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

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Author Topic: [0.98a] There Be Juggernauts 0.2.2  (Read 37765 times)

Protonus

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[0.98a] There Be Juggernauts 0.2.2
« on: May 01, 2022, 10:32:44 AM »

There Be Juggernauts Ship Pack

Download Here: RAR / ZIP

0.2.1-RC1: RAR / ZIP
0.2.0-RC1: RAR / ZIP
0.1.1a: RAR / ZIP


Requirements:
      No other mods, but your sanity.

Featured:
      Just some silly ships that aren't easily acceptable in the current game or at least makes the experience more terrible to the unfortunate users.
      Oh, and expected vanilla factions will get them.


PAQs, Probably Asked Questions:
Spoiler
  •    Why did you make this mod?
   There are some leftover ships from Blue that could use its own entry that didn't need a faction to support it.

  •    Why are these ships so big?
   Because they're big.

  •    Where do they spawn? When do I get to see them in-game? Are they rare?
   If you see something bigger than life in there, you'll know its there. Hopefully.

  •    Is this mod safe?
   I dunno.

  •    If there's that one ship from Blue, while there's also this one, what's gonna happened to it?
   I'm considering to remove that ship completely from Blue while retaining its original name. It's going to be headache to work on a script or whatever trying to remove it while in midgame.

  •    Is this ship pack balanced?
   Shhhhh...

  •    Will there be any more ships in the future?
   I'll threaten you with an update when it's ready.
[close]

Thanks to:
- Blue mod, Idk.

Changelog:
Spoiler
Quote
**** Version 0.2.2 ****
   Campaign:
      Added a threat.
   MagicLib Bounty Board:
      Added a bounty for a certain onslaught.
   Ships:
      Added Xeth, an "uncompromised" Anubis.
         A very fast battlecruiser.
         Added to Tri-Tachyon roster.
      Overslaught:
         Sprite updated.

**** Version 0.2.1-RC1 ****
   Ships:
      Armani:
         Armor increased from 1750 to 1850.
         Flux Capacity increased from 14000 to 16000.
         Flux Dissipation increased from 600 to 700.
         Ordinance points increased from 320 to 340.

**** Version 0.2.1 ****
   Updated to version 0.98a-RC5.
   Ships:
      Added Ghostworld, a post-War sleepership originally intended to escape the struggle, now it is refitted to face it.
      Unbanished:
         Luddic Path can now use this ship according to its lore, albeit very sparingly.
      Hek:
         Spawn rate in ship roles is slightly reduced.
      Prevalent:
         Sprite overhaul and module adjustments.
         Added 2 additional armor modules.
         Bulk Jet Thrusters shipsystem changed to Ammo Feed.
         Advanced Broadside Plan:
            Non-Missile range increase to 100% from 60%. PD range remains at 60%.
            Ballistic Flux Efficiency 10% changed to Non-Missile Flux Efficiency 20%.
         Designation changed from Dreadnought to Juggernaut.
         Hull slightly reverted from 18000 to 22000.
         Cargo increased from 400 to 600.
         Fuel Capacity increased from 450 to 600.
         Base Value increased from 500000 to 750000.
         Base Supply M/R and Deployment cost increased from 50 to 65.
         Armor modules:
            Hull increased from 5000 to 7500.
            Armor increased from 800 to 1250.
            Ordinance points increased from 310 to 320.

**** Version 0.2.0 ****
   Updated to version 0.96a-RC10.
   Ships:
      Added Toshara, a pre-Collapse juggernaut that boasts its very large and versatile arsenal.
      Added Unbanished, a pre-Collapse battlecarrier from a more civilized time. Basically an armored Conquest with carrier specs.
      Armani:
         Sprite polished, credits to BigBeans.
         Collision polygon updated to reflect nuanced figure of the sprite.
      Hek:
         Added Recovery cost reduction by 25%.
         Can now be installed with Makeshift Shield Generator.
         Non-PD range bonus increased from 60% to 80%.
         Armor Strength reduction reduced from 8x to 7x.
         Hull increased from 40000 to 45000.
         Flux Dissipation reduced from 500 to 400.
         Ordinance points increased from 240 to 250.
         Hangar Bay size increased from 3 to 4.
         Top Speed increased from 20 to 25.
      Neptune:
         Ordinance points increased from 150 to 175.
      Prevalent:
         Hull reduced from 25000 to 18000.
         Shield Efficiency increased from 1.4 to 1.2.
      Oracle:
         Replaced shipsystem Recall Device with Fortress Shield.
         Unused Large Built-in turret removed.
         Shield Upkeep reduced from 0.6 to 0.4

**** Version 0.1.1a ****
   Campaign:
      Added missing spawn rates for Oracle and Prevalent.

**** Version 0.1.1 ****
   Ships:
      Added Oracle, a High Tech juggernaut that has the combined firepower of the Paragon and wing composition of the Astral.
      Added Prevalent, a heavier and up-armored Conquest with incredible staying power in mind. Has armor modules and a lot of larges.
      Farbauti:
         Fixed engine alignment.

**** Version 0.1 ****
   Released version.
[close]
« Last Edit: April 09, 2025, 11:41:59 PM by Protonus »
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peppermeth

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Re: [0.95.1a] There Be Juggernauts 0.1.1a
« Reply #1 on: May 26, 2022, 12:37:46 PM »

Do the Overslaught have 4 fighter bay? That seam a like a lot if the Armani is to have 6 bay.
And maybe renaming the Overslaught by "impetus", "onfall", "onrush" or something. The name seem a bit to on the nose to me.
But otherwise great sprite and I'll be happy to see more in the future.
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Zr0Potential

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Re: [0.95.1a] There Be Juggernauts 0.1.1a
« Reply #2 on: May 26, 2022, 10:55:15 PM »

Agreed with the naming suggestion, love the work on this mod very seamlessly vanilla (even with the fluff) and feels like having minibosses

If I might suggest the Hek should be balanced by :
+ Add an extra hangar bay making it to 4 (since it's in the sprite anyways)
+ More cargo/fuel capacity (since it's a bit small compared to its size)

- Lower the burn speed to 5 (since you're literally dragging a planet, and from my experience a pirate raiding fleet containing Hek ravaged the whole Askonia system and tore through numerous trade convoys, it'd probably better utilized as a defense or siege role imo)  ;D
« Last Edit: June 22, 2023, 05:44:23 PM by Zr0Potential »
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Green Ghost

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Re: [0.95.1a] There Be Juggernauts 0.1.1a
« Reply #3 on: May 28, 2022, 12:56:25 AM »

Safe to add mid-game?
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Crabyphus

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Re: [0.95.1a] There Be Juggernauts 0.1.1a
« Reply #4 on: June 04, 2023, 06:34:41 AM »

Does this still work as of 96?
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Thecrippler

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Re: [0.95.1a] There Be Juggernauts 0.1.1a
« Reply #5 on: June 06, 2023, 09:40:23 AM »

Hot damn how did i miss this mode just what i need for my 300+ ships o btw it is Safe to add mid-game beautiful mod ty
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Dadada

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Re: [0.95.1a] There Be Juggernauts 0.1.1a
« Reply #6 on: June 20, 2023, 08:10:59 AM »

I love the big chonkers. :D
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Daidez

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Re: [0.96a] There Be Juggernauts 0.2
« Reply #7 on: August 13, 2023, 07:23:01 PM »

Glad I found this.  This will fill the hole left from Missing Ships not being updated. ;D
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raco12

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Re: [0.96a] There Be Juggernauts 0.2
« Reply #8 on: August 24, 2023, 06:01:47 PM »

Glad I found this.  This will fill the hole left from Missing Ships not being updated. ;D

Just change the Json File of missing ships to 0.96 and Use the mod. I use it and it works just fine, even removed the mjolnirs from the Nagato.
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Ithilnár

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Re: [0.97a] There Be Juggernauts 0.2-RC1
« Reply #9 on: March 13, 2024, 10:07:28 AM »

Great mod.  If you are still working on this mod, would it be possible to add ship that could be part of XIV Battlegroup fleet.
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Vundaex

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Re: [0.97a] There Be Juggernauts 0.2-RC1
« Reply #10 on: April 15, 2024, 04:01:40 PM »

I like those ships, however it looks like pirate armadas all have this planetoid ship with them, which doesn't make them feel rare or unique at all.
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Maelstrom

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Re: [0.97a] There Be Juggernauts 0.2-RC1
« Reply #11 on: April 15, 2024, 11:38:17 PM »

I like those ships, however it looks like pirate armadas all have this planetoid ship with them, which doesn't make them feel rare or unique at all.

Pirate fleets are extremely hard to balance when you start installing mods... they have such an insane spawn pool since almost every mod adds a ship to their available list
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XyttheElite117

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Re: [0.97a] There Be Juggernauts 0.2-RC1
« Reply #12 on: October 27, 2024, 02:23:40 AM »

Will the Overslaught get a sprite update like the Onslaught?
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alaricdragon

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Re: [0.98a] There Be Juggernauts 0.2.2
« Reply #13 on: April 13, 2025, 05:41:19 PM »

just so you know, this mods version checker file is pointing to the wrong form page.
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Protonus

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Re: [0.98a] There Be Juggernauts 0.2.2
« Reply #14 on: April 13, 2025, 09:18:33 PM »

just so you know, this mods version checker file is pointing to the wrong form page.

Oh no.
I'll get to it.
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