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Starsector 0.95.1a is out! (12/10/21); Blog post: Uniquifying the Factions, Part 2 (04/30/22)

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Author Topic: [0.95.1a] Kyeltziv Technocracy [1.7.1]  (Read 51765 times)

Amazigh

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[0.95.1a] Kyeltziv Technocracy [1.7.1]
« on: November 19, 2021, 05:27:13 PM »




Download Mod (1.7.1)


Requires:
LazyLib
MagicLib

Supports
Commissioned Crews
Starship Legends
Combat Chatter
Nexerelin
Industrial.Evolution

Kyeltziv Technocracy is a Faction Mod that includes a selection of ships and weapons with a focus on drone shipsystems and long range combat.

Ship Preview








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Gameplay Guide
Faction Overview:
- A focus on long range fire, helped by the fact that with their integral hullmod their ships will typically outrange opponents.
- Vulnerable to flanking by merit of very narrow shield arcs and limited weapons coverage to the sides and rear.
- Drones on all ships that either provide fire support, or grant some sort of buff while deployed.

Ships:
- Efficient, but narrow shields making them excel in line warfare, but are vulnerable to flanking.
- Limited numbers of weapon mounts, this is compensated to an extent by having above average quality weaponry, but they can suffer from an extended time to kill.
- Carriers have limited numbers of flight decks, but Kyeltziv Strikecraft LPCs can typically compensate for this by being above average in performance.
- Rather decent armour, but poor hull.
- Drone shipsystems will slowly rebuild lost drones, so it can be a perfectly reasonable tactic to use them as ablative armour against inbound torpedoes or other high-damage munitions.
- Some ships are cheap to maintain and deploy for their hull size but typically lack in armament in exchange. These ships can work well to help fill out the battle line or act as escorts and prevent more valuable vessels from being flanked.
- Phase vessels receive improved ballistic weapon performance as hard flux goes up, encouraging you to deliver a decisive blow when you attack, as it can be hard to retreat safely when high on hard flux.

Weapons:
- Ballistics tend towards longer ranges, and are typically highly efficient at suppression, but in general have relatively poor capability against heavier armour.
- Missile weapons cover a variety of roles, the Kinetic and HE options exist to support your primary ballistic armament in dealing with that which it suffers against.
- The Thap and Vedha line of missile weapons are general purpose support weapons, with regenerating ammo, making them valuable in protracted engagements, but are a mix of highly specialised and poor damage output.
- A couple of ships feature a built in Shock-Driver, a long ranged kinetic cannon with limited guidance, while vulnerable to PD weaponry they can also deliver a sizable EMP effect on hull impacts.
- Only have PD options for their energy mounts, with the dischargers being a cheap option, and the stutter beam and graviton sweeper being more effective systems.

Fighters:
- High craft count per wing, but in exchange have much higher OP costs than most more common wings.
- The corvette wings are very much on the high end for OP costs and unlike other Kyeltziv strikecraft you only get one or two per wing, but they are very durable for fighters and pack impressive weapon loads.
- All fighters are unmanned drones, that have reduced engagement range over more common fighters.

Specialisation Hullmods
These allow for customization of Kyeltziv vessels, with a focus on specific combat roles.
- The Assault Package is a departure from typical Kyeltziv doctrine, sacrificing weapon range for speed and improved armour.
- The Support Package focuses on shield effectiveness and point defense capability, making a ship more capable of holding the line of fire against all kinds of threats.
- The Siege Package improves venting and resistance to kinetic damage in exchange for removed mobility, very much a tradeoff to install but very effective on backline vessels that are flux limited.
- The Assault Loader increases ballistic damage output and flux efficiency, in exchange for reduced performance against armour and increased shot spread, good for pure aggression at shorter ranges.
- The Siege Loader increases ballistic per-shot damage, range and velocity, in exchange for lower fire rate and reduced flux efficiency, ideal for long range suppressive bombardment.
- The Autoforge Loader increases shipsystem drone rebuild rate, and improves missile rate of fire, damage and munition health, a situational choice that is best for carriers or vessels that otherwise focus more heavily on missiles.
[close]

Credits:
The Starsector Discord - For being a help with script errors, spriting tips and assorted balance feedback.

Upcoming Content:
 Additional Ships
 Additional Weapons
 And More

Changelog:
Spoiler
1.7.1
- Minor compatibility patch

1.7
New Ships:
-- Paimen
-- Zlatko

New Weapons:
-- Smart Blaster
-- ESP Beam
-- Compact Shock-Driver

New MagicBounty Chain:
-- The Symmetrist Bureau

Other Changes:
- Mod now Features Industrial.Evolution Compatibility.
- Removed Commerce from Kuzminki and Yasenevo.
- Refining moved from Yasenevo to Solntsevo.
- Kiusa Drone weapon swapped from Niitti Autogun to Piikki Burst Rifle.
- Perennis Shock Missile Pod - New Sprite.
- Katsoja - Sprite Updated.
- Minor Station tweaks, altered armament on "blocker" and should be more aggressive with missile usage.
- Shock-Driver and Shock Palliser shield/hull OnHit vfx improved.
- Shock-Driver shells no longer turn into funny hyper knockback projectiles when hit by an EMP arc or in the "fizzled" state past max range.
- Lorentz Rifle (both single and twin)
-- Kinetic Subprojectile range from 850 to 800

1.6
New Weapon:
-- Fusion Houfnice
Balance Changes:
- Shipsystem drones now feature different PD weapons per type
-- Targeting Drones, feature Shock Tapanca/Avtomat
-- Spotter Drones, feature Single/Twin Niitti autoguns
-- Piper Drones, Improved Siren Flare Launch reliability
- Lakeija drone now features a rear facing Niitti Autogun
- Sorkkia drone now features a Micro Stutter Beam
- Support Package Energy Weapon range bonus now scales down as flux levels increase, like with the rangefinder hullmod.
- Shock Mines now deal some EMP damage that can generate arcs
- Pereskia
-- Tappi Autogun replaced with a Micro Stutter Beam
-- Thap Support Missile (Fighter) Range increased from 2000 to 2500
-- OP cost reduced from 18 to 16
- Solanum
-- Tappi Autogun replaced with a Micro Stutter Beam
-- Galvanic Mortar range increased from 1000 to 1200
-- OP cost reduced from 24 to 22
- Cynara Armour increased from 180 to 220
- Vassily
-- Speed increased from 150 to 160
-- DP reduced from 4 to 3
- Ilya
-- DP reduced from 5 to 4
- Perun
-- Speed increased from 110 to 115
-- DP reduced from 7 to 6
- Kiilto
-- DP reduced from 12 to 11
- Podenka
-- Speed increased from 70 to 75
-- DP reduced from 14 to 13
- Ilkut
-- Minor boost to maneuverability
- All Fusion Busters
-- Reworked to no longer have random detonation chance before reaching max range, and instead deal a bonus variable damage explosion on impact.
-- Flux/Damage raised to 1.0 to compensate for new onHit explosion damage.
- Fusion Buster
-- Reload from 0.95 to 1.0 (DPS from 173.9 to 166.66)
- Shock Palliser
-- Damage from 220 to 250
-- Reload from 0.65 to 0.666 (DPS from 338 to 375)
-- Shield hit bonus damge from 30 to 50
-- Base EMP from 30 to 40
-- OP cost reduced from 25 to 22
- Lorentz Rifles (Both)
-- Cycle time from 1.1 to 1.2 (DPS from 363/727 to 333/666)
-- Fragment damage from 30 to 25
-- EMP from 80 to 50
- Packet Ribaldequin
-- Ammo Regeneration from 1 to 0.833333 (Sustained DPS from 60 to 50)
- Tappi Autogun
-- Range from 200 to 240
- Niitti Autogun
-- Range from 300 to 320
- Heavy Particle Discharger
-- Flux/Shot reduced from 119 to 105
- Stutter Beam
-- Ammo from 4 to 6
- Halke ASM (Small)
-- OP cost reduced from 4 to 3
- Halke ASM (all)
-- Top speed from 300 to 350
-- Overall engine performance improved
- Bellis Missile Pod
-- OP reduced from 10 to 8

1.5
New Ships:
- Vartio Frigate
- Xinzang Artillery Destroyer
Kyeltziv Technocracy planets now feature a custom station.
New Weapon:
- Packet Ribaldequin
Balance Changes:
- Helianthus Armour increased from 40 to 60
-- Missile placement tweaked to look better
- Asteryx Speed increased from 200 to 220 (shipsystem removed, but now has a significant improvement to base maneuverability)
-- Weapon damage from 50 to 55 per shot
- Ilex Speed increased from 160 to 180
-- Weapon damage from 40 to 45 per shot
- Carriers now have the Parallel Nanoforge Processor hullmod, reducing fighter replacement times.
- Mass of both capitals increased moderately
- Ilkut OP increased by 15
- Narva OP increased by 15
- Strekoza OP increased by 10
- Bystro OP increased by 5
- Podenka OP increased by 5
- Dazhbog OP increased by 5
- Xiezhi OP increased by 5
- Yinglong OP increased by 5
- Perun OP increased by 5
- Znatok OP increased by 5
-- Armour from 450 to 500
-- Fuel capacity from 80 to 120
-- Fuel/ly from 3 to 2
- Ruslan OP increased by 5
- Otkryt Rarity changed to 0.8
- Shock Culverin reload reduced from 0.5 to 0.4 (DPS from 130 to 162.5)
- Fusion Buster flux/shot from 50 to 45 (from 1.0 to 0.9 flux/dam)
- Twin Fusion Buster:
-- Damage from 65 to 70
-- Reload from 1 to 1.15 (1.45 second cycle to 1.6 second, DPS from 358 to 350)
-- Flux/shot from 60 to 58 (from 0.92 to 0.82 flux/dam)
- Particle Discharger flux/shot from 75 to 60
- Heavy Particle Discharger flux/shot from 160 to 119
Other:
- Kyeltziv Rangefinders UI icon now renders correctly
- Katsoja Shock Mine explosion effects improved
- Assigned all ships System ports to determine shipsystem drone launch location
- Added Magictrail to all Fusion Buster shots
- Visual effects on both Particle Dischargers Improved

1.4
New ships:
- Otkyrt Frigate
- Narva Carrier (Capital)
New Weapon:
- Garaj Cruise Missile Launcher
New Strikecraft Wings:
- Ophrys Interceptor Corvette
- Vahlia Assault Corvette
- Cynara Strike Corvette
- Wolffia Support Corvette
Other:
- Added 0.5 second cooldown between jumps for the Peikkos Phase Skipper
- Improved Katsoja mine explosion effects
- Rangefinder range boost reduced from 15% to 10%
- Vedha Rocket health lowered from 150 to 120
- Salvage Pod Tappi autogun swapped for a Niitti Autogun

1.3
New ships:
- Strekoza Cruiser
- Peikko Phase Frigate
- Katsoja Phase Destroyer
New Weapons:
- Shock Springald
- Lorentz Rifle
- Twin Lorentz Rifle
New Hullmod:
- Kyeltziv Siege Package
Other:
- Some variants altered to use the new weapons and Hullmod.
- Fixed installation bugs with the package hullmods.

1.2.1
- Hotfix for Commander Skill crash.
1.2
New Ship:
- Xiezhi Siege Destroyer
New Weapons:
- Packet Cycler
- Shock Fougasse
- Bellis Missile Pod
- Perennis Shock Missile Pod
New Hullmods:
- Kyeltziv Assault Package
- Kyeltziv Support Package
- Kyeltziv Assault Loader
- Kyeltziv Siege Loader
- Kyeltziv Autoforge Loader
Other:
- Assorted Variants Updated.
- Rangefinder Hullmod changed from 10% bonus to 15% bonus.
- Shock weapon EMP arcs now deal more EMP damage.
- Ilkut OP increased from 210 to 225
- Graviton Sweeper Sprite Updated.
- Valkyrie (KT) Sprite Updated.
- New [REDACTED]

1.1
New ship:
- Dobrynya Drone Tender
Export Models of the following vessels:
- Ilya
- Perun
- Dazhbog
Ships
- Increased shield arcs by 10 degrees on all combat ships other than the Pyralid and Ruslan
Weapons
- Thap (Small and Medium versions)
-- EMP damage from 80 to 200
-- Range increased from 2000 to 2400
-- Ammo capacity increased by 50%
-- Burst cycle time improved from 4sec to 3sec
-- Increased chaff count from 2 to 3
-- Altered chaff deployment logic, will now always eject to the "rear" of the missile rather than in a completely random direction
- Galvanic Bombard
-- Damage increased from 600 to 700
-- Chargedown from 1.2 to 1.3
-- Flux Efficiency is now 1.1
-- Spread increased from 0-10 to 2-12
-- OP increased from 26 to 27
- Galvanic Howitzer
-- Damage increased from 300 to 320
-- Flux Efficiency is now 1.05
-- Spread increased from 0-10 to 2-12
- Light Galvanic Howitzer
-- Damage increased from 150 to 150
-- Flux Efficiency is now 1.0
-- Spread increased from 0-10 to 2-12
- Galvanic mortar (Solanum)
-- Damage increased from 120 to 130
-- Flux Efficiency is now 1.0
-- Spread increased from 2-14 to 6-16
- Galvanic Arquebus (Loinen/Lajeika)
-- Damage increased from 80 to 90
-- Flux Efficiency is now 1.0
-- Spread increased from 4-16 to 6-16
- Shock Culverin
-- Damage increased from 60 to 65
- Twin Shock Culverin
-- Damage increased from 60 to 65
-- OP increased from 12 to 13
- Shock Palliser
-- Damage increased from 200 to 220
- Fusion Buster
-- Burst delay reduced from 1.4 to 0.95 (DPS from 125 to 174)
-- Spread increased from 0-12 to 2-16
-- OP reduced from 8 to 7
- Twin Fusion Buster
-- Flux/shot reduced from 65 to 60
-- Burst delay reduced from 1.35 to 1 (DPS from 289 to 359)
-- Spread increased from 0-14 to 2-18
-- OP reduced from 15 to 14
Strikecraft:
- Pereskia
-- Missile damage down from 400 to 250
-- Missile EMP up from 80 to 100
-- Range increased from 1800 to 2000
-- Reload time down from 10 to 6
-- Projectile also has the new chaff deployment logic, but only fires 2 chaff projectiles rather than the 3 of a standard Thap
Other:
- The potency of all EMP arcs should now scale with any damage modifiers to the firing weapons.

1.02
-  Minor patch to fix Nanoforge spawning
1.01
- Minor compatibility patch
1.0
- Initial Release
[close]


Kyeltziv Technocracy Mod by Amazigh is licensed under a
Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
Any derivative work must also comply with Starsector's EULA
« Last Edit: June 22, 2022, 07:24:12 PM by Amazigh »
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Great Wound

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Re: [0.95a] Kyeltziv Technocracy [1.0]
« Reply #1 on: November 19, 2021, 05:39:26 PM »

Lookin' good.

Can't wait to give 'em a try.

MrMagolor

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Re: [0.95a] Kyeltziv Technocracy [1.0]
« Reply #2 on: November 19, 2021, 06:01:41 PM »

I'm not sure how much you care about Chinasector, but I know that Yinglong is already used by Approlight+.
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Helldiver

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Re: [0.95a] Kyeltziv Technocracy [1.0]
« Reply #3 on: November 19, 2021, 07:06:49 PM »

I like the colors and shapes on those ships. I like how most seem derived from a same base per class, I'm a sucker for ships that are variants/evolutions of each other. Will be trying this out for sure.
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Thedudemans

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Re: [0.95a] Kyeltziv Technocracy [1.0]
« Reply #4 on: November 19, 2021, 10:46:12 PM »

Man this feels like it was made for how I play, I absolutely love how the ship designs look like they were made following their doctrine. Can't wait to play around with them!
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hydremajor

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Re: [0.95a] Kyeltziv Technocracy [1.0]
« Reply #5 on: November 20, 2021, 12:16:29 AM »

Is there a system where one can reliably procure them ships in the campaign or is it available sector wide and you just have to get lucky ?
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Corelious

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Re: [0.95a] Kyeltziv Technocracy [1.0]
« Reply #6 on: November 20, 2021, 04:55:14 PM »

I really want to play this mod - but it disables Yunru's Hullmods which is pretty much mandatory for me.  Though for some reason, I can no longer locate the files for this mod on the forum.  If I send you the files, can you patch this mod to be compatible?  The ships and lore are really cool.
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Yunru

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Re: [0.95a] Kyeltziv Technocracy [1.0]
« Reply #7 on: November 20, 2021, 06:15:25 PM »

I really want to play this mod - but it disables Yunru's Hullmods which is pretty much mandatory for me.  Though for some reason, I can no longer locate the files for this mod on the forum.  If I send you the files, can you patch this mod to be compatible?  The ships and lore are really cool.
From what you said in the other thread, it's not one of mine, but I too can't find it. It gave bonuses to less expensive hullmods when S-Modded, right?

Edit: Buried really far back, but I think I found it?
https://fractalsoftworks.com/forum/index.php?topic=22670.0

Corelious

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Re: [0.95a] Kyeltziv Technocracy [1.0]
« Reply #8 on: November 20, 2021, 07:15:04 PM »

After digging through my mod list I thought yours was it - but I stand corrected, thank you so much for finding this and setting me straight!
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Corelious

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Re: [0.95a] Kyeltziv Technocracy [1.0]
« Reply #9 on: November 20, 2021, 07:18:01 PM »

Anyway, as it would turn out something in this mod disables Better Deserved S Mods.
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Amazigh

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Re: [0.95a] Kyeltziv Technocracy [1.01]
« Reply #10 on: November 20, 2021, 08:42:36 PM »

Anyway, as it would turn out something in this mod disables Better Deserved S Mods.
So tuns out the IDE tutorial i was using had me recompiling all of the vanilla scripts (for some reason)
See the OP for a 1.01 version that fixes compatibility with Better Deserved S Mods.

Is there a system where one can reliably procure them ships in the campaign or is it available sector wide and you just have to get lucky ?
The mod introduces a faction to the campaign with their own system, (located to the north west of the core) where you can reliably gain access to the ships and weapons from the mod.

I'm not sure how much you care about Chinasector, but I know that Yinglong is already used by Approlight+.
The name wasn't in use on the used name spreadsheet, so as such i consider it fair game.
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Corelious

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Re: [0.95a] Kyeltziv Technocracy [1.01]
« Reply #11 on: November 21, 2021, 07:59:10 AM »

Nice! Thanks!
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hydremajor

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Re: [0.95a] Kyeltziv Technocracy [1.01]
« Reply #12 on: November 21, 2021, 11:19:04 AM »

The mod introduces a faction to the campaign with their own system, (located to the north west of the core) where you can reliably gain access to the ships and weapons from the mod.

you might wanna add that to the mod loader's description and in the first post's "gameplay guide" ?
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Gabloc

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Re: [0.95a] Kyeltziv Technocracy [1.01]
« Reply #13 on: November 21, 2021, 03:42:45 PM »

Kyeltziv Technocracy currently has no heavy industry in any of their markets, so all of their ships suffer severe D-mod penalties. Is that by design?
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Amazigh

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Re: [0.95a] Kyeltziv Technocracy [1.01]
« Reply #14 on: November 21, 2021, 05:39:21 PM »

Kyeltziv Technocracy currently has no heavy industry in any of their markets, so all of their ships suffer severe D-mod penalties. Is that by design?
Looked into this, and while they have an orbital works, turns out that my script to give it a corrupted nanoforge wasn't firing correctly, uploaded a 1.02 patch to correct this.
Save compatible, but requires a new save in order to have Kyeltziv Technocracy get the nanoforge they are meant to have.

The mod introduces a faction to the campaign with their own system, (located to the north west of the core) where you can reliably gain access to the ships and weapons from the mod.

you might wanna add that to the mod loader's description and in the first post's "gameplay guide" ?
The fact that it's described as a "Faction Mod" in the OP should be clue enough that it adds a faction to the campaign. And like any other faction mod, it can be assumed that new markets and/or systems will be added where you can gain access to the content.
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