Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

Pages: [1] 2 3

Author Topic: [0.95.1a] The Sunrider  (Read 14103 times)

Alex_Sans

  • Ensign
  • *
  • Posts: 19
    • View Profile
[0.95.1a] The Sunrider
« 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 cause bugs if updated from 0.1.x to 0.2.

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 a bug that can only be fixed by closing and reopening the game.

2: The NPC that triggers the mission will appear after October cycle 206. If you activated the mod in an ongoing playthrough at cycle 207 and onwards, the quest can be started immediately (unless a certain event has already happened)

3: Be very careful in the bar because if Ava is rejected in the bar event where she appears, She 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]

Strenghts: Major ballistic focus;
High frontal firepower;
Many ships have built-in energy and/or missile weapons;
All ships and Ryders with shields have Solar Shielding (Includes existing units prior to 0.2 update, but not the boss) and a 360º omni shield;
All ships (but not Ryders) without shields have Resistant Flux Conduits;
All ships have at least one vanilla hullmod built-in, in addition to the ones mentioned above;

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;
Astral does not operate bomber Ryders very well, neither does any carrier with the same shipsystem.

New Quest: Origins > Does not require the Sunrider in the fleet to start, but it does require Ava.

Credits: 

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

Histidine for Bianca’s shotgun and coding the quests (0.1.3: making Seraphim's awaken functional).

Sincronic for graphic polishing and hullmods.

Requirements: MagicLib, LazyLib and GraphicsLib

Recommended: WhichMod and Custom Battle Music.

Download


Changelogs:

Spoiler
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: October 26, 2022, 02:35:06 PM by Alex_Sans »
Logged

Sincronic

  • Ensign
  • *
  • Posts: 17
    • View Profile
Re: [0.95.1a] The Sunrider
« Reply #1 on: March 14, 2022, 10:12:45 PM »

Congrats on the release  8)
Logged

LinWasTaken

  • Commander
  • ***
  • Posts: 183
    • View Profile
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

  • Captain
  • ****
  • Posts: 260
  • Gentle Mann of Leisure
    • View Profile
Re: [0.95.1a] The Sunrider
« Reply #3 on: March 15, 2022, 05:02:11 AM »

anime
Logged
Fast Engine Rendering  |  HexShields  |  DroneLib | Lights Out
Pearson Exotronics | Combat Misc Utils
indev: Nëutrino Corporation, Combat Multiplayer

ssd21345

  • Ensign
  • *
  • Posts: 5
    • View Profile
Re: [0.95.1a] The Sunrider
« Reply #4 on: March 15, 2022, 08:24:03 AM »

Logged

dk1332

  • Commander
  • ***
  • Posts: 193
    • View Profile
    • Email
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?
Logged

SpaceDrake

  • Captain
  • ****
  • Posts: 312
  • Piloting space mecha for fun and profit(?)
    • View Profile
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
Logged

kokuto

  • Ensign
  • *
  • Posts: 13
    • View Profile
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?
Logged

AppleMarineXX

  • Lieutenant
  • **
  • Posts: 54
    • View Profile
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

  • Captain
  • ****
  • Posts: 432
    • View Profile
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
Logged

Superharem

  • Ensign
  • *
  • Posts: 11
    • View Profile
    • Email
Re: [0.95.1a] The Sunrider
« Reply #10 on: March 16, 2022, 04:44:47 AM »

I see anime waifu I download
Logged

Ramiel

  • Commander
  • ***
  • Posts: 141
    • View Profile
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?
Logged

Nym

  • Ensign
  • *
  • Posts: 11
  • Clearly Organic Life Form
    • View Profile
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.
Logged
My Ancestors were Toasters.

AppleMarineXX

  • Lieutenant
  • **
  • Posts: 54
    • View Profile
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

  • Ensign
  • *
  • Posts: 11
    • View Profile
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?
Logged
Pages: [1] 2 3