the new hull mods to bring it (mostly) back up to spec!
- Trilobyte: Buffed. Receives bonus speed in combat when not equipped with logistics hullmods.
- Flushpipe: Buffed (500en/2000emp -> 750en/2500emp)
- Pulverizer: AI improvements. Should blast off into empty space less often.
- Pulverizer system: Charge-up time increased (3s -> 4s)
- CHAD Lance: Beam will now overload hit modules, as well as the mothership.
- Commissioned Crews hullmod has been changed.

Feb 3, 2020: v0.9 released.
- New ship: Pulverizer-class battleship.
- A load of weapon nerfs:
-- Blunderbuss: Damage lowered (3200 -> 2400)
-- Flushpipe: Damage lowered (1500en/5000emp -> 500en/2000emp)
-- Flushpipe rack: OP cost raised (4 -> 5)
-- Triceratorp: Damage of submunitions lowered (1500 -> 1000)
-- Rockchucker: Fixed bug that made AI too leery of it, no stat changes
- And a buff:
-- Slingshot bomber: OP cost lowered (4 -> 0)

Older Updates
Jan 22, 2020: v0.8 released.
- New ships, all frigates: Rascal, Urchin, Hatchling, and Fossil Fueler.
- New weapons: Flushpipe-class torpedo (small & medium), Triceratorp-class torpedo (small & medium), Blunderbuss (medium ballistic)
- Carcharos SRM buffed: OP lowered (6 -> 3)
- Boomstick nerfed: Flux raised (200 -> 300)
- Rockchucker nerfed: Flux raised (50 -> 120)
- Quetzalcoatl buffed: Changed final tail segment's medium turret (hybrid -> universal)
- Basilisk, Monster, Quetzalcoatl: Subtle AI improvements, and fixed a bug causing AI to fail in sim opponents.
- Snaggletooth: Sprite touchup.
- Kingdom of Terra faction starts out a little less hostile to player and most factions.
- Garghool (system) has an additional jump point closer to the main planet.
- Loads of small tweaks and improvements, both aesthetic and mechanical. I couldn't possibly list them all because I forget most of them.
NOTE: I'm pretty sure this won't break saves, but it's a lot of stuff so who knows! Tread carefully.

Jan 16, 20202: v0.7.3 HOTFIX released.
- Quetzalcoatl no longer becomes a frigate permanently after losing its body. (Any existing frigate Quetz may still remain that way for the rest of its life)
- Grappling beams should no longer appear on pirate stations or ships.

Jan 14, 20202: v0.7.2 HOTFIX released.
- Fixed issue with Basilisk tail out-of-bounds exception (hopefully for good this time)
- Fixed misleading DPS readout of Grinder.

Jan 12, 2020: v0.7.1 HOTFIX released.
- Fixed crash caused by Ouroboros lacking some engines.
- Goon heavy fighter is now correctly labeled in the codex.

Jan 10, 2020: v0.7 released.
- Quetzalcoatl changes:
- - New system.
- - Substantial buffs to head segment's shield, armor, hull (at least double the survivability).
- - Body segment survivability is now concentrated more in the front segments (and received an overall small buff).
- - Body segment shield arc increased (30 -> 45).
- - Auxiliary Thrusters are now built-in, with concurrent drop in OP (150 -> 130).
- - When the body is destroyed, the head becomes a speedy little super-frigate.
- - AI improvements, movement is more slithery than ever before.
- - Changes apply to unique dreadnought version as well.
- New fighter wing: Goon-class heavy fighter.
- New skin: Rhino (LP).
- Carcharos missile: Buffed (75 -> 100 dmg). Also affects Snaggletooth version.
- Snaggletooth: Cargo capacity increased (50 -> 75).
- Queen: Shield arc increased (180 -> 360), flux pool increased (1200 -> 1800)
- Weapon distribution changes: Pirates and independents will now have limited access to more common Kingdom weapons and LPCs.
NOTE: Shouldn't break saves, BUT if you have an existing Quetzalcoatl, it might look and play a little funny.

Jan 6, 2020: v0.6 released.
Ships & Combat
- New ship: Mammoth-class heavy cruiser.
- New fighter wing: Slingshot-class bomber.
- New skin: Smasher (P).
- Returning ship: Trilobyte, with visual overhaul and some mechanical tweaks.
- Smasher: Ship system buffed (3 charges, flux cost: 1000 -> 500, distance/recovery time halved)
- Smasher, Monster: AI improvements. Will use systems to engage in melee range much more often.
- Across-the-board ship price adjustments (generally cheaper)
Faction & Campaign
- New faction flag.
- New faction portraits.
- New faction ship and person names.
- New dialogue and descriptions for some faction interactions.
- Faction markets now have access to fuel.
- The Kingdom has emerged from the shadows and is no longer hidden! (translation: I gave up trying to get the hidden market to work)
I don't think this one will break saves, though not all changes will appear if you update an existing save.

Dec 23, 2019: v0.5 released.
- Quetzalcoatl changes: Complete sprite revamp, including smaller size more in line with other capitals. Somewhat improved AI on slither movement and ship system. Ship system has been toned down significantly (3.5s duration, from 7).
- Vayra's Sector unique bounty added: Ouroboros-class dreadnought. (iiiittt's biiiiggg)
- Commissioned Crews hullmod added: Terran Density.
- Trilobyte, Bat, Verne, and Invader have been removed from fleets and markets for crimes against aesthetics. Graphical and mechanical overhauls may come in the future, in similar style to the Quetzal. (If you liked any of these ships, let me know, and I will prioritize it higher.)
Say goodbye to these ugly sprites
This one may break saves - assume it does!

Dec 5, 2019: v0.4.1 hotfix released.
- Fixed bug where Basilisk and Smasher systems wouldn't work if the ship had D-mods.
- Fixed issue with improper .csv case that caused problems on Linux.

Nov 30, 2019: v0.4 released.
- New ship: Monster-class destroyer.
- New weapon: CHAD Lance.
- Sprite touchups for Bully & Big Bully.
- Minor aesthetic changes, mostly to codex and statblocks.

Nov 12, 2019: v0.3 released.
- New weapons: Boomstick, Telekinesis Ray.
- Campaign music added.
- Version Checker integration added.
- Some small balance tweaks, notably: Verne reduced to 26 DP (was 30).
- Small aesthetic changes to faction fleet composition, codex entries, etc.
- Under-the-hood changes to improve physics and stop memory leaks.

Nov 6, 2019, 7pm EST: !HOTFIX! ay chihuahua!
- Fixed issue with Basilisk during very laggy battles, where its system would not operate.
- Slightly buffed Basilisk tail weapon to be immune to EMP/flameouts. (EMP will still disable engines, preventing system use, but weapon being disabled was visually confusing.)

Nov 6, 2019: v0.22 released.
- New ship: Basilisk-class cruiser.
- Fixed a bug where Wasp-spawning weapons would add to deployed total.

Nov 3, 2019: v0.211 released.
- BUGFIX: Issue within Nexerelin file caused crashes. (Thanks to Serpens for catching it)

Nov 3, 2019: v0.21 released.
- New ships: Smasher-class frigate, Queen-class drone carrier.
- Two new missions featuring the new ships.
- Fixed bugs and cleaned up code in Rhino drill among others.
This shouldn't break saves, let me know if it does and I'll try to post a fix.

Oct 31, 2019: v0.2 released.
- New faction: Kingdom of Terra.
(Note, the faction and its system still use a lot of placeholder and vanilla assets. Expect everything about it to improve in the future. But it works!)
- New capital ship: Invader-class battleship.
- New weapons: Carcharos SRM, Grinder.
- Buff - Improved Snaggletooth's built-in Carcharos and system, it can now fire twice as many missiles per minute.
- Nerf - Changed Verne's flux stats (capacity up, dissipation down) and turrets (2 medium -> 2 small).
- Nerf - Reduced Rhino's drill's damage reduction (90% -> 80%).
- Fixed an issue with Quetzalcoatl's bounds.
- Minor changes to ship burn levels, variants, codex stuff.
- With the new faction, availability of most hulls and weapons has been cut from other factions.
I'm unsure if this update will break saves - so treat it like it will!

Oct 26, 2019: v0.14 released.
- New ship: Quetzalcoatl-class battlecruiser.
- Hullmod icons added.

Oct 17, 2019: v0.13 released.
- New ship: Trilobyte-class combat freighter.
- New weapons: Bully Beam, Big Bully Beam, Rockchucker.
- Grappling Beam: Physics adjustment. Should work more consistently across different ship weights. (Approximately a sidegrade.)
- Rhino's Drill: Lowered rate of fire, increased damage per shot, mostly for performance during laggy battles.  (Approx sidegrade. Lower overall DPS but higher vs armor.)
- Bee Shooter: Increased DPS, decreased OP cost. (Buff)

Oct 8, 2019: v0.12 released.
- Bat-class phase destroyer added.
- Grappling Beam added.
- Adjustment to Verne's built-in hullmod and speed. (Overall buff)

Oct 7, 2019: Fixed bloated .jar file.
« Last Edit: February 21, 2020, 11:06:42 AM by Sinosauropteryx »


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Re: [0.9.1a] Kingdom of Terra (v0.1)
« Reply #1 on: October 06, 2019, 03:19:00 PM »

This is a great, corny idea!  Needs moar Flying Saucer.  Preferably flown by reptilians.
Please check out my SS projects :)
Xeno's Mod Pack


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Re: [0.9.1a] Kingdom of Terra (v0.1)
« Reply #2 on: October 06, 2019, 03:59:29 PM »

Thanks :) I may just have plans for something along those lines, but first I'll have to grok the scripting of multi module ships.


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Re: [0.9.1a] Kingdom of Terra (v0.1)
« Reply #3 on: October 06, 2019, 04:21:26 PM »


Harmful Mechanic

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Re: [0.9.1a] Kingdom of Terra (v0.1)
« Reply #4 on: October 06, 2019, 05:01:47 PM »

I approve wholeheartedly of the bee gun.

Module ships don't require any scripting; you just need a weapon slot set to HARDPOINT, size LARGE, type STATION_MODULE, and then a variant file with a section like this (taken from DME's Baikal Brone):

    "modules": [
        {"WS0010": "istl_bronev_plate_bow_std"},
        {"WS0021": "istl_bronev_plate_left_std"},
        {"WS0030": "istl_bronev_plate_right_std"},
        {"WS0031": "istl_bronev_plate_lrear_std"},
        {"WS0032": "istl_bronev_plate_rrear_std"}

assigning the various modules to those weapon slots (by variant ID). Things like rotating modules are all taken care of by hullmods.
« Last Edit: October 06, 2019, 06:23:02 PM by Soren »
People need societies, but they don't necessarily need nations.


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Re: [0.9.1a] Kingdom of Terra (v0.1)
« Reply #5 on: October 06, 2019, 05:30:55 PM »

Oh, great! Thanks. It looked like there was a lot more going on in the Cathedral/Wall files.

Harmful Mechanic

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Re: [0.9.1a] Kingdom of Terra (v0.1)
« Reply #6 on: October 06, 2019, 06:22:34 PM »

Well, modules are complete ships, so it's still substantial, and other modded ships may do more complex things with their modules, but for just the basics, it's that easy.
People need societies, but they don't necessarily need nations.


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Re: [0.9.1a] Kingdom of Terra (v0.1)
« Reply #7 on: October 06, 2019, 08:25:17 PM »

112680 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error compiling [data.hullmods.KT_ImprovedZeroFlux]
java.lang.RuntimeException: Error compiling [data.hullmods.KT_ImprovedZeroFlux]
at com.fs.starfarer.loading.scripts.ScriptStore$ Source)
at Source)
Caused by: java.lang.ClassNotFoundException: data.hullmods.KT_ImprovedZeroFlux
at org.codehaus.janino.JavaSourceClassLoader.findClass(
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more

crash on load


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Re: [0.9.1a] Kingdom of Terra (v0.1)
« Reply #8 on: October 06, 2019, 09:05:53 PM »

Hmm. What other mods are you running?
Edit: It seems there's something wrong with my .zip, it's got the wrong filetypes. Let me repackage it.
Edit2: Okay, try it now. Old one was a completely wrong folder. New one should have the correct files, get it here.
« Last Edit: October 06, 2019, 09:56:35 PM by Sinosauropteryx »


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Re: [0.9.1a] Kingdom of Terra (v0.1)
« Reply #9 on: October 07, 2019, 07:45:21 PM »

Yo Sinosauropteryx so I downloaded your mod with the intention of looking at faction relationships so I could set them in mine to match. I then realized there was no relationships set as this is not really a faction mod yet it seems but instead a content pack. But I then noticed something *really* odd. Your .jar file is like 22mb?!

I decompiled it and found a horror show, where the .jar contains the .class files of course, but also in effect a copy of all (or least most) of the mod files including data and art! And even worse? It has another .jar, and in that .jar? Is the same copy of the mod in full and this repeats itself recursively probably dozens of times.

I am not quite sure how you did this, but it is bloating the file mass of your mod by several orders of magnitude. Your .jar should not include anything but the compiled scripts and a META-INF folder, and it certainly should not also include an older copy of the .jar which also includes the mod in full erroneously as a fractally repeating process for likely the total count of how many times you compiled your scripts heh.

Anyways just making you aware of this problem, while not technically a bug nor does it cause issues... It certainly is silly and bloats file mass *badly*.
« Last Edit: October 07, 2019, 07:49:04 PM by MesoTroniK »


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Re: [0.9.1a] Kingdom of Terra (v0.1)
« Reply #10 on: October 07, 2019, 08:12:35 PM »

You're right, that is a huge problem. Thanks for bringing it to my attention, it must be something wrong with my intellij settings. Update soon.

EDIT: New release, with appropriately sized .jar (27KB), get it here.

Faction stuff is coming soon :)
« Last Edit: October 07, 2019, 08:34:23 PM by Sinosauropteryx »


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Re: [0.9.1a] Kingdom of Terra (v0.12)
« Reply #11 on: October 08, 2019, 08:36:30 PM »

v0.12 released! A phase ship, plus this thing:
(video lag/choppiness is from my junkbox trying to run recording software, the mod does not normally lag.)


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Re: [0.9.1a] Kingdom of Terra (v0.13)
« Reply #12 on: October 17, 2019, 01:21:20 PM »

v0.13 released.

New ship, the Trilobyte.

New weapons too.

Edit, minor update to fix some missing commas that would throw an exception. If you've been having that problem its been fixed, thanks Sarensoran!
« Last Edit: October 18, 2019, 03:31:18 AM by Sinosauropteryx »


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Re: [0.9.1a] Kingdom of Terra (v0.13)
« Reply #13 on: October 18, 2019, 10:21:48 PM »

47580 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - org.json.JSONException: \DIRECTORY: StarSector\starsector-core\..\mods\Kingdom of Terra (data/world/factions/default_ship_roles.json)
Expected a ',' or '}' at 559 [character 2 line 35]
org.json.JSONException: DIRECTORY: \StarSector\starsector-core\..\mods\Kingdom of Terra (data/world/factions/default_ship_roles.json)
Expected a ',' or '}' at 559 [character 2 line 35]
at com.fs.starfarer.loading.LoadingUtils.class(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.o00000(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.o00000(Unknown Source)
at Source)
at com.fs.starfarer.loading.SpecStore.?O0000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.?O0000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$ Source)
at Source)

several missing , after } in file: default_ship_roles.json


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Re: [0.9.1a] Kingdom of Terra (v0.13)
« Reply #14 on: October 19, 2019, 06:20:27 AM »

Thanks for reporting this, it was caught earlier yesterday and the link that is there now should (edit: does, I just double-checked) have the fixed version. Sorry for the inconvenience!
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