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Starsector 0.98a is out! (03/27/25)

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Author Topic: [0.98a] Sunrider 0.7.2 update: Prototype's Rejuvenescence and playable Ryders  (Read 119859 times)

Alex_Sans

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Re: [0.95.1a] The Sunrider
« Reply #45 on: January 22, 2023, 03:12:25 PM »

Righto, so, how do I unlock the quest and where? Been looking everywhere and found nothing

Is it activated?
is the game date at cycle 207 or later?
did you check non-path/pirate bar?
(content spoiler warning)
Spoiler
do/did you refrain from satbombing?
[close]

if all answers are "yes" and you're still unable to start First Arrival quest, something is not right...

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CountV

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Re: [0.95.1a] The Sunrider
« Reply #46 on: January 23, 2023, 12:55:03 AM »

Noticed an inconsistency, the Evolved Ceran Saviors are described as kinetic weapons during the quest dialogue text, but the actual weapon received is a high explosive type weapon.
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Alex_Sans

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Re: [0.95.1a] The Sunrider
« Reply #47 on: January 23, 2023, 12:06:41 PM »

Noticed an inconsistency, the Evolved Ceran Saviors are described as kinetic weapons during the quest dialogue text, but the actual weapon received is a high explosive type weapon.

I'll correct the text next update, but the damage-type being HE unlike the green and red saviors is intended. Thanks for the heads-up.
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CountV

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Re: [0.95.1a] The Sunrider
« Reply #48 on: January 24, 2023, 12:54:50 AM »

Went back to take a look at the original Sunrider game, I'd completely forgotten that that series referred to their ships' ballistic cannons as 'Kinetics'. So I guess Ava's technically being consistent with her source material when she refers to the Sunrider's batteries as kinetic cannons.

It's only confusing when thinking about it in terms of Starsector's mechanics.
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Nanoelite001

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Re: [0.95.1a] The Sunrider
« Reply #49 on: January 25, 2023, 05:42:03 AM »

Hi! I noticed that the pirate ryder missile launcher has a burst of 4 missiles, but an ammo capacity of 9. I was wondering if this was intentional?
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Psyentific

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Re: [0.95.1a] The Sunrider
« Reply #50 on: February 08, 2023, 01:19:30 PM »



WHEN

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Alex_Sans

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Re: [0.95.1a] The Sunrider
« Reply #51 on: February 10, 2023, 11:15:58 AM »

Hi! I noticed that the pirate ryder missile launcher has a burst of 4 missiles, but an ammo capacity of 9. I was wondering if this was intentional?

should've been 8, thanks for the heads up

WHEN

...Of course someone had to post a screenshot of CR here literally minutes after it was released smh.
.
.
.
I'll give you a 'maybe.'
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Frederickfromph

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Re: [0.95.1a] The Sunrider
« Reply #52 on: February 11, 2023, 10:56:34 AM »

I just finished the Origin quest, so uh is that is only for now in this version or there are more? that i just havent found yet
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Ramiel

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Re: [0.95.1a] The Sunrider
« Reply #53 on: February 16, 2023, 10:48:06 AM »

Just to repeat, I really appreciate Ava being a character, with her own set of morals and beliefs....
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TheArchange

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Re: [0.95.1a] The Sunrider
« Reply #54 on: March 03, 2023, 12:26:39 PM »

Righto, so, how do I unlock the quest and where? Been looking everywhere and found nothing

Is it activated?
is the game date at cycle 207 or later?
did you check non-path/pirate bar?
(content spoiler warning)
Spoiler
do/did you refrain from satbombing?
[close]

if all answers are "yes" and you're still unable to start First Arrival quest, something is not right...


I was a moron and didn't notice the 207 cycle requirement, it works just fine lmfao.
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sonicbow72

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Re: [0.95.1a] The Sunrider
« Reply #55 on: March 10, 2023, 09:18:06 PM »

I got a question about the mod. Would it be possible to just have a Sunrider and not the other ships? Don't get me wrong, you're doing a fine job on the graphic. I just develop a headcanon that only Sunrider was transported to Persean Sector.
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Alex_Sans

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Re: [0.95.1a] The Sunrider
« Reply #56 on: March 11, 2023, 09:01:53 AM »

Folks, I wanted to release the 0.4 update before the end of February, but two things said nope:
One is that the document with all the text for the 4th quest has more than 3 thousand words right now, but it's not even finished yet.
And I had three weeks of night work shift in a row... quite brutal.


I got a question about the mod. Would it be possible to just have a Sunrider and not the other ships? Don't get me wrong, you're doing a fine job on the graphic. I just develop a headcanon that only Sunrider was transported to Persean Sector.

If I were to do that, then I'd have not done anything past 0.1.x update, and the planned quest chain would have to be almost completely discarded. No, the Sunrider is far from the only ship warped here in one or two pieces, and Ava is not the only person that made it here alive either.

But if you want the other ships gone anyway, simply delete the "world" folder in mod files and never learn PACT or Solar Alliance blueprint packages ingame.
« Last Edit: March 12, 2023, 08:40:34 AM by Alex_Sans »
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DecimaMASAdmiral

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Re: [0.95.1a] The Sunrider
« Reply #57 on: March 11, 2023, 09:39:11 AM »

Folks, I wanted to release the 0.4 update before the end of February, but two things said nope:
One is that the document with all the text for the 4th quest has more than 3 thousand words right now, but it's not even finished yet.
And I had three weeks of night work shift in a row... quite brutal.


I got a question about the mod. Would it be possible to just have a Sunrider and not the other ships? Don't get me wrong, you're doing a fine job on the graphic. I just develop a headcanon that only Sunrider was transported to Persean Sector.

If were to do that, then I'd have not done anything past 0.1.x update, and the planned quest chain would have to be almost completely discarded. No, the Sunrider is far from the only ship warped here in one or two pieces, and Ava is not the only person that made it here alive either.

But if you want the other ships gone anyway, simply delete the "world" folder in mod files and never learn PACT or Solar Alliance blueprint packages ingame.

Hey boss dont worry your health is the most important thing to look after, trust from a guy who works in up to 120F heat in the middle east on 12 hr shifts (I really need to change my job). Plus its important to keep a good pace dont want to have burn out because you want to meet a deadline.
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sonicbow72

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Re: [0.95.1a] The Sunrider
« Reply #58 on: March 11, 2023, 07:22:21 PM »

Folks, I wanted to release the 0.4 update before the end of February, but two things said nope:
One is that the document with all the text for the 4th quest has more than 3 thousand words right now, but it's not even finished yet.
And I had three weeks of night work shift in a row... quite brutal.


I got a question about the mod. Would it be possible to just have a Sunrider and not the other ships? Don't get me wrong, you're doing a fine job on the graphic. I just develop a headcanon that only Sunrider was transported to Persean Sector.

If were to do that, then I'd have not done anything past 0.1.x update, and the planned quest chain would have to be almost completely discarded. No, the Sunrider is far from the only ship warped here in one or two pieces, and Ava is not the only person that made it here alive either.

But if you want the other ships gone anyway, simply delete the "world" folder in mod files and never learn PACT or Solar Alliance blueprint packages ingame.

Ah, ha. Thank you for the answer! Take care of yourself!
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Alex_Sans

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Re: [0.95.1a] Sunrider 0.4 update: Son of Iniquity
« Reply #59 on: April 23, 2023, 08:56:36 PM »

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.
« Last Edit: April 23, 2023, 09:12:38 PM by Alex_Sans »
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