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Starsector 0.96a is out! (05/05/23); Blog post: Colony Crises (11/24/23)

Author Topic: [0.95.1-RC6 - 0.96a-RC10] Loulan Industries - EN Translation [v. 1.8.0/1.8.8]  (Read 11895 times)

MrMagolor

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Loulan Industries

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

Download links for translated versions: Google Drive 0.95.1 0.96


"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
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Changelog:
Spoiler
1.8.8
[Bugfixes and Additions]
Fixed the Gyre's  system AI sometimes being dumb and constantly switching its ammo type
Tweaked the composition and variants used by a certain bounty
Adjusted some sprites
New fighter: Mudslide, a bomber using an advanced plasma weapon
[Weapons]
Lop Nor (small/medium) damage/shot 8000->4000
Lop Nor Cruise MIRV damage/shot 6000x3->4000x3
Graviton Plasma Blaster: reduced RoF, DPS 207->130, damage increase effect 2%->1%
Graviton Plasma Driver: reduced RoF, DPS 300->265, damage increase effect 2%->1%
[Ships]
Gonggong: High-Density Shield softflux ratio 75%->50%, shield efficiency 0.2->0.3, shield upkeep 2.0x->3.0x

1.8.7
Gyre completely reworked, both for the built-in weapon and ship system (which no longer supports optimization/alteration)
New weapon: Graviton Plasma Blaster - smaller Graviton Plasma Driver
New colony item: Cloning Facility, obtained via defeating a new bounty fleet (may be a bit weak...)
Consequently some text changes
[Weapons]
Graviton Plasma Driver: Reverted to pure ballistic slot, new special effects; damage/shot 1000->900, flux/shot 1200->1300, new description
Smart-Flare Pod is now Synergy slot
[Ships]
Gyre: system reworked to swap between ammo types for the built-in weapon. Likewise the weapon was redone to increase burst firepower but worse sustained performance
[Ship Systems]
(Translation note: Vectored Eruption Drive renamed to Eruption Vectoring)
Eruption Vectoring: Flux generated per use 500->300
Thunder Charge: Duration increased by 2s, no longer forces ship to accelerate, reduce frequency of arc generation (meaning the arcs generate more steadily over the duration of the system rather than all at once), adjusted system AI

1.8.6
Balance adjustments and feature (bug) fixes, code adjustments:
Adjusted descriptions of "Phase Splinter" and "Focused Ammo Feeder"
Adjusted default variants to be better; though considering the random nature of NPC autofit, it's not necessarily an enhancement...
New weapon - Lop Nor Cruise MIRV

[Ship Systems]
Catastrophe Beacon: slightly reduced attraction effect (invisible to the naked eye), target damage taken bonus 25%>10% , alteration effect: attractionincrease > damage increase effect from 10% to 20%
Phase Transfer Field: Attempted to make it so it doesn't damage friendly NPCs, tweaked the code to make the AI treat it more like a Damper Field, fixed the bug where the visual effect would only take effect once.
                      Arc damage 200>400, EMP 2000>1000

[Weapons]
Graviton Plasma Driver: is now Hybrid slot, bonus effect when used alongisde Transmission Beam weapons.
Chaos Armament: number of shots in a burst 12>8, refire delay increased to 18s.

1.8.5
[Balancing]
Gonggong redesigned to be a highly durable, aggressive frigate (similar to Vanguard)
Added Lop Nur Fusion Missile (Double): Medium slot, has 2 ammo
[Ships]
Hanba: DP 60>50
Tornado: now has Arc Field hullmod
Flood: flux capacity 15,000>17,000, disspation 750>850.
Karni: armor 1500>1600
Meteorologist renamed to Doomsayer, no longer has expanded missile racks built-in
Volcano: all small energy slots become small hybrid.
Stormsurge: weapon slots adjusted, armor 600>800, flux capacity 3500>4250, dissipation 270>350, DP 12>11.
Gonggong: completely reworked (see above)
Fireburn: DP 8>7
Combustion: DP 6>7
[Weapons]
Transmission Lens weapons will always transmit flux when hitting a target (no longer necessary to hit shields)
S. Invicta swarmer(built-in): all versions of the missile launcher have 20% more life, and damage is increased 50>60.
E. Burchelli swarmer (built-in): all versions of the missile have 20% more life, and their damage (including EMP) has been increased 80>100.
Firestorm Needler: significantly improved accuracy
Light Firestorm Needler: significantly improved accuracy, damage/shot 30>40, flux/shot 35>45, number of shots 12>15.
Revolver autocannon: much less accurate, flux/shot 95>100
Lop Nor Fusion Missile: maneuverability increased by 25%, listed range increased by 300 (actual range remains the same), missile lifetime increased by 5 seconds.
Smart-Flare Pod: simultaneous fire changed to a rapid burst (does not actually affect much)
[Fighters]
Mercury Lake: Remove High Scatter Amplifier, change weapon to shipboard version of Burst PD Laser, max speed 170>250, OPs 25>20, replenishment time 20>16, dissipation 90>100.
Mist: Dissipation 20>40, OPs 8>4
Sandstorm: Top speed 160>180, Weapon's flux/shot 95>80, OPs 10>9
Dense Fog Maximum speed 155>175, Dissipation 60>80.
[Ship Systems]
Ammo Feeder Jets: Renamed All-Out Attack, flux generation reduced by 50%.
Phase Splinter: Method of operation changed, probably won't affect the AI(probably); energy damage 200>300
Focused Ammo Feeder cooldown 15>12s, duration 14>12s, now determined by the hull's weapon slots instead of the weapons themselves; now disables PD weapons while active, re-enabling PD weapons when the primary weapons are disabled
[Hullmods]
Beam Mode Conversion: Maximum ratio of hard flux 50%>80%

[close]
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: October 11, 2023, 02:28:35 PM by MrMagolor »
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Dadada

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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
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rogerbacon

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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.
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MrMagolor

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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.
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