Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Pages: [1] 2 3 ... 5

Author Topic: [0.97a] Exalted (V1.4) DO YOU FEEL BUFF? BECAUSE I DO!  (Read 198551 times)

connortron7

  • Captain
  • ****
  • Posts: 439
  • "God has cursed me for my hubris" - brian gilbert
    • View Profile
[0.97a] Exalted (V1.4) DO YOU FEEL BUFF? BECAUSE I DO!
« on: August 24, 2020, 06:11:20 PM »

                                                                                 
DELETE THE OLD VERSION OF THIS MOD BEFORE UPDATING (do that for all mods)
The Download for version 1.4: https://github.com/connortron7/The-Exalted/raw/master/Exalted.zip

if you find any problems or have some opinions on balance let me know here or on discord! (preferably discord)


The Ships (not all)
Spoiler
[close]

The Weapons (not all)
Spoiler
[close]

The Exalted are ex-Tri-Tachyon Corporation members who have grown to strongly dislike them over the years. Shortly after the Second AI War began, the forerunners of the Exalted took advantage of the chaos to flee the Core Worlds with a massive amount of ships, personnel and supplies. Long after the war ended, Tri-Tachyon Corporation was primarily occupied with rebuilding itself and assumed the mass amount of company property lost during their conflict with the Church and Hegemony was destroyed in the war, ensuring the Exalted's freedom and anonymity, allowing them to pursue their own goals.

The Exalted believe that advanced technology is the only hope to survive in the current political climate they find themselves in and have come to the conclusion that Tri-Tachyon's abuse of technology, the Galactic Church's ignorance and the Terran Hegemony's stubborn clingyness to a dead empire will be the end of humanity. Instead, these people choose to campaign against such beliefs. Within their short time in power, they have earned a reputation for being cruel and ruthless to any military officer unfortunate enough to be captured, but merciful to any innocents caught in between the crossfire of most battles.




Supported mods:
Nexerelin: https://fractalsoftworks.com/forum/index.php?topic=9175.0
Vayras Sector: https://fractalsoftworks.com/forum/index.php?topic=16058.0 (1 HVB)
Commissioned Crews: https://fractalsoftworks.com/forum/index.php?topic=16677.0

Credits
Spoiler
avanitia and JRG for some major description changes
exalted theme: acid by bdog705 https://www.newgrounds.com/audio/listen/628892
Sound effects obtained from https://www.zapsplat.com
[close]

Change Log
Spoiler
V:1.4: breaks saves

general changes:
fixed several typos/mistakes in descriptions
removed heavy burst laser from known weapons (plasma morter taking its spot)
added hielo heavy shredder
added trueno bolt gun
removed geist
removed witch
removed plague

ship systems:

possession:
added shimmer visual effect
increased active time from 4 to 8 seconds
increased cooldown time from 5 to 15 deconds
changed AI_TYPE tag from MANEUVERING_JETS to WEAPON_BOOST

weapons:

updated shot/glow colors of fuego, agua, tierra and aire weapons

plasma mortar:
now acts as a point defence weapon
increased flux per shot from 370 to 400
decreased range from 450 to 350

aire burst laser:
decreased sound volume
decreased chargeup from 1 to 0.7
decreased flux per shot from 25 to 20
decreased weapon market tier allowing more common spawns in markets and easier access

fuego blaster:
decreased flux per shot from 65 to 60
decreased weapon market tier allowing more common spawns in markets and easier access

agua blaster:
decreased chargedown from 0.5 to 0.4
decreased flux per shot from 130 to 110
increased max range from 450 to 500
decreased weapon market tier allowing more common spawns in markets and easier access

tierra burst cannon:
increased flux per shot from 400 to 450

varna PD laser:
increased flux per shot from 4 to 5

ship changes:

apparition:
edited sprite to be less bright at the front

vampire:
increased max flux from 5900 to 6500
increased max dissipation from 350 to 450

spirit:
increased max flux from 3100 to 3300
increased max dissipation from 170 to 200

wraith:
increased max flux from 11700 to 14000
increased max dissipation from 700 to 850
increased max speed from 60 to 75
increased max burn from 7 to 8

lich:
increased max flux from 12700 to 13400

odyssey (EX): making the super ship super
increased shield efficiency from 0.7 to 0.6
increased sheild arc from 90 to 120
prototype emp reactor no longer prevents weapon fire
increased range of prototype emp reactor arcs from 900 to 1000
decreased sprite saturation

nightmare:
increased max flux from 11000 to 13000

non (EX) variants of hoshiko and cielo:
changed tech/manufacturer from exalted to hightech
fixed not spawning in independent fleets

V:1.3.3: not save safe
general changes:
removed and combined all 3 phylactorys
fixed faction intel showing up even when destroyed
removed mention of the werewolf from an indo-evo file causing a rare crash
fixed eerie mis-spell
fixed exalted ships not showing up in the nex start after hitting "randomize ships"
fixed grand fleet start in nex
added support for tomatopastes HexShields mod
gave the exalted access to ballistic weapons for nex mining fleet purposes

additions:
added the faint class light frigate to exalted fleets
added a civ version of the cielo to the hightech_bp
added the hoshiko salvage vessel to the hightech_bp
added the hoshiko (EX) salvage vessel to exalted fleets

ship changes:

omen (EX):
decreased max OP from 40 to 35

V:1.3.2: save safe
general changes:
fixed osiris star system placement
removed ground support package from phylactery MK.III
replaced the spectral cloak on the witch and geist with regular phase cloak
fixed the elemental weapons sound issue (wont be so loud and wont come through both ears when weapon is to the side)
updated faction ship starts with nex installed (with a new super ship start)


odyssey (EX):
added as a super ship start with nex installed
increased ordnance points from 280 to 310
increased shield efficiency from 0.9 to 0.7
increased peak CR from 600 to 700
increased supplies a month/deployment points from 45 to 55
    (prototype EMP emitter):
    increased arc damage from 200 to 300
    increased arc EMP damage from 1000 to 1300
    increased range from 800 to 900



wraith:
decreased supplies a month/deployment points from 30 to 25



V:1.3.1: save safe
general changes:
fixed phylactery MK.III having 700 cargo instead of fuel
gave the cielo a description

V:1.3:
general changes:
split the blueprint into separate weapon and ship blueprints
added Phylactery MK.III
removed the Werewolf
added the Cielo
reduced size of the Aires projectile
adjusted Mausoleums background and Tombs market picture
added the "devious" faction trait with Nex installed
removed the priest HVB
added the Shrike (EX)
added weapon sounds to the Aire, Fuego, Agua and Tierra
edited the descriptions to remove any reference to anvil industries (rip)
NOTE:for some reason the exalteds open markets like to spam tankers, i cant figure out how to fix this. (i spent like 3 hours trying, sorry)


Eerie:
decreased shield efficiency from 0.4 to 0.5
improved shading on sprite

Lich:
decreased spawn rate by 60%

Phylactery:
increased max cargo space from 250 to 300

Phylactery (B):
renamed from (B) to MK.II

omen (EX):
replaced sprite
increased max OP from 35 to 40
decreased max cargo from 30 to 20


V1.2: NOT SAVE SAFE
general changes:
descriptions looked over and updated by JRG#5310 on discord
added a secondary teal color to the campaign and most exalted ships (phase ships and HVBs not included)
fixed exalted blueprint sprite showing up as blank
removed vayra raiding partys (at least till vayra fixes them)
added exalted ships to the sim

fantasma:
now has the COMBAT tag
increased supplies per month/deployment points from 20 to 25

mordare siege laser:
increased damage from 1300 to 2500
decreased flux per shot from 850 to 700
increased projectile speed from 700 to 900
decreased chargedown from 1.2 to 1

all voodoo missiles:
increased hitpoints from 150 to 200
increased damage from 450 to 500

varna pd laser:
increased damage from 15 to 20

witch:
increased OP from 40 to 45
increased max flux from 2600 to 2800

fuego blaster:
increased damage from 50 to 75

halvete cannon:
increased damage from 350 to 450
increased energy per shot from 250 to 400

wraith/lich/apparition:
completely reworked with new sprite

both phylacterys:
increased shield efficiency from 0.6 to 0.7

aire burst laser:
decreased flux per shot from 35 to 25

tierra burst cannon:
increased damage from 120 to 350
increased flux per shot from 150 to 400

geist:
increased max hull from 3000 to 3600

vampire:
decreased max flux from 6000 to 5900

eerie:
decreased shield efficiency from 0.7 to 0.4
decreased shield upkeep from 0.5 to 0.4
replaced fortress shield with active flare launcher

spirit:
removed high maintenance

nightmare:
bulked up the engines on the sprite and added smaller details


V1.1: save safe
general changes:
fixed most weapons not spawning in regular markets
migrated version checker to github


new ships/weapons:
plague class super fighter

the following descriptions have had major changes:
eerie
werewolf
spirit
vampire

delusion:
replaced the ecto beam with a diluted ecto beam (does 1/3 of the damage)
increased OP cost from 9

mordare siege cannon:
complete rework

exalted subsystems:
decreased CR degradation from 60 to 45
added increased shield unfold speed by 50%
added increased shield turn speed by 30%
made hardened shields incompatible

V1:
general changes:
added the Osiris star system near tri-tach space
mordare no longer targets fighters
lowered sound of market music for the exalted
added reinforced bulkheads to all HVBs (sorry completely forgot)
the exalteds blueprint package is now rarer
new faction flag
grave is no longer a freeport
edited the exalteds engine and shield colors
upgraded the battlestation on Tomb to a Starfortress
added several AI Cores to industries on exalted worlds
changed the location of mausoleum (high above Haven and Westernesse)
replaced space port on tomb with mega port
replaced corrupted nanoforge on tomb with a pristine nanoforge
commissioning with the exalted now makes the player friendly to the remnant
refined known weapon blueprints



new ships/weapons:
fairy class kinetic bomber to exalted fleets
witch class phase frigate to exalted fleets
phylactery (B) class troop transport to exalted fleets
voodoo launcher (large missile) to exalted ships
fuego blaster (medium energy) to exalted ships
eerie class defense frigate to exalted fleets
agua blaster (medium energy) to exalted ships
aire burst laser (small energy) to exalted ships
werewolf class attack destroyer to exalted fleets

ships that had a full overhaul including new sprites and stats:
wendigo
geist
spirit
fantasma

following ships/weapons have had minor/major sprite changes, but little to no stat changes:
omen (EX)
nightmare
plasma mortar (formally plasma caster)
varna PD laser
apparition

following weapons have been renamed:
plasma caster to plasma mortar
halvete MK.2 to halvete

removed these ships/weapons:
mercury EX
doom EX
wolf EX
regular halvete


plasma mortar (formally plasma caster)
increased range from 450 to 550

apparition:
decreased max fuel/LY from 5 to 4
decreased max fuel from 100 to 40
decreased max cargo from 150 to 80


possession:
edited color change to engines and weapon glow
now properly shows speed and maneuverability increase on left of screen

voodoo MRM:
decreased ordinance cost from 5 to 4


nightmare:
removed 1 large hardpoint
[close]
« Last Edit: February 03, 2024, 03:02:43 PM by connortron7 »
Logged

BigBeans

  • Captain
  • ****
  • Posts: 275
    • View Profile

Are you splitting up Anvil?

EDIT: Answered in the Anvil thread haha
« Last Edit: August 24, 2020, 06:15:42 PM by BigBeans »
Logged

e

  • Captain
  • ****
  • Posts: 288
    • View Profile

The Exalted don't have a Nexerelin diplomacy profile in my game, this probably means they don't have diplomacy traits or stuff like that. If it's the case, you should consider adding those.
Logged

connortron7

  • Captain
  • ****
  • Posts: 439
  • "God has cursed me for my hubris" - brian gilbert
    • View Profile

The Exalted don't have a Nexerelin diplomacy profile in my game, this probably means they don't have diplomacy traits or stuff like that. If it's the case, you should consider adding those.

Not sure why, they show up on my end just fine. Thats odd.

e

  • Captain
  • ****
  • Posts: 288
    • View Profile

The Exalted don't have a Nexerelin diplomacy profile in my game, this probably means they don't have diplomacy traits or stuff like that. If it's the case, you should consider adding those.

Not sure why, they show up on my end just fine. Thats odd.

I'll reinstall and keep trying and see if i messed something up or something.

EDIT:
Ok, so, for reasons unknown to me it is now working as intended, now it has a diplomacy profile and and everything as it should. So i guess nevermind what i said before, i screwed up somewhere, somehow. :o

Sorry for the inconvinience!
« Last Edit: August 26, 2020, 12:59:31 PM by DarkOmegaMK2 »
Logged

connortron7

  • Captain
  • ****
  • Posts: 439
  • "God has cursed me for my hubris" - brian gilbert
    • View Profile

The Exalted don't have a Nexerelin diplomacy profile in my game, this probably means they don't have diplomacy traits or stuff like that. If it's the case, you should consider adding those.

Not sure why, they show up on my end just fine. Thats odd.

I'll reinstall and keep trying and see if i messed something up or something.

EDIT:
Ok, so, for reasons unknown to me it is now working as intended, now it has a diplomacy profile and and everything as it should. So i guess nevermind what i said before, i screwed up somewhere, somehow. :o

Sorry for the inconvinience!
No worries, as long as it works!

connortron7

  • Captain
  • ****
  • Posts: 439
  • "God has cursed me for my hubris" - brian gilbert
    • View Profile

ayyy first update, nothing major, save safe


Spoiler
V1.1:
general changes:
fixed most weapons not spawning in regular markets
migrated version checker to github


new ships/weapons:
plague class super fighter

the following descriptions have had major changes:
eerie
werewolf
spirit
vampire

delusion:
replaced the ecto beam with a diluted ecto beam (does 1/3 of the damage)
increased OP cost from 9

mordare siege cannon:
complete rework

exalted subsystems:
decreased CR degradation from 60 to 45
added increased shield unfold speed by 50%
added increased shield turn speed by 30%
made hardened shields incompatible
[close]

fellabrando

  • Ensign
  • *
  • Posts: 20
    • View Profile

Looking forward to seeing this developed dude.

I hope it is easy to make it compatible with the majority of mods for Starsector.

I've got a good computer so I like to pile it on. The more factions fighting each other the better!
Logged

connortron7

  • Captain
  • ****
  • Posts: 439
  • "God has cursed me for my hubris" - brian gilbert
    • View Profile

Looking forward to seeing this developed dude.

I hope it is easy to make it compatible with the majority of mods for Starsector.

I've got a good computer so I like to pile it on. The more factions fighting each other the better!
Glad to hear it! At the moment im kinda taking a break from modding as i burned myself out a little bit (gonna get back to it in the future) trying to work on 2 mods and potentially a 3rd, but i do have some more plans id like to implement down the line including more custom relations between modded factions.

connortron7

  • Captain
  • ****
  • Posts: 439
  • "God has cursed me for my hubris" - brian gilbert
    • View Profile

not dead! lifes been a mess recently on top of the heavy focus on anvil for the tournament so progress has been slow. heres the wraiths new sprite, still a WIP but mostly there.


Spoiler
[close]
« Last Edit: November 11, 2020, 10:31:24 PM by connortron7 »
Logged

Space Dynamics

  • Ensign
  • *
  • Posts: 8
    • View Profile

I was trying to figure out why my game slowed to a crawl, then approached a system containing your faction. I can't say for sure that was the issue but good lord look at all that! There were just as many patrolling outside of the system, it was crazy!

Logged

connortron7

  • Captain
  • ****
  • Posts: 439
  • "God has cursed me for my hubris" - brian gilbert
    • View Profile

I was trying to figure out why my game slowed to a crawl, then approached a system containing your faction. I can't say for sure that was the issue but good lord look at all that! There were just as many patrolling outside of the system, it was crazy!


Ah yeah, you have varyas sector installed? I think the raiding function does that, ill remove compatibility next update so this doesn't happen, at least till varya updates.

Speaking of which the new lich sprite is nearing completion so after that a few minor changes and the next exalted update will be out

connortron7

  • Captain
  • ****
  • Posts: 439
  • "God has cursed me for my hubris" - brian gilbert
    • View Profile
Re: [0.9.1a] The Exalted (V1.1) not dead! new update out in a month or so.
« Reply #12 on: January 31, 2021, 03:03:40 PM »

still not dead! the new lich sprite is mostly done, gotta smooth alota stuff and mess with shading.
bouncing around the idea of a green secondary color as having one color can be bland. but not 100% sure yet


once this is done all thats left is to make a new apparition sprite then a few bug fixes and its ready to roll out, lifes been slowin this down, i used to be able to shoot these updates out monthly but oh well, better late then never

connortron7

  • Captain
  • ****
  • Posts: 439
  • "God has cursed me for my hubris" - brian gilbert
    • View Profile
Re: [0.9.1a] The Exalted (V1.2) a new hope
« Reply #13 on: February 10, 2021, 03:35:24 PM »

big update! save breaking, lots of stuff changed

Spoiler
V1.2: NOT SAVE SAFE
general changes:
descriptions looked over and updated by JRG#5310 on discord
added a secondary teal color to the campaign and most exalted ships (phase ships and HVBs not included)
fixed exalted blueprint sprite showing up as blank
removed vayra raiding partys (at least till vayra fixes them)
added exalted ships to the sim

fantasma:
now has the COMBAT tag
increased supplies per month/deployment points from 20 to 25

mordare siege laser:
increased damage from 1300 to 2500
decreased flux per shot from 850 to 700
increased projectile speed from 700 to 900
decreased chargedown from 1.2 to 1

all voodoo missiles:
increased hitpoints from 150 to 200
increased damage from 450 to 500

varna pd laser:
increased damage from 15 to 20

witch:
increased OP from 40 to 45
increased max flux from 2600 to 2800

fuego blaster:
increased damage from 50 to 75

halvete cannon:
increased damage from 350 to 450
increased energy per shot from 250 to 400

wraith/lich/apparition:
completely reworked with new sprite

both phylacterys:
increased shield efficiency from 0.6 to 0.7

aire burst laser:
decreased flux per shot from 35 to 25

tierra burst cannon:
increased damage from 120 to 350
increased flux per shot from 150 to 400

geist:
increased max hull from 3000 to 3600

vampire:
decreased max flux from 6000 to 5900

eerie:
decreased shield efficiency from 0.7 to 0.4
decreased shield upkeep from 0.5 to 0.4
replaced fortress shield with active flare launcher

spirit:
removed high maintenance

nightmare:
bulked up the engines on the sprite and added smaller details
[close]
« Last Edit: February 10, 2021, 03:40:35 PM by connortron7 »
Logged

JamesCawl

  • Ensign
  • *
  • Posts: 10
    • View Profile
Re: [0.9.1a] The Exalted (V1.2) Back on the saddle again
« Reply #14 on: March 09, 2021, 04:26:37 AM »

Hey man are you still working on the mod?
I know it might not be very rewarding but you are actively providing people some enjoyment in this trying times.
Logged
Pages: [1] 2 3 ... 5