Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

Author Topic: [0.97a-RC10] Loulan Industries - EN Translation [v. 2.1.6]  (Read 45219 times)

MrMagolor

  • Lieutenant
  • **
  • Posts: 58
  • So-called translator
    • View Profile
[0.97a-RC10] Loulan Industries - EN Translation [v. 2.1.6]
« on: March 28, 2023, 04:47:06 PM »

Loulan Industries

Original mod by Komeiji Satori/IMustRegroupMyForces (Original Fossic post)

Download links for translated versions:Google Drive


"Loulan Industries: pummeling enemies into space dust with high-precision weaponry since cycle 127."



Requires the appropriate versions of LazyLib, MagicLib, GraphicsLib

Faction blurb:
127 years after the collapse, Mirage SouthWind, CEO of SouthWind Metals Corporation, which controls Adenium Obesum, found that staying in the Persean League would only allow corrupt warlords and dictators to drain them of value till there was nothing left, and only leaving the Persean League could allow them a chance to survive in the chaotic post-Collapse Sector. So he united a great deal of arms dealers, factory owners, smugglers, and even pirates to establish LouLan Industries and announced their secession from the Persean League. Although the official law within the Persean League states that no Persean League members may force any other member to stay in the League, LouLan has been sanctioned by more than a few of their former partners as well as the League's ally, the Tri-Tachyon Corporation.

Although Loulan ships all look similar, they cover a variety of different design philosophies: however, almost all of their ships can utilize beams to great effect thanks to the Beam Mode Conversion hullmod, which the special built-in hullmods on their ships boosts considerably. You can use their hullmods to either engage in a risk-reward playstyle, or perform some simple yet effective buffs. They also possess a number of highly specialized weapons (though also some generalists).
Ship catalogue preview(large image warning):
Spoiler
[close]
Changelog:
...I've decided that since I so rarely even remember to update the version number here, that I just redirect you to the fact that the Changelog_EN file has all you need.

Credits:
DeepL: Machine translation software

The Unofficial Starsector Discord in general for letting me bounce my thoughts off of them
Special mention to Lortus for working on the translation before passing it on to me
   

And of course:
Komeiji Satori/IMustRegroupMyForces for making the mod

Proof of authorization:
Spoiler
[close]

If you have any feedback, I'll do my best to share it with the mod author provided it's constructive and/or detailed enough. And provided they haven't changed the relevant thing already.

« Last Edit: November 17, 2024, 04:13:08 PM by MrMagolor »
Logged

Dadada

  • Admiral
  • *****
  • Posts: 571
    • View Profile
Re: [0.95.1-RC6] Loulan Industries - EN Translation [v. 1.7.12]
« Reply #1 on: March 29, 2023, 02:10:05 AM »

Nice. :D
Logged

rogerbacon

  • Commander
  • ***
  • Posts: 154
    • View Profile
Re: [0.95.1-RC6] Loulan Industries - EN Translation [v. 1.7.12]
« Reply #2 on: April 04, 2023, 06:19:52 PM »

I just had a null reference exception crash.
ssp_shortRange.java line 97
if(ship.getSystem() != null) {

I don't know how that line could give a null exception unless ship was null but it's passed in as a parameter. I was in dock scrolling through the hull mods.
Logged

MrMagolor

  • Lieutenant
  • **
  • Posts: 58
  • So-called translator
    • View Profile
Re: [0.95.1-RC6] Loulan Industries - EN Translation [v. 1.7.12]
« Reply #3 on: April 13, 2023, 04:20:19 AM »

I just had a null reference exception crash.
ssp_shortRange.java line 97
if(ship.getSystem() != null) {

I don't know how that line could give a null exception unless ship was null but it's passed in as a parameter. I was in dock scrolling through the hull mods.

That hullmod looks for the ship's system to optimize, and if the ship either has no system or it is not one of Loulan's it would likely crash: it's possible the bug may have been fixed by now, though.
Logged

Zumberge

  • Ensign
  • *
  • Posts: 41
    • View Profile

Apologies for the bump (though the mod/OP did update two or three days ago), but insofar as (prompted) feedback is concerned I have a question about the Combustion-class frigate, as I was wondering what it was trying to do.  tl;dr follows:

Spoiler
By classification and stats it's a heavy frigate, and the weapon mounts give it potential for Brawler-level firepower but the flux stats are woefully low - we're talking Wayfarer levels.  The medium composite suggests it could double as missile support, but the Gyre already does that and ironically can also fight better since it has higher mobility, infinite missiles, and better flux stats, even if it is made out of paper.  Filling gaps in the battle line, perhaps, but it can't really contribute beyond that thanks to the aforementioned flux issues unless you use something like the Escort loadout (HVD and Heavy Mauler), and at that point it's an open question as to why you couldn't just use one of the other frigates since it has the ability to match the range for fewer DP - the Gyre for the missiles, the River for its fighter wing's Transmission Beams, the Dew with Tactical Lasers (there's some interesting things you can do with a Dew that's using four Tac Lasers, Beam Mode Conversion, and LLI Enhancement Protocol with no vents), and the latter two because they can mount the fantastically useful Ion Projector DEM.

The system is something of an aggressive Damper Field, and area damage and EMP that only targets enemies is great, but against other ships the AI uses it as a sort of fighting retreat and it lacks the range to tag anything except extremely aggressive ships with short-ranged weapons (e.g. the Luddic Path).  Against fighters, though, it's great - dumping that much EMP and energy damage into the area will disable if not outright destroy the loadouts of entire carriers - though as far as using it that way is concerned I'd like the AI to use it more proactively.  While the Combustion is slow, it's still easily able to keep pace with LLI's cruisers and capital ships, meaning it works as an anti-fighter escort provided you build it that way.

If it's meant to be a brawler, give it brawler flux stats.  If it's meant to be (or could be) anti-fighter, give it a loadout where it has a flak cannon or anti-fighter weapon in the medium ballistic turret so people get nudged in the right direction.  Personally I'd like the former (better flux means it can do the anti-fighter role better as well), but for the fact that it might overlap with the Dew in terms of its role.
[close]
Logged

MrMagolor

  • Lieutenant
  • **
  • Posts: 58
  • So-called translator
    • View Profile

Apologies for the bump (though the mod/OP did update two or three days ago), but insofar as (prompted) feedback is concerned I have a question about the Combustion-class frigate, as I was wondering what it was trying to do.  tl;dr follows:

Spoiler
By classification and stats it's a heavy frigate, and the weapon mounts give it potential for Brawler-level firepower but the flux stats are woefully low - we're talking Wayfarer levels.  The medium composite suggests it could double as missile support, but the Gyre already does that and ironically can also fight better since it has higher mobility, infinite missiles, and better flux stats, even if it is made out of paper.  Filling gaps in the battle line, perhaps, but it can't really contribute beyond that thanks to the aforementioned flux issues unless you use something like the Escort loadout (HVD and Heavy Mauler), and at that point it's an open question as to why you couldn't just use one of the other frigates since it has the ability to match the range for fewer DP - the Gyre for the missiles, the River for its fighter wing's Transmission Beams, the Dew with Tactical Lasers (there's some interesting things you can do with a Dew that's using four Tac Lasers, Beam Mode Conversion, and LLI Enhancement Protocol with no vents), and the latter two because they can mount the fantastically useful Ion Projector DEM.

The system is something of an aggressive Damper Field, and area damage and EMP that only targets enemies is great, but against other ships the AI uses it as a sort of fighting retreat and it lacks the range to tag anything except extremely aggressive ships with short-ranged weapons (e.g. the Luddic Path).  Against fighters, though, it's great - dumping that much EMP and energy damage into the area will disable if not outright destroy the loadouts of entire carriers - though as far as using it that way is concerned I'd like the AI to use it more proactively.  While the Combustion is slow, it's still easily able to keep pace with LLI's cruisers and capital ships, meaning it works as an anti-fighter escort provided you build it that way.

If it's meant to be a brawler, give it brawler flux stats.  If it's meant to be (or could be) anti-fighter, give it a loadout where it has a flak cannon or anti-fighter weapon in the medium ballistic turret so people get nudged in the right direction.  Personally I'd like the former (better flux means it can do the anti-fighter role better as well), but for the fact that it might overlap with the Dew in terms of its role.
[close]

Well, I'm not the author, but maybe I'll pass this on. If I remember.
Logged

IMustRegroupMyForces

  • Ensign
  • *
  • Posts: 6
    • View Profile

Apologies for the bump (though the mod/OP did update two or three days ago), but insofar as (prompted) feedback is concerned I have a question about the Combustion-class frigate, as I was wondering what it was trying to do.  tl;dr follows:

Spoiler
By classification and stats it's a heavy frigate, and the weapon mounts give it potential for Brawler-level firepower but the flux stats are woefully low - we're talking Wayfarer levels.  The medium composite suggests it could double as missile support, but the Gyre already does that and ironically can also fight better since it has higher mobility, infinite missiles, and better flux stats, even if it is made out of paper.  Filling gaps in the battle line, perhaps, but it can't really contribute beyond that thanks to the aforementioned flux issues unless you use something like the Escort loadout (HVD and Heavy Mauler), and at that point it's an open question as to why you couldn't just use one of the other frigates since it has the ability to match the range for fewer DP - the Gyre for the missiles, the River for its fighter wing's Transmission Beams, the Dew with Tactical Lasers (there's some interesting things you can do with a Dew that's using four Tac Lasers, Beam Mode Conversion, and LLI Enhancement Protocol with no vents), and the latter two because they can mount the fantastically useful Ion Projector DEM.

The system is something of an aggressive Damper Field, and area damage and EMP that only targets enemies is great, but against other ships the AI uses it as a sort of fighting retreat and it lacks the range to tag anything except extremely aggressive ships with short-ranged weapons (e.g. the Luddic Path).  Against fighters, though, it's great - dumping that much EMP and energy damage into the area will disable if not outright destroy the loadouts of entire carriers - though as far as using it that way is concerned I'd like the AI to use it more proactively.  While the Combustion is slow, it's still easily able to keep pace with LLI's cruisers and capital ships, meaning it works as an anti-fighter escort provided you build it that way.

If it's meant to be a brawler, give it brawler flux stats.  If it's meant to be (or could be) anti-fighter, give it a loadout where it has a flak cannon or anti-fighter weapon in the medium ballistic turret so people get nudged in the right direction.  Personally I'd like the former (better flux means it can do the anti-fighter role better as well), but for the fact that it might overlap with the Dew in terms of its role.
[close]
Thank you for your feedback.

About Combustion's system, AI will use it to defense but not attack, A new AI for this system of course can solve the problem, but it will need a long time to design and testing.
Better flux means it can do everything better, so there's only a little rise on flux. Autofit variant also need update, now there are two variants, include a complete escort variant with Pilum, vulcan and flak cannon , and a normal variant.
Logged

N3N

  • Commander
  • ***
  • Posts: 128
    • View Profile

Well, I'm not the author, but maybe I'll pass this on. If I remember.

Hi,
Nice mod and thank you for the translation.  ;)

Is there an approximate release date for the next translation update to the new mod version 2.1.4 ?

See: https://www-fossic-org.translate.goog/thread-5357-1-1.html?_x_tr_sl=auto&_x_tr_tl=en&_x_tr_hl=de

Spoiler
2.1.4
Mechanism simplification and optimization
[Ship]
Flood Flood is replaced with the new tactical system "Flood Reversal", which increases the energy dissipation under normal conditions and takes priority when activated. Dissipate hard amplitude energy
[Tactical System]
Focus on the reloader. Various restrictions have been removed, and a new mechanism to limit AI behavior has been added (hope it is useful).
In the fearless strike mode, the AI can now also use small tricks to clear the amplitude energy, and it can be used with the ship. Each officer level increases the probability of use by 12.5%. Without an officer,
the [Weapon]
Heavy Ion Shock Wave will not be used. The name is changed to "Tearing Shock Wave", the mechanism and description are simplified, and the feature of "continuously deepening damage" is retained while
the heavyThe drive was renamed "Tear Drive" to simplify the mechanism and description. While retaining the "continuously deepening damage" feature, it was greatly simplified.
[close]
« Last Edit: September 22, 2024, 02:11:08 PM by N3N »
Logged