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Author Topic: [0.97a] Yellow - Ynadar Nexus Alliance (0.2.1) Mod  (Read 4768 times)

Protonus

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[0.97a] Yellow - Ynadar Nexus Alliance (0.2.1) Mod
« on: June 14, 2023, 12:28:36 AM »

The Yellow
No, the color is unreadable even with good eyes

0.2.1
Download Here: RAR / ZIP

0.2.0-RC1: RAR / ZIP
0.1.2: RAR / ZIP
0.1.1: RAR / ZIP
0.1: RAR / ZIP

Ynadar Nexus Alliance

Author: Protonus


Featured:
The Ynadar Alliance was bit of an inside joke to complete the triad of the three primary color factions I was told to do.
And much like the other two factions, it is unbalanced that focuses heavily on a very Midline armada that really hates your guts at long-range with a myriad of missiles and long-ranged weapons.

Rough Lore:
They just explore the outer rim from a far away star system, hate the Persean League and just pay taxes to the Hegemony, nothing much really.

Requirements:
- As of now, it runs free. Much like Blue and Red. Probably.

Strengths:
  • Increased base range on all non-missile but faction weapons.
  • Hybrid focused, but is very versatile.
  • Resistant against High Explosives and Beam weapons.
  • Very mid, economically.
  • Small Missiles get a near bottomless treatment.
  • Long-ranged in-Faction weapons and some missile side grades.

Weaknesses:
  • High Deployment cost, meaning less ships active on the field.
  • Very mid, for everywhere else.
  • Very boring playstyle.

Alliance ships display:

Credits to:
- I don't know, anyone. I guess.


Resources used:
- Starsector vanilla sprites, sounds and illustrations.

Changelog:
Spoiler
Quote
**** Version 0.1.2 ****
   Ships:
      Added Buffalo (YNA), another Buffalo.
      Added Torchmace fast battleship, an armored but outgunned capital ship with great agility.
      Armor Hardener Field ship system:
         No longer stops weapons from firing.
         Added 67% RoF reduction during the damper field.
         Added 50% more flux dissipation during damper field.
      Pummeler:
         Shield Angle increased from 90 to 120.
      Maulsling:
         Sprite adjusted.
         All Ballistic Hardpoints are changed to Turrets with 120 angles.
         Hybrid Turrets are facing sideways but have 240 angle coverage.
         Armor increased from 400 to 450.
         Flux Capacity increased from 3000 to 4000.
         Flux Dissipation increased from 250 to 300.
         Shield Efficiency reduced from 0.8 to 1.
         Ordinance points increased from 50 to 55.
      Urgrand:
         Sprite adjusted.
         Designation changed from Battleship to Dreadnought.
         Added 2 additional hangar bays.
         Added 2 Small Universal turrets at the front.
         Added custom Urgrand Design Plan hullmod built-in, discounting Large weapons and gives range.
         Ordinance points reduced from 370 to 340.
         Ayefkei MRM Pod:
            Display name changed to Ayefkei Heatseeker Rack.
            Missile health increased from 150 to 250.
            Range increased from 2500 to 3000.
   Weapons:
      Added Efonzee Smartgun and Eftuezee Smartcannon, long-range guided explosive autocannons.
      Added Spotling SRM Launcher, heavy anti-fighter missiles launched in groups with much higher guidance.
      Pezuubi Heavy Mauler:
         Damage per shot reduced from 400 to 350.
         Flux per shot reduced from 320 to 280.
         Charge Down time reduced from 2.5 to 1.4.
      Exocast F-Plasma Cannon:
         Flux per shot increased from 800 to 1000.

**** Version 0.1.1 ****
   Ships:
      All ships and wings now use a unique hullstyle with a yellow shield.
      Added Glarestruck phase frigate, a middle-ended phase ship with modified missile autoloader.
      Added Kindlebow phase destroyer, Harbinger alternative but with an unusual package.
      Hullmods:
         Ynadar Hull Specifications:
            High Explosive damage resistance increased from 25% to 30%.
            Fragmentation damage taken malus reduced from +50% to +40%.
         Ynadarian Autoloader:
            Removed altering missile behavior, as it affects game-wide and not on just the host ship. Alex pls
            Ammo count for 20 to 60 capacity from 3x to 4x.
            Ammo count for 60+ capacity from 2x to 2.5x.
      Weighbell:
         Damper Field ship system replaced custom Armor Hardener Field.
      Maulsling:
         Peak Readiness time increased from 240 to 300.
      Weighbell:
         Shield size slightly increased.
         Damper Field ship system replaced custom Armor Hardener Field.
         Front turret arcs now converge and protect the front from 165 to 195.
      Lumbergiant:
         Sprite adjusted.
         Added 1 Small Hybrid turret on the center rear.
      Sunblade:
         Sprite adjusted.
         Added 3 Small Hybrid turrets on the center and middling sides of the hull.
         2 Small Ballistic turrets from rear changed to Hybrid.
         Medium Ballistic turrets are adjusted so that they can converge on the front.
         Hull reduced from 12000 to 11000.
         Armor increased from 1200 to 1350.
         Flux Capacity reduced from 24000 to 20000.
         Flux Dissipation reduced from 1400 to 1200.
   Weapons:
      Added missing descriptions.
      Added Ruk PD Maser, a less versatile but more powerful point defense not!laser.
      Added Emabi Pocket Flak and Emasiten Autoflak as flak cannon alternatives with faster fire rate and more accurate shots.
      Added Bristlebulb DEM torpedo and pod, a durable and very long lasting DEM that equates to more than a Dragonfire if left for too long.
      Added Ofepofi Pulse Cannon, an upsized Teuchbi pulse laser with more range and damage.
      Added Exocast F-Plasma Cannon, a long-ranged high damage one-shot Plasma Cannon that does soft-flux and anti-armor damage.
      Eftoem Spike Gun:
         Price increased from 250 to 300.
      Hiarchburn Strategic Laser:
         Tier reduced from 3 to 2.
         Rarity reduced from 0.2 to 0.3.
         Price increased from 4500 to 6000.
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« Last Edit: February 04, 2024, 07:26:05 AM by Protonus »
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Horselover Manly

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Re: [0.96a] Yellow - Ynadar Nexus Alliance (0.1) Mod
« Reply #1 on: June 14, 2023, 12:36:56 AM »

Good to know it's a bit of a joke mod that the developer doesn't take too seriously before downloading. However, isn't the third primary color green?
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Protonus

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Re: [0.96a] Yellow - Ynadar Nexus Alliance (0.1) Mod
« Reply #2 on: June 14, 2023, 12:41:16 AM »

Good to know it's a bit of a joke mod that the developer doesn't take too seriously before downloading. However, isn't the third primary color green?

That's for computer graphics. Green is a secondary color if you mix Blue and Yellow.
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Dadada

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Re: [0.96a] Yellow - Ynadar Nexus Alliance (0.1) Mod
« Reply #3 on: June 14, 2023, 05:10:59 AM »

Neat. :D
Thank you!
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Lappers

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Re: [0.96a] Yellow - Ynadar Nexus Alliance (0.1) Mod
« Reply #4 on: June 14, 2023, 10:37:54 AM »

This sounds kinda neat. Might check out how the ships play but I may opt to avoid more missile spam.

I hate missile spam. To the point that I've been seriously considering trying to figure out how to program literally anything so I can make my own countermeasures for all the missile spam, or just play the game how I like to play it (the only way I'm capable of playing it) without having to basically skip all the early game skill progression just to be able to avoid dying to 6 suicidal frigates with torpedo launchers.

Nice to hear that I'm not the only person on the planet that ever thinks about long-range guns though. Ships look pretty nice too, even if I can't figure out whether or not I like that exact shade of yellow combined with purple.
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A_Random_Dude

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Re: [0.96a] Yellow - Ynadar Nexus Alliance (0.1) Mod
« Reply #5 on: June 14, 2023, 06:05:00 PM »

Good to know it's a bit of a joke mod that the developer doesn't take too seriously before downloading. However, isn't the third primary color green?

That's for computer graphics. Green is a secondary color if you mix Blue and Yellow.

Ackchyually, yellow is only the primary color with paint. Green is the primary when it comes to light.
« Last Edit: June 14, 2023, 06:06:41 PM by A_Random_Dude »
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Protonus

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Re: [0.96a] Yellow - Ynadar Nexus Alliance (0.2) Mod
« Reply #6 on: July 17, 2023, 01:09:26 AM »

I dunno. Bump update, I guess.
Spoiler
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S_Eusebio

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Re: [0.96a] Yellow - Ynadar Nexus Alliance (0.2) Mod
« Reply #7 on: August 05, 2023, 03:42:37 PM »

Hi, Protonus!
I wanted to let you know how much I like this faction! It has become one of my absolute favourites.

Even if the faction is not super-balanced for vanilla content (like you already said), it still feel you did a good job giving enough "drawbacks" to the ships, so, in general, even if they have very efficient long range weapons, they usually pay it back by being slow, having narrow shields and not a great armor. Also the fact that they are quite pricy in terms of DP cost, make it possible to outnumber them and flank them. Again, very good job.

The sprites look also very much to my taste, and in general they are all top notch. I'm looking forward to more updates if and when you have the time to work on this mod again.

If it can be of help, I noticed the flag of the faction is missing at the moment. It seems there is a placeholder grey flag instead (similar to the one of the independents) of the beautiful yellow and purple that is shown on your first post here. (You probably are already aware, but I decided to report it just in case).

To conclude I'd like to ask if the ship you showed in the spoiler tag in your last post is already possible to get in game. I thought that maybe could've been a reward for getting max reputation with the contact of the Ynadar Faction on Jandor, but even after getting to the point where I have 100/100 reputation both with the contact and the faction himself while being commissioned, I didn't get any dialogue option to get the ship. Is it perhaps a random High Value Bounty that needs to pop up in a bar, or maybe is just not in the mod yet and you simply showed us a teaser?

Anyway, enough of my rambling and thank you again for your work on the mod, I am really enjoying playing it.
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