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Author Topic: [0.96a] Sunrider 0.4.2c update: Vanguard Cannon's true power  (Read 36675 times)

Alex_Sans

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[0.96a] Sunrider 0.4.2c update: Vanguard Cannon's true power
« on: March 14, 2022, 10:05:02 PM »

https://youtu.be/2tkIIa3ZFuo

Safe to add to ongoing saves, but will break saves if removed and not safe to update from 0.2.2 to 0.4!

If you're concerned about copyright: part of Love in Space inc. staff is aware of the existence of this mod and is fine with it!

Anyway, have you ever dreamt that one day, the Ceran assault carrier, the Sunrider would show up in the Persean Sector? That dream has come true! This mod adds a quest for you to recover her, ripped to shreds from a previous battle. Her 7 Ryders: Bianca, Black Jack, Havoc, Liberty, Paladin, Phoenix and Seraphim are included, but not their pilots. On the other hand, Ava Crescentia is the key to get started.

Warnings:

1: do NOT skip dialogues too fast after interacting with the derelict Sunrider. Doing so will result in an audio bug that can only be fixed by closing and reopening the game.

2: The NPC that triggers the mission will appear after 800 days ingame. If you activated the mod in an ongoing playthrough where that much time has passed, the quest can be started immediately (unless a certain event has already happened)

3: Be very careful in the bar because if any quest involving Ava is rejected in the bar event where she appears, it is GONE FOREVER!

Known issues:
Only Sunrider herself and PACT Battleship have finished sprites;
If Jinta Suzuki tells you that the derelict is in an inhabited system (pirate, pather and society bases do not count), it will not spawn.

The ship and Ryders:
Spoiler
[close]

The key person:
Spoiler
[close]

She won't just be given away; she shall be yours once you prove yourself worthy!
Spoiler
[close]

0.2 Update: New ships Added.

PACT
Spoiler
[close]

Others
Spoiler
[close]

New ryders (currently not used by other fleets)
Spoiler
[close]


0.4 Update: Mining Union Battleship added and Alliance Battleship changed

Spoiler
[close]



Strenghts: Major ballistic focus;
High frontal firepower;
Many ships have built-in energy and/or missile weapons;
All ships and Ryders with shields have 360ยบ omni shield;
All ships have at least one vanilla hullmod built-in, in addition to Fallen Outsider, which increases resistance against solar coronas and hyperspace storms, slightly faster active venting and reduced energy damage to shields;

Weakenesses: All energy (mount and damage) weapons are built-in;
All beam weapons are built-in, face foward, fire like Phase/Tachyon Lance and cannot turn (except those used by ryders).
With one exception, all missile weapons are built-in and with no exceptions, all missiles deal High-Explosive damage;
Fragmentation weapons and phase ships are inexistent;   
Most hulls do not have rear-facing weapons, making them vulnerable to attacks from behind;
Some ships have clustered weapons mounts, which makes ion/arc damage more dangerous;
Fallen Outsider also increases maintenance and overload duration.


Credits: 

Love in Space inc. for the ship and mech models and for approving the existence of this mod.

Histidine for making the entire coding and improving the written story script.

Sincronic for graphic polishing and hullmods.

Requirements: MagicLib and LazyLib

Recommended: WhichMod and Custom Battle Music.

Download


Changelogs:

Spoiler
0.4.2c hotfix:

Fixed a certain monochrome illustration that looked kinda cursed ingame and almost made me have a stroke because the program I use to edit sprites and illustrations decided to save it in 8bits.

0.4.2b hotfix: The same issue with Persean League also happened to Sindrian Diktat and Lion's Guard (sorry about that).

Delete <st>SunriderPactBattleship</st> on Sindrian Diktat and Lion's Guard priority ship doctrines in your save file for the fix.

Reminder: No action needs to be taken if starting a new save.

 0.4.2 changelog:

Fixed Persean League using no capitals other than Machiavelli.
For it to take effect on an ongoing save, update the mod, edit your save file and find this:
Code
<priorityShips z="19571">
<st>SunriderAllianceBattleship</st>
</priorityShips>
delete the middle line and make it look like this:
Code
<priorityShips z="19571"></priorityShips>
If another mod adds more ships to this priority list, delete only the <st>SunriderAllianceBattleship</st> line.

Added effects to Sunrider's Mother skill:
Normal: -25% monthly supply cost to piloted ship if it's from sunrider universe (-5% total due to Fallen Outsider hullmod penalty);
Elite: same as above, but only for Sunrider itself (-15,555.....% total due to stacking with the above effect, Fallen Outsider and Advanced Ceran Engineering hullmods' penalties).


0.4.1 Changelog (compatible with both .95 and .96 versions of the game). Safe to update midsave from 0.4.0, but hullmods that are no longer built-in may overflow the ship's OP on existing saves.

"Fallen Outsider" hullmod will now replace solar shielding and resistant flux conduits on ALL ships and wings added by this mod.
+40% resistance to solar coronas and hyperspace storms;
+10% active venting rate;
-20% energy damage taken by shields (not armor or hull);
+20% overload duration;
+25% monthly supply cost;

"Ryder Resilience" will be added to all wings.
+50% weapon and engine durability
+40% weapon and engine repair speed

Advanced Ceran Engineering hullmod now also increases monthly supply upkeep by 25% and maximum Combat Rating by 30% (CR will be 100% even without Crew Training and Combat Cndurance);
Short Range Warp hullmod now also halves sensor profile.

Sunrider (ship) No longer has Command Center hullmod;
Fuel/ly doubled from 10;
Required resources to recover the ship (after the bosses are defeated) increased from 250 supplies to 600;

First Arrival quest delay from game start increased to 800 days.

Vanguard Cannon:
Damage has been essentially tripled (no change to description or shown damage in refit screen);
Due to an oversight on numbers within its code, it was dealing way less damage than 4000;
Cooldown increased from 25 to 30 seconds;
Flux cost increased from 8000 to 10000;

Iron Will shipsystem duration halved and number of charges increased from 2 to 3.

Agatha Christie Cruiser armor reduced from 1300 to 1000.

Guppy Cruiser armor increased from 1000 to 1100;
Hull integrity reduced from 10000 to 9000.

Ironhog, Gunboat, Kakapo and Boi DP cost reduced by 1.

PACT Support A and B engagement range increased from 500 to 2000.


0.4 Changelog

Added crossmod interaction with PAGSM: if you have at least 30 reputation with Yunris Kween, Origins can be completed through her at the cost of 1 gamma core. If she has given you the Iapetus 20000, she'll do it for free.

New quest: "Nightmare Breakdown", can trigger on any market 40 days after First Arrival is completed. No objectives, or anything to do; you simply talk to Ava about the enemies encountered in First Arrival.

Sunrider spawn distance reduced from 25-40 to 20-30 ly;

Delay between First Arrival's end and Origins' start increased from 45 to 120 days; Origins does not require Nightmare Breakdown to have occurred, and both can be active simultaneously.

New quest: "Son of Iniquity", has a battle harder than First Arrival, delay from Origins is 30 days, will end in the same market it started, regardless of the faction and is a big *ss example of what VNSector means.


Equippable weapon and wing prices drastically reduced (except Evolved Ceran Saviors).

Battleship Barrage renamed to Battleship Helldarts;
Alliance Missile launcher: ammo count increased from 10 to 15;
Pirate Missile launcher: cooldown increased from 10 to 15 and ammo count reduced from 9 to 4;
Advanced Ryder Missile Launcher: Ammo count reduced from 20 to 10;

Added Expanded Missile Racks to Black Jack, Havoc and PACT Elite wings.

Alliance Trooper wing: OP cost reduced from 16 to 12 and refit time reduced from 15 to 10.

PACT Bomber: OP cost reduced from 11 to 10

PACT Elite: OP cost reduced from 20 to 15 and refit time reduced from 27 to 20.

Pirate Bomber: OP cost reduced from 15 to 12 and refit time reduced from 20 to 15.

Boi Frigate:
Cargo capacity increased from 100 to 150;
Fuel cost/ly halved;
(Histidine) added mining stats, kinda forgot about it until someone mentioned...

Marte Frigate and Julian Destroyer:
DP cost reduced to 1;
Added unboardable tag;
Removed from sindrian/lion/heg fleet doctrines and from PACT blueprint package;
Will only appear as enemies on quests related to the mod and will no longer be obtainable by default;

Veniczar Battleship:
Skeleton crew increased from 200 to 280;

Machiavelli Battleship:
Spoiler
GOD DAMN IT, I AM STILL NOT SATISFIED BY THE EDIT ON THE MODEL AND IT IS STILL CURSED DESPITE NOT BEING FLIPPED TO THE SIDE ANYMORE;
[close]
Drastic change to sprite and weapon mounts;
Added battleship helldarts;
DP increased from 60 to 70;
Skeleton crew increased from 250 to 350;
Flux dissipation increased from 1000 to 1500;
Accelerated Ammo Feeder replaced by Plasma Burn;
New shipsystem: Iron Will; A mix of Damper Field and Accelerated Ammo Feeder (right-click to activate);
No longer compatible with Makeshift Shield Generator.

All Azure beams speed doubled to 8000 and level 4 (Decimator) added.

New ship known only by independents: Sandworm-class Mining Battleship;
Slightly larger than Machiavelli, has very high logistics and mining stats (nexerelin), and burn drive + damper field systems.

New weapon: Mining Union Cannon. Has mining stats, high HE damage per hit, but long cooldown and lower range than Storm Needler.
New weapon: Gray Stinger. PD weapon similar to LDMG.

Ava Crescentia:
Several (but not all) frames of dialogues now have an illustration of her instead of the portrait (but I'm 10/10 sad that there's no facepalm sprite in Liberation Day);
Will now ignore player saturation bombardments (or boggled PKD) if the victim is Legio Infernals or Hiver Swarm.
Polarized Armor, Combat Endurance and Field Modulation skills removed;
Target Analysis, Systems Expertise and Sunrider's Mother skills added;

Sunrider's Mother skill effects:
Normal: flux dissipation increased by 15% and shipsystem flux cost reduced by 100%. Elite: wings gain 20% speed and damage reduction;

The chance of any ship added by this mod to appear in npc fleets has been reduced.


0.2.2 Changelog (safe to update midsave):

Veniczar Battleship: DP cost increased from 50 to 60 and maneuverability slightly reduced.
Machiavelli Battleship: DP reverted to 60.
Agatha Christie logistic stats tweaked. You'll probably see a lot of them being used by Persean League's and Tri-Tachyon's Mercanilite Convoys.

Bianca wing: ...I forgot to give her Solar Shielding.
Paladin wing: Now has Flux Shunt hullmod...
Pirate Bomber wing: OP cost reduced from 19 to 13.
PACT Mook, PACT Bomber wing and Pirate Grunt wings: OP cost reduced by 2.
PACT Elite OP cost reduced from 23 to 20.
Alliance Trooper wing: hull increased from 950 to 1000 and armor doubled.

Advanced Ryder Missile Launcher: refire delay increased from 9 to 40. Black Jack, PACT Bomber and PACT Elite make use of this weapon, meaning that they'll take significantly more time to dock on the carrier to reload.

All Ryders (except Phoenix) max speed increased by ~25-30.
PACT Quantum Rocket: Description and sprite changed, improved tracking, health increased, ammo capacity increased from 2 to 3, fires every 25 seconds (was 30) and recharges once every 73 seconds (was 90), and damage reduced from 3500 to 3000.
PACT Missile Launcher: Removed hardpoint sprite because it's rather pointless due to its original model, ammo capacity increased from 24 to 30 and fires every 7.5 seconds (was 10).

Marte Frigate: DP cost reduced from 5 to 4.
Battleship Barrage, PACT Quantum Rocket and PACT Missile Launcher now have 2000 range.
Evolved Ceran Saviors price increased from 10000 to 40000 credits.
All Savior weapons volume lowered.
PACT and Alliance Blueprint packages fixed (was incorrectly giving a few wings as hulls to build in colonies).

Changelog 0.2.1: PACT Elite Laser range halved (bruh I didn't see that High Scatter Amplifier doesn't reduce range on fighter beam weapons, what the heck!);
Machiavelli and Veniczar DP cost reduced by 5;
Guppy and Agatha Christie DP cost reduced by 2;
Slight text change on First Arrival start.
Removed omega from Shikire Cruiser (Thanks to Underdrown and Arashu for the report) - for this specific fix to take effect in an ongoing save, VERY CAREFULLY remove any <st>SunriderRyuvianCruiser</st> lines from your save file after updating the mod.
Now has integration with Laroustine's Custom Battle Music mod.

0.2 Changelog:
Spoiler
Sickbay dialogue drastically changed......
[close]

(Maybe for now) vanilla factions will rarely use and sell PACT and Solar Alliance ships and weapons so you can fight, recover or buy then play with them, but for SR storyline, everyone will act as if they don't exist here;

Vanilla factions will also have access to a few more weapons and hullmods;

New feature involving Ava Crescentia, but you probably don't want to trigger it (some people probably won't care, some will never see it :P :P :P);

New quest that rewards a powerful large ballistic weapon blueprint: Evolved Ceran Saviors.`

Sunrider ship: Increased derelict spawn distance to 25-30LY;
Sprite is significantly smaller;
several changes to weapon mounts;
Hull integrity reduced from 24000 to 20000;
Armor rating reduced from 2000 to 1600;
Vanguard Cannon flux cost increased from 7500 to 8000;
damage reduced from 5000 to 4000, hits enemy shields/hulls every 100 units and is not affected by projectile speed modifiers;
Short Range Warp cooldown increased from 40 to 60 seconds and teleporting time halved;
Now shares a built-in missile weapon with PACT Battleship.

Most non-missile weapons in all Ryders have a sprite, angle and turn rate. As a result, all of their hitboxes were reduced (this excludes Seraphim);
Weapons from Ryders with shields no longer require flux to fire.

Ryuvian Bosses: Tweaked multiple stats, but still the same difficulty overall.

Several tweaks to all of Sunrider's built-in wings.


0.1.3 Changelog:
Sunrider ship: A notable change to the sprite, improving its depth perspetive, by Sincronic;
Skeleton and maximum crew reduced by 20;
Cargo capacity increased from 250 to 300
Vanguard Cannon: Does not deal damage to friendly ships anymore (the projectile will pass through them harmlessly)
Increased damage from 4000 to 5000;
Increased flux cost from 6500 to 7500;
Increased cooldown from 18 to 24 seconds.

Seraphim: Removed shield (really, the fighter can hit like a truck now);
Reverted role to support;
Awaken shipsystem is now fully functional and added back to the fighter. Doubles projectile speed, range and damage per hit for Seraphim's gun;
Seraphim's gun: cooldown reverted from 5 to 6 seconds.

0.1.2:
Fixed some more typos (I'm brazilian... that's the only excuse I have to tell you why it's never going to be perfect!);
Slightly changed dialogue with Ava Crescentia;
Removed some unecessary junk from files;
Ava Crescentia no longer appears in Luddic Path markets.

Sunrider ship: ballistic, beam and hybrid base variants added to autofit;
Now has Operations Center hullmod built-in (if you happen to have built it in for any reason, that's a lost S-mod slot. Sorry);
Vanguard Cannon sound effect doesn't destroy your ears anymore.

Bianca's Shotgun: Reduced damage per shot from 270 to 120, removed flux cost;
Phoenix: Changed role to interceptor and added Integrated Point-Defense AI hullmod;
Seraphim: Changed role to escort;
Removed Awaken shipsystem because unfortunately, the fighter refuses to use it (and I'm pretty sure it's not because the pilot is someone other than Sola. Black Jack can activate her Awaken... erm, I mean Temporal Shell just fine). Replacing it for High Energy Focus didn't help;
Seraphim's gun cooldown reduced from 6 to 5 seconds.

0.1.1
General:
Fixed some typos.
First objective of the quest has a little more detailed information in accepted missions tag.
Removed omega tag from all weapons to prevent them from being available in Midnight Dissonant.

Short Range Warp shipsystem cooldown reduced from 45 to 40.
Vanguard Cannon projectile speed reduced from 7000 to 6000.
Black Jack's missile: now ignores flares.
Havoc: Flux capacity reduced from 800 to 500, added ammo feed shipsystem.
Paladin: reduced replacement time from 36 to 33.
Ryuvian automated defenses: Increased difficulty.
[close]

Ava best girl.
« Last Edit: June 16, 2023, 10:55:26 PM by Alex_Sans »
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Sincronic

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Re: [0.95.1a] The Sunrider
« Reply #1 on: March 14, 2022, 10:12:45 PM »

Congrats on the release  8)
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LinWasTaken

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Re: [0.95.1a] The Sunrider
« Reply #2 on: March 15, 2022, 03:32:37 AM »

YEA BABY!
the Sunrider mask of Arcadius opening theme is already stuck in my head just from seeing this mod.
good job.

tomatopaste

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Re: [0.95.1a] The Sunrider
« Reply #3 on: March 15, 2022, 05:02:11 AM »

anime
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ssd21345

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Re: [0.95.1a] The Sunrider
« Reply #4 on: March 15, 2022, 08:24:03 AM »

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dk1332

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Re: [0.95.1a] The Sunrider
« Reply #5 on: March 15, 2022, 03:56:53 PM »

Damn, when was the last time I've heard of Sunrider. Wish the ryders are using Armaa's strikecraft script but this is good too. Is this safe to install on a middle of a playthrough?
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SpaceDrake

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Re: [0.95.1a] The Sunrider
« Reply #6 on: March 15, 2022, 06:08:54 PM »

Damn, when was the last time I've heard of Sunrider. Wish the ryders are using Armaa's strikecraft script but this is good too. Is this safe to install on a middle of a playthrough?

Safe to add to ongoing saves, but not safe to remove afterwards.

Also

anime

'tis glorious
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kokuto

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Re: [0.95.1a] The Sunrider
« Reply #7 on: March 15, 2022, 10:33:13 PM »

Are there any specific faction markets where the NPC will spawn at?
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AppleMarineXX

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Re: [0.95.1a] The Sunrider
« Reply #8 on: March 15, 2022, 11:44:31 PM »

Huh, how'd you make it safe to add mid-save? I was under the impression that adding new objects (ships/weapons/music/etc) mid-save caused bad things to happen.

hydremajor

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Re: [0.95.1a] The Sunrider
« Reply #9 on: March 16, 2022, 02:09:18 AM »

Huh, how'd you make it safe to add mid-save? I was under the impression that adding new objects (ships/weapons/music/etc) mid-save caused bad things to happen.

Guessing it doesn't add a new system, so theses things show up in any old market, also means you'll run into thoses just about every fight though
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Superharem

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Re: [0.95.1a] The Sunrider
« Reply #10 on: March 16, 2022, 04:44:47 AM »

I see anime waifu I download
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Ramiel

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Re: [0.95.1a] The Sunrider
« Reply #11 on: March 16, 2022, 08:42:09 AM »

Huh...still remember that game...awesome! Is Sola in this mod?
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Nym

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Re: [0.95.1a] The Sunrider
« Reply #12 on: March 16, 2022, 08:55:25 AM »

Is the mod even working?
I've spent 3 hours flying back to back to the persean held markets and nothing new.
No descriptions on where or how to encounter or get a hint.
Is this an inside joke I'm missing or something?
Because even the description here says nothing about how to encounter it.
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My Ancestors were Toasters.

AppleMarineXX

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Re: [0.95.1a] The Sunrider
« Reply #13 on: March 16, 2022, 09:12:21 AM »

Is the mod even working?
I've spent 3 hours flying back to back to the persean held markets and nothing new.
No descriptions on where or how to encounter or get a hint.
Is this an inside joke I'm missing or something?
Because even the description here says nothing about how to encounter it.

From the Discord mod announcement:

I got the mod, but I can't find a clue about the ship. What happened? - The NPC that triggers the mission can only appear about a cycle after the starting date of the game. If you activated the mod in an ongoing playthrough where that much time or more has passed, the quest can be started immediately

NGTM-1R

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Re: [0.95.1a] The Sunrider
« Reply #14 on: March 16, 2022, 09:56:41 AM »

"Talk to a pirate boss" is...frustratingly nonspecific and I'm wandering around with my transponder off checking pirate bases and comm queues. Is this another bar dialogue run or what?
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