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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Author Topic: [0.97a] StationShips 1.0.3  (Read 3854 times)

TheDeviL234

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[0.97a] StationShips 1.0.3
« on: May 10, 2022, 02:53:50 PM »

Features:
This mod adds four mobile battlestations to the game

Requirements:
None

Installation:
- Extract the archive into your Starsector\mods folder
- Open the game launcher and enable the mod in the Mods section


Ships
- Object 236L - Low tech self-propelled battlestation; main module has burn drive; side modules have accelerated ammo feeders and no shield
- Hull 419M - Midline self-propelled battlestation; main module has burn drive; side modules have accelerated ammo feeders
- Project 648H - High tech self-propelled battlestation; main module has burn drive; side modules have fortress shields
- X-594 - Remnant automated artillery platform; phase teleporter system; doesn't have separate modules but has higher base flux stats to compensate; uses [REDACTED] weapons

Screenshots:
Spoiler
Low Tech:
Spoiler
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Midline:
Spoiler
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High Tech:
Spoiler
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Remnant:
Spoiler
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Notes:
- Low, midline and high tech ships work the same - they have a main module and two wing modules attached to each side, while the [REDACTED] ship only has the "main module"
- The main module is what counts as "the ship", meaning that if it dies, the whole ship dies
- Side modules can be destroyed separately without killing the main module
- The low tech ship's side modules have increased armor to compensate for the lack of shields
- The most effective strategy to counter these ships is to swarm them with cruisers and capitals with lots of torpedoes/anti-armor and aggressive officers/eliminate orders; their shields are relatively easy to bypass due to how much weapon flux they generate
- Salamander missiles and phase ships with torpedoes/antimatter blasters are very effective against them due to unshielded engines
- The ships are (expectedly) stronger than anything in vanilla Starsector, and have roughly the "effectiveness" of 4 - 6 capital ships
- The ships have no fighter bays, just 100% DAKKA; any fighter bays you see are actually the engines since i suck at drawing
- The remnant ship's standard variant uses [REDACTED] weapons which are very flux inefficient, rendering the ship vulnerable if surrounded, while also allowing it to instakill pretty much anything after teleporting behind it; it's like [VERY REDACTED] on steroids in player hands, and mediocre if given to the AI
- The blueprint package containing these ships can be found while exploring or tech mining
- Ai factions do not have access to these ships; the only way to obtain them is to build them using custom production or buy them from your own faction's markets after learning the blueprint

Changelog:
Spoiler
- 1.0.3 - Updated for Starsector 0.97a, tweaked some ship stats and improved standard variants
- 1.0.2 - Updated for Starsector 0.96a, increased mass of ships
- 1.0.1 - Added remnant version, updated high tech sprite, tweaked some stats
- 1.0.0 - First release
[close]
« Last Edit: February 25, 2024, 07:07:43 AM by TheDeviL234 »
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Big Bee

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Re: [0.95.1a] StationShips 1.0.0
« Reply #1 on: May 10, 2022, 03:02:45 PM »

oh hell yeah that's cool as hell
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flower

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Re: [0.97a] StationShips 1.0.3
« Reply #2 on: March 26, 2024, 06:20:30 AM »

can't believe there is no reply. Definitely the best mod ever!
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Godofchaos

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Re: [0.97a] StationShips 1.0.3
« Reply #3 on: March 27, 2024, 03:23:57 AM »

When you don't have enough firepower even with a dreadnought...
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