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Starsector 0.95.1a is out! (12/10/21); Blog post: The Pilgrim's Path (07/19/22)

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Author Topic: [0.95.1a] Magellan Protectorate v1.3a - Update for 0.95.1  (Read 128870 times)

Harmful Mechanic

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[0.95.1a] Magellan Protectorate v1.3a - Update for 0.95.1
« on: May 20, 2021, 08:36:57 PM »


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Nexerelin
(dynamic faction warfare, unique starting options)
Not all rebellions against the Domain were crushed. Some merely packed up and headed for deep space, hoping never to be found again. Fleeing slower-than-light, the Magellan Protectorate developed around two imperatives; self-preservation, and rigid hierarchy. Remaining hidden for centuries, fending off automated drone attacks, and slowly building up a new civilization, far from the watchful eyes of the Domain Explorarium.

Now, freshly rediscovered by the ancient enemy and equipped with ships and weapons that diverge sharply from Domain standards, they must contend with the rest of the Persean Sector...

The Ships


Dekker Patrol Frigate - Janz Line Frigate - Talley Combat Freighter  - Yeager Phase Frigate


Pollard Line Destroyer - Capella Destroyer Leader - Graff Destroyer - Kant Scoutship


Kreshov Protected Cruiser - Chenel Fast Cruiser - Edger Carrier
Sung Missile Cruiser - Keu Phase Cruiser



Chela Interceptor - Jitte Heavy Fighter - Lochaber Bomber - Bastardsword Corvette


Porey Battlecruiser - Mazian Dreadnought
[close]
The Weapons

Bonesaw Cannon - Boneshaker Cannon/Battery - Bonecracker Riot Gun

ER Light/Quad Autoguns - Cluster Autocannon - Mag Driver Battery - Solenoid Quench Gun - Mag Driver

Salvo Assault Gun - Beehive/Burstmaster Cannons - Heavy/Light Flenser

Wishbone Gun - Bonecrusher Battery/Cannon

Foxfire Rockets - Flashfire Barrage - Foxfire Battery

Slamfire Torpedoes - Chasefire AFM - Longfire LRM - Ripfire SRM Battery/Launcher

Balefire MRM Tube/Pod - Fusion Bomb Barrage/Launcher

Electron Bombs - Light/Heavy Fusion Torches - PD Masers
[close]

Exploration (spoilers)
PLEASE STAND BY
-visual reference under construction-
[close]
Story Missions (spoilers)
NOT YET IMPLEMENTED
-under construction-
[close]

Includes six new player flags:

Thanks

MesoTroniK for his encouragement and high-quality advice.
Cycerin for SFX advice and invaluable conceptual discussions.
Wyvern for debugging and scripting assistance.
Nicke535 for his gorgeous quad-strip trail code.
Machine for help with procgen constellation code.
Avanita for being an extremely thorough and helpful tester.
Gal Paladin for being another extremely thorough and helpful tester.
Vayra for letting me bounce my more off-the-wall ideas off her at odd hours of the night.
Everyone who previewed and tested, gave useful feedback, and waited patiently.

It wouldn’t be what it is without you guys.

- Like The Mod? Buy Me A Beer -

(Donations make it possible to do things like commission music.
Donations may also be used for immoral purposes, like buying Stellaris DLCs.)

Changelog
1.3a - 0.95.1a compatibility.

Content:
- Added Rounder Wing - heavy fighter version to Mallory, and bomber version to Mallory [LV].
- Added small Balefire MRM Tube for 5OP.

Balance:
- Reduced Silverdart cost to 8OP.
- Adjusted Kreshov slot locations (swapped Composite and Ballistic mediums) and speed (55 down to 50).
- Changed Longfire LRM to 150 HE base damage, with a 750 Fragmentation AoE on-hit effect. Top speed and missile HP both improved.
- Removed direct armor damage on Bonesaw/Boneshaker weapon family, upped base per-shot damage considerably (120 to 200) to compensate.

Campaign:
- Added characters to Magellan markets.
- Added Skytiger Guard HQ to Annore, to spawn everybody's favorite semi-competent-aristo-brute-squad in all their garish finery.
- Fixed Starfarer starting reputation irregularities.
- Fixed arms-dealer tags for Magellan weapons, ships, and subfaction skins.
- Added minor dialogue interactions at nonecon markets for Blackcollars (Crucible Base) and Levellers (Rosebriar Station)

1.25a - Minor new content, script refactoring, balance tweaks.

Content:
- Added Silverdart ESD Gun.

Balance:
- Most crit scripts now scale damage and other effects based on their parent projectile (especially useful for energy weapons).
- Added a check to keep onHit flux damage from being applied to ships with less total flux than the effect.
- Muzzle effects and shotgun scripts converted to onFire effects. Substantial performance improvements.
- Renamed Twin Autocannon to Silverbolt Autocannon, reduced shot damage to 150.
- Ripfire SRM base damage changed to 300 frag damage, with 150 additional scripted damage to armor.
- Changed Fusion Lance on Porey to Electron Lance; now has added EMP damage.
- Swapped out missile system on baseline Sung cruiser to an HE cluster MRM. Blackcollar Sung retains the Balefire launcher.
- Flenser family of PD weapons revamped, now use snazzy tracer FX.
- Electra CIWS now uses ammo, shots expire randomly towards max range. Should be less of a no-brainer.

Campaign:
- Added a special condition (City-Warrens) to make Jeshad a harder target for raids and invasions.

1.15 - New content, balance tweaks.

Content:
- Added Porey [BCR] ship skin
- Added Jitte [BCR] fighter-bomber wing
- Added Bastardsword [SKT] corvette wing as built-in on Edger [SKT]
- Added Flashfire Rocket Barrage, a Squall sidegrade with a unique bite.
- Added Ramey drone frigate (Leveller)
- Added Stunfire Grenade Pod (Leveller)

Balance:
- Reduced per-shot damage of Bonesaw/Boneshaker weapon family to 120, increased burst length from 3/6/9 to 4/8/12 shots. Removed proximity fuzing, and made on-hit effect do 30 damage that ignores armor.
- Changed Bonecracker core shot to HE damage.
- Tightened Beehive grouping, changed to 175 HE center projectile and 3x75 HE submunitions.
- Edger [SKT] now has a single Large Missile slot instead of two Mediums. Carries a Bastardsword [SKT] built-in wing.
- Changed Ripfire damage type to Fragmentation, increased shot damage to 300, with 150 extra armor damage on-hit.

Campaign:
- Added pirate market, Calicheman, to Secundus graveyard system.

1.08 - Fixes and new content.

Content:
- Added ER Light Autogun, a 3OP poking kinetic with 800 range and just about no other redeeming features.
- Added Balefire MRM Pod, 12OP's worth of energy-based support/finisher missile with lots of stored ammo.
- Added Porey Battlecruiser - a smaller, faster, more frontally-oriented capital, and arguably a more dangerous one.
- Added Keu Phase Cruiser, a slightly cheaper Doom with Fast Missile Racks and a very angry built-in Fusion Cannon.
- Revised Sung sprite. No more freaky missile tube geometry.
- Revised Shockfire MRM Pod sprite.

Balance:
- Added single Chasefire AFM to Chela, improved Chela hull and armor to match Talons - should be more useful in dogfights and earn that 5OP price on your carriers.
- Added frag crits to small and large Mag Drivers. Now hitting armor with a big, slow slug sometimes spalls a chunk of it through some poor bastard inside.
- Small Mag Driver OP cost increased to 9 from 8.
- Reduced built-in Balefire launcher to four tubes, and increased base damage to 600 to compensate. Increased on-hit crit damage as well.
- Reduced Shockfire salvo to 5, ammo to 30, changed damage type to Energy and raised damage to 400.
- Reduced Ripfire damage to 135, small/med ammo to 30/100, reduced range slightly and added flameout on reaching max range. Should make them a little harder to run hog-wild with. Crit damage and frequency increased; they're deadly once armor has been stripped.
- Adjusted Cluster Autocannon; removed ammo, now 180/150 DPS/flux, doing 40 damage per pellet. Should be a more reliable weapon overall.
- Reduced small Foxfire ammo from 48 to 32. Should make them a little less useful in longer fights.
- Renamed 'Porey' destroyer to 'Pollard', 'Quillon' destroyer to 'Capella' and 'Keu' phase frigate to 'Yeager' to accommodate new content. Yes, it's confusing; shouldn't need to happen again.
- Trimmed Quillon/Capella top speed down to 125 from 145. A little more reasonable, still very fast.
- Revised Bonecrusher (but not Bonesaw/Boneshaker) weapons as rare Hybrid mount guns; 300 per-shot frag damage raised to 500, EMP and arc frequency doubled.

Campaign:
- Revised constellation geography. There's a bit more going on now.
- Tweaked some weapon availability.
- Added support for SCC's Reputation Decay mod.
- Added support for Commissioned Crews.
- Fixed missing relationships for Starfarer start, added several new relationships.

1.0 - Initial public release.

- 0.95a compatible.
- Adds a brand-new faction with unique low-tech and midline gear.
- Certified Bad™ artwork that ruins the game.
- Purposely breaks your immersion, then breaks it again.
- Communist propaganda that saps and impurifies your precious bodily fluids.
- *Probably* will not give you cancer.
- Probably. The lab rats are fine.
[close]
FAQ
Do you plan to support your mod going forward?
Yes, through Starsector's 1.0 release at minimum. God help me.

You did all of this yourself? What's wrong with you?
1) Various people have contributed little bits of code, but the design, the (non-placeholder) artwork, and increasing amounts of the code are me. The 'Thanks' section is comprehensive.
2) I'm stubborn, and I have a lot of applicable professional skills. I like taking games apart and seeing how they tick.

You did this with vector graphics? What's wrong with you?
1) Very nearly. There are one or two minor pieces of old raster art and some filters that use raster textures.
2) I'm not sure; maybe he's born with it, maybe it's Illustrator.

Will you include (feature)?
It depends on the feature. Supporting big, popular mods like Nexerelin is pretty much a given.
Other stuff is a matter of how fun it sounds.

I found a bug. Will you fix it?
Whoops. -stomp- I try to kill those when I see them, but I'm one guy. I screw up sometimes, that's what hotfixes are for.

Please make sure that;
0) you read the FAQ and I didn't already answer your question,
1) you're using the correct, current version of the game (old versions can throw errors on new vanilla features),
2) the bug is actually a bug (not a feature you don't understand or don't like), and that
3) it's actually my mod causing it (as opposed to the vanilla game, another mod I have no control over, or player error).

I'd like to use your graphics for another Starsector mod. Can I?
No. Or rather, if you do, don't post it on the forum. If I want to give something away, I'll put it in my freebie thread and give you explicit permission.

I'd like to use your graphics in another game. Can I?
No. This mod is free as in beer, not free as in speech. This is especially unwelcome if you're profiting in any way.

Can I include your mod in a modpack?
No. Modpacks make extra work for everyone and are hard to keep properly up to date.

Can I PM you feedback?
Please don't. Post your feedback in this thread. Yes, this means you'll get pushback from other players.

So, Levellers. You’re really down on revolutionaries.
There's a little more to grapple with than shrugging and writing off every problem as 'can't make an omelette without breaking a few legs'.

You must be some kind of neo-monarchist then, like me! Let me send you my 88-page tendentious ideological manuscript.
Please don’t. Please, dear god, don’t. I can produce plenty of long-winded meandering garbage of my own, no problem.

You're a jerk. I don't like you.
That's not a question, and yes, yes I am. A huge jerk.
[close]
« Last Edit: April 12, 2022, 02:10:17 PM by Harmful Mechanic »
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Helldiver

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Re: [0.95a] Magellan Protectorate v1.0 [PLACEHOLDER]
« Reply #1 on: May 20, 2021, 09:03:42 PM »

teaser pics NAO

edit: colors on 2nd and 3rd ships are very pleasant and the sprites have a very good feeling of depth. Excited to see more.
« Last Edit: May 20, 2021, 09:10:57 PM by Helldiver »
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Aurora Raven

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Re: [0.95a] Magellan Protectorate v1.0 [PLACEHOLDER]
« Reply #2 on: May 20, 2021, 09:15:38 PM »

My daily stalking of your profile has borne fruit!

Looking good so far, I'm sure the rest of the designs will be just as pretty.
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CrashToDesktop

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Re: [0.95a] Magellan Protectorate v1.0 [PLACEHOLDER]
« Reply #3 on: May 20, 2021, 10:49:30 PM »

A set of unusually ungreebly ships! And, from the looks of it, they like their fighters. They'll certainly be an interesting faction from the looks of these 3 so far.
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translop

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Re: [0.95a] Magellan Protectorate v1.0 [PLACEHOLDER]
« Reply #4 on: May 21, 2021, 12:31:22 AM »

Dassault Mikoyan vibes in a good way. *anticipation*
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DOKER

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Re: [0.95a] Magellan Protectorate v1.0 [PLACEHOLDER]
« Reply #5 on: May 21, 2021, 06:48:26 PM »

Dassault Mikoyan vibes in a good way. *anticipation*
blade brakers to be more specific, looks hella dope :D !!!
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Jonlissla

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Re: [0.95a] Magellan Protectorate v1.0 [PLACEHOLDER]
« Reply #7 on: May 22, 2021, 04:15:19 AM »

Getting serious Homeworld vibes. Good stuff, looking forward to the release!
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th3boodlebot

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Re: [0.95a] Magellan Protectorate v1.0 [PLACEHOLDER]
« Reply #8 on: May 22, 2021, 04:18:18 AM »

really like the angled sides!  this is an extensively used technique in modern tanks and warships and so is VERY pleasing to my eye as it really adds a sense of "this is a legitimate warship that someone would really design" at least in terms of something planet earth may make someday

excited to add your mod to my list!  over 80enabled now.  even with solid state m2 drive, its a 2 to 5 minute load time to boot the starsector app LOL
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th3boodlebot

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Re: [0.95a] Magellan Protectorate v1.0 [PLACEHOLDER]
« Reply #9 on: May 22, 2021, 08:14:12 AM »

question: the one that looks like it rams things......does it?  lol

im referring to the pointy destroyer leader
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Nia Tahl

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Re: [0.95a] Magellan Protectorate v1.0 [PLACEHOLDER]
« Reply #10 on: May 22, 2021, 05:08:22 PM »

I feel like these ships are all very overpowered with the insufficient stats and the terrible weapons. You should therefore nerf vanilla and buff all fighters to frigate-grade stats so the underpowered capitals can be deleted. Overall the sprites all look very ugly so I think you should replace them with 3D renders of Empire at War models since Star Wars is a better franchise than Homeworld anyway.

Just my opinion, though, don't hate me.

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Helldiver

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Re: [0.95a] Magellan Protectorate v1.0 [PLACEHOLDER]
« Reply #11 on: May 22, 2021, 05:17:33 PM »

Is the Bastardsword planned to have two units per wing? Seems crazy if it's supposed to be a corvette!

The Sung looks cool, literally too - it looks like one of those dual popsicles with one end bitten off. The six angled holes on the longer side make me think built-in weapon, I'm curious to see what kind of missiles are gonna pop out of there.
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Harmful Mechanic

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Re: [0.95a] Magellan Protectorate v1.0 [PLACEHOLDER]
« Reply #12 on: May 22, 2021, 10:11:25 PM »

...And, from the looks of it, they like their fighters.
They are, in fact, designed specifically around minimizing the use of fighters. They have exactly one dedicated three-deck carrier; one single-deck hybrid destroyer, and that's it.

Is the Bastardsword planned to have two units per wing? Seems crazy if it's supposed to be a corvette!
It's a 20OP SUPPORT type wing with only 2000 range and all-frag weaponry; very much a defensive tool for fending off enemy fighters and playing goalie with torpedoes. It's tough, but not really that dangerous.

The Sung looks cool, literally too - it looks like one of those dual popsicles with one end bitten off. The six angled holes on the longer side make me think built-in weapon, I'm curious to see what kind of missiles are gonna pop out of there.
I'm actually very discontented with the current state of that sprite, but I may just end up revising the missile tubes and calling it good. I like the way it plays; it may not keep the Vaygr Destroyer layout forever, but it plays amazingly well in Starsector, one of only a few HW ship forms that do.
« Last Edit: April 16, 2022, 08:47:45 PM by Harmful Mechanic »
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CrashToDesktop

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Re: [0.95a] Magellan Protectorate v1.0 [PLACEHOLDER]
« Reply #13 on: May 22, 2021, 10:29:12 PM »

They are, in fact, designed specifically around minimizing the use of fighters. They have exactly one dedicated three-deck carrier; one single-deck hybrid destroyer, and that's it.
Wow, those first three ships pictured the other day were not at all representative of their faction lol.

It's a 20OP SUPPORT type wing with only 2000 range and all-frag weaponry; very much a defensive tool for fending off enemy fighters and playing goalie with torpedoes. It's tough, but not really that dangerous.
That said, I do like my support fighters. Being tough can be valuable all by itself, even if only to distract enemy weapons - I'm sure I'll find a use for them, especially with the hull mods from Modern Carriers and HFE (did someone mention Bastion Carrier Core?). The Roider Dragline is almost worth 15OP for the long-range PD screen alone, so I have high hopes for the Bastardsword.
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MeinGott

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Re: [0.95a] Magellan Protectorate v1.0 [PLACEHOLDER]
« Reply #14 on: May 23, 2021, 02:56:59 PM »

what the hell man, these are awesome! :D love the HW vibe!
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