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Starsector 0.96a is out! (05/05/23)

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Author Topic: [0.96a] ED Shipyards 2.6.1 (2023-05-13)  (Read 80468 times)

Nick XR

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[0.96a] ED Shipyards 2.6.1 (2023-05-13)
« on: July 24, 2022, 12:07:41 AM »






REQUIRES ALL THE LIBS

(Requires LazyLib )
(Requires GraphicsLib )
(Requires MagicLib )


This mod adds high tech ships and weapons to Independents (and pirates) as well as a few unique bounties. There is no real theme behind them other than the naming convention, color scheme and a goal of fun ships that play a bit differently than what is already offered.

Ships
Spoiler

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Secret Bounty Ships
Spoiler

[close]


How to get Wurgandal
Spoiler
Max your reputation with Independents (100)
Be level  13 or higher
Have a powerful fleet
Go to a bar on an independent planet (size 4 or larger, like Nova Maxios)
Check the bounty board for a mission
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Where to buy ED Ships:
  • Independent Market
  • Size 5 or larger
  • Heavy Industry or Orbital Works
Such as Nova Maxios


Eccentric Designs (ED) Lore
Spoiler

Eccentric Designs (ED) Shipyards is a private Independent aerospace manufacturer and space transportation services company. It was founded after the collapse of the Domain's rule by Eron Dust, an eccentric celebrity billionaire with the goal of developing new spaceship technologies. Despite having dealings with Tri-Tachyon and the Persean League Eron Dust operates his business only in Independent worlds where most of the unique ED Shipyard designs can be found.

While the company is suspected of using artificial intelligence technology no illegal activity was ever discovered by Hegemony inspections.
[close]

Changelog
Spoiler
Version 2.6.1
  • Repair drones now report to Detailed Combat Results their repair data

Version 2.6.0
  • Starsector .96a Upgrade
  • Supports LunaLib
  • Can enable/disable transport & defense fleets
  • Repair drones display damage healed during combat
  • Minor tweaks and cleanup

Version 2.5.7
  • Fix for java.lang.UnsupportedOperationException on Nurse ship
  • Better Ambusher Swap description
  • Slight tweaks to Wurg burst damage for friendly fire and associated AI
Version 2.5.6
  • Fix for Magic Bounty issue
  • Prevent Wurg from venting while Maw is firing
Version 2.5.5
  • Fix for Wurg shield toggle oscillation (thanks emto demto for the feedback)
  • Wurg MAW reload time increased by 50%
  • Wurg is a bit more careful about freindly fire with the Maw
  • Detonator drones now spawn a bunch of arcs when they teleport to make them just a bit more survivable.
  • Fix for MagicBounty Chupacabra CME (problem is in MagicLib itself)
  • Fix for player owned ED Markets not working
Version 2.5.4
  • Wurg is slightly buffed, main beam is mega buffed & different (if you didn't like it before, try it now)
  • Repair drones and especially the repair ship are now worth using
  • More/New campaign stuff (HVB & Build an ED Submarket)
  • Various bug fixes and balance tweaks
Version 2.5.3 - Balance Fixes
  • Balance changes to the leonberger based on feedback (better assault variant and a slight buff to its phase stats and movement)
  • Dust missiles move a bit slower and have fewer HP to make them more vulnerable to AoE PD
  • Slightly improved AI Wurg usage of MAW weapon and Tyrant Eye system
  • Rebalanced phase ships vs Vanilla, ~10% less phase cost (improved variants also)
  • ED Shipyard locations now spawn defensive fleets when threatened as well as have delivery fleets
  • Ship and variant changes for the newfoundland so the AI can use it semi-effectively
  • No longer create submarkets at locations that already have non-standard submarkets
  • More SO variants for smaller ships
  • Shield breaker weapons are much more powerful, but they still seem like a bad idea except in specific situations so I guess that's balance?
  • Fixed Memory leak with Newfoundland
  • Riptide doesn't take damage from ship explosions so it doesn't blow itself up constantly
Version 2.5.2 - Bugfix release, special thanks to those that reported issues
  • Save compatible with anything 2.4.X or after
  • Can be added mid playthrough
  • Changed hidden modular mounts to normal turrets to prevent rare, but painful autofit based crashes (works around a Starsector engine limitation).  Thanks ruddygreat.
  • Fixed missing Riptide built in laser (thanks Mr_8000)
  • Builtin Riptide laser no longer appears as a member of the basic blueprint family
  • Fixed mounts appearing offset on the Leonberger, Wurg left and right shield emitter modules
  • "Mine Custer" -> "Mine Caster", also it will no longer drop.
  • Retriever field shields now really sets it's collision type to "fighter" to try and prevent friendly fire scenarios.
  • Increased repair drone rate by a factor of 2 - 3 depending on repair hull size so it might actually make some sort of difference in real combat.


Version 2.5.1
  • Save compatible with anything 2.4.X or after
  • Can be added mid playthrough
  • Added two secret ships and their associated High Value Bounties (Thanks Pogre!)
  • Fixed crash bug with Wurg maw and AI casting
  • Suicide/Detonator drones now work (but only attack when a ship is “under pressure”)

Balance:
Wurg
  • Large beams in modules can now just barely face forward
  • Maw weapon is firing time has been reduced so it’s less dangerous to use
  • Maw burst damage reduced
  • Tyrant Eye no longer generates flux so it you can still have a zero flux engine boost

Bernard
  • slightly more efficient to bring it in line with other support ships (still super expensive, but it does a lot for the player)

Retriever Mk. II
  • More OP 250 -> 270
  • Mount changed to Large Ballistic to make some mods more useful (rangefinder)

Newfoundland
  • Modules now get targeting and fighter order data from parent


Version 2.5.0
  • Save compatible with 2.4.X
  • Can be added mid playthrough
  • Grand salvo should now work at more opportune times
  • Nurse ship giant shield now has a larger impact radius to make it more useful (was too small)
  • Wurgandal MAW now instantly-ish destroys hulks
  • Maw charge up and slight balancing pass
  • Changes to the Wurg to make it more engaging to use as a player, such as: Modules now vent, launch fighters, share targeting and use shields together
  • Newfoundland is working and more balanced, modules have a PD centric system
  • Many other balance changes
  • New or improved variants
  • Magic Bounty Integration (4 missions)

2.4.1
  • Save compatible with 2.4.0
  • Updated remote version file URL
  • This mod can now be added mid-game and everything will work (before there would be no buy locations)
  • Get the Wurgandal at Nova Maxios or Prism Freeport with 25M & Max rep with independents from a bar event

2.4.0
  • Migrated to StarSector 0.95.1a-RC6 with permission from Ed
  • Uses the original code from 2.3 Beta
  • Get the Wurgandal at Nova Maxios or Prism Freeport with 25M & Max rep with independents from a bar event
  • Minor balance changes to bring in line with vanilla ships


Prior to 2.4
https://fractalsoftworks.com/forum/index.php?topic=16479.0
[close]

I Nick XR didn't create this mod, Ed did and he did at least 99% of the total work that has been done on this mod.  Maybe more.  All the credit should be his.

Git Repo:  https://bitbucket.org/NickWWest/edshipyard/


Some Systems and Hullmods were heavily based on source of other modders like Dark.Revenant, Sundog and Tartiflette and Nia Tahl
And a great thanks to Alex who is always there to help! And special thanks to WASP103 for his contributions

Original Post:  https://fractalsoftworks.com/forum/index.php?topic=16479.0
« Last Edit: May 13, 2023, 08:42:06 AM by Nick XR »
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Meelock

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Re: [0.95.1a] ED Shipyard 2.5.0 (2022-07-22)
« Reply #1 on: July 24, 2022, 02:07:47 AM »

Deleted.
« Last Edit: July 24, 2022, 02:17:07 AM by Meelock »
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Chryvrius

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Re: [0.95.1a] ED Shipyard 2.5.0 (2022-07-22)
« Reply #2 on: July 24, 2022, 06:29:04 PM »

Sweet! Glad to see this getting adopted. Are future plans just maintenance and balance, or do you intend on introducing new ships into the fray?
« Last Edit: July 24, 2022, 08:30:29 PM by Chryvrius »
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Nick XR

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Re: [0.95.1a] ED Shipyard 2.5.0 (2022-07-22)
« Reply #3 on: July 25, 2022, 05:00:49 PM »

Are future plans just maintenance and balance, or do you intend on introducing new ships into the fray?

No new ships for the faction, ED feels fully fleshed out, Ed did an incredible job.

Plans:
Balancing (player feedback greatly appreciated)
Special bounty ships
Bug fixing

Ramiel

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Re: [0.95.1a] ED Shipyard 2.5.0 (2022-07-22)
« Reply #4 on: July 25, 2022, 07:58:09 PM »

Wait...oh....did someone decide to adopt and update this mod? Nice!
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BreenBB

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Re: [0.95.1a] ED Shipyard 2.5.0 (2022-07-22)
« Reply #5 on: July 26, 2022, 12:54:36 PM »

Regarding balancing, I think capital civilian ships Dalmatian and Bernard should be more efficient, because both Atlas and Prometheus was made more fuel efficient in 095 patch (6 fuel usage instead of 10, so they are use 40% less fuel), I'd suggest to reduce fuel usage by 40% too for these ships in order to reflect these changes, and make these ships viable option. Especially Bernard need this, using four ships, 2 Prometheuses and 2 Ox Tugs will be almost twice as more fuel efficient option.
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Nick XR

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Re: [0.95.1a] ED Shipyard 2.5.0 (2022-07-22)
« Reply #6 on: July 26, 2022, 07:40:26 PM »

Regarding balancing, I think capital civilian ships Dalmatian and Bernard should be more efficient, because both Atlas and Prometheus was made more fuel efficient in 095 patch (6 fuel usage instead of 10, so they are use 40% less fuel), I'd suggest to reduce fuel usage by 40% too for these ships in order to reflect these changes, and make these ships viable option. Especially Bernard need this, using four ships, 2 Prometheuses and 2 Ox Tugs will be almost twice as more fuel efficient option.

Excellent feedback, I'll make a note to review this for the next release.
Thank you!

Dadada

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Re: [0.95.1a] ED Shipyard 2.5.0 (2022-07-22)
« Reply #7 on: July 27, 2022, 04:32:19 PM »

Well, but just one Bernard is needed and it had like 10k or so fuel capacity in v2.41 with already inbuilt fuel tanks... One slot usage >> 4 slots. Endgame economic aspects are not that important, so...
Prometheus has like what, 3k without additional fuel tanks?
« Last Edit: July 27, 2022, 04:34:27 PM by Dadada »
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BreenBB

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Re: [0.95.1a] ED Shipyard 2.5.0 (2022-07-22)
« Reply #8 on: July 28, 2022, 10:48:53 PM »

Well, but just one Bernard is needed and it had like 10k or so fuel capacity in v2.41 with already inbuilt fuel tanks... One slot usage >> 4 slots. Endgame economic aspects are not that important, so...
Prometheus has like what, 3k without additional fuel tanks?

I compared stats, one Bernand with fuel capacity and burn acceleration, is literally almost ~2 Prometheuses and 2 Ox Tugs, but logistically almost twice as unefficient, so its like having 7 or 6 ships instead. Yeah its uses one slot instead of four but still, this is minor thing, especially if you don't run super big fleet or simply adjusted max fleet size from 30 to something bigger, just my suggestion to make this ship viable as option, and same with Phase Freighter (Dalmatian), they was expensive logistically in 091 and in 095 they was even less viable due to buffs for both Atlas and Prometheus. As endgame fuel and cargo solution I usually prefer Dreadnought Freighter and Tanker from Blue mod, they somewhat capable in battle, not horrible logistically and have huge capacity, so if you play with mods, you have alternatives for something which is better that both Atlas or Prometheus.
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Dadada

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Re: [0.95.1a] ED Shipyard 2.5.0 (2022-07-22)
« Reply #9 on: July 29, 2022, 10:31:53 AM »

Yeah, Blue/XLU were my endgame logistics before I tried ED Shipyard, but with a low ship cap of 30-40 the slots are far more important than the logistics profile, Imo at least. Yeah, sure, it also depends on the setup, wolf pack tactics needs more ship slots than capital/cruiser spam. Cherry from United Aurora Federation has like 40k storage capacity... But less crew compartments than Newfoundland from ED.

In short: I think the Bernard is fine the way it is, why should such a super Tanker with 2 integrated OX be viable earlier? Reducing the supply/fuel/crew requirements would make a bunch of "smaller" tankers kinda obsolete, at least far earlier in the game than necessary since I classify the Bernard as an endgame logistics ship by being slot efficient. I don't remember the stats but I think the XLU Super/Dreadnought tanker has more fuel capacity? But it lacks the 2 integrated OX, so...

Well, at least the XLU logistics giants can fight (yeah, Newfoundland can too, Bernard has like 6 or so small slots spread over the ship so it can't Imo). :D But I'd rather not let my logistics ships fight, although the setup and philosophy of my fleet depends on my mood and the restrictions I set for the run.
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Havoc

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Re: [0.95.1a] ED Shipyard 2.5.0 (2022-07-22)
« Reply #10 on: July 30, 2022, 07:59:33 AM »

hi, can i play Ed Shipyard as an faction, or "just" buying their ships?
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A_Random_Dude

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Re: [0.95.1a] ED Shipyard 2.5.0 (2022-07-22)
« Reply #11 on: July 30, 2022, 08:04:08 AM »

It adds a submarket to some Indie colonies and fleets. It's literally the first sentence you read on the download post.
So no, it doesn't add a faction to your game.
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ApolloStarsector

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Re: [0.95.1a] ED Shipyard 2.5.0 (2022-07-22)
« Reply #12 on: August 03, 2022, 01:27:11 AM »

If I play this with starpocalypse, am I condemning myself to never being able to get some of the capital ships? Starpocalypse removes all capitals from the markets by default, which I'm happy with. But are blueprints discoverable for the ships in this mod?
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Dadada

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Re: [0.95.1a] ED Shipyard 2.5.0 (2022-07-22)
« Reply #13 on: August 03, 2022, 02:02:28 AM »

...blueprints discoverable for the ships in this mod?
Afaik yes.
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ApolloStarsector

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Re: [0.95.1a] ED Shipyard 2.5.0 (2022-07-22)
« Reply #14 on: August 03, 2022, 02:39:21 AM »

Afaik yes.

Makes sense. What threw me was the "How to get Wurgandal" section. But, come to think of it, its presence implies that for other ships, the usual methods are all available. Thanks!
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