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Starsector 0.98a is out! (03/27/25)

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Author Topic: [0.98a] Krysan Federal Navy - Update 42 Unbrielievable  (Read 17490 times)

TandemCharge

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[0.98a] Krysan Federal Navy - Update 42 Unbrielievable
« on: July 16, 2023, 01:08:08 PM »

<= Krysan Federal Navy =>
Click the flag to get the latest mod release


A faction pack inspired by The Expanse TV Series with a dose of 86 and a copious amounts of PD and rat-related puns

Feedback is always appreciated and well expected

Mod requires the following:
LazyLib
Wisp's MagicLib

Supports Commissioned Crews!


Krysan Ship Gameplay
Krysan warships have very high top speeds that promote positional gameplay but are unforgiving to mistakes such as overextension.

Take advantage of flanking shots to bypass shields and deal heavy damage with the ships that carry the Doldrums Railgun, Krysan weaponry are tuned to have high alpha damage. However, be wary of overextending as Krysan ships have poor deceleration and turning compared to similar ship classes, they are not as forgiving as other ships that have faster reverse rates.

Krysan shield systems are at their strongest when placed at the front, making Krysan ships fare poorly when engaging against multiple opponents so having Krysan ships fly together is recommended as it lets them cover their flanks and merge their PD grids

Note: Settling near their system will provide your colonies a nice bonus if you are cooperative with them

Strengths:
  • Very strong PD grids
  • Very high top speeds
  • Huge railguns
  • Alpha damage oriented weapons
Weaknesses:
  • Very slow deceleration rate
  • slow ship turn rate
  • Fragile hulls
  • Inefficient Shields for Cruisers and above
  • Easily pressured from the sides
Fleet Roster (Large image)

Though some ships are reinterpretations of Expanse ships into the Starsector aesthetic, other ships are completely custom designs created by me from The Expanse's aesthetics.
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Screenshots (Large images)




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Feedback is very much welcome, let me know of any issues. This is our first mod so there's bound to be problems with balancing or the sprites.

Roadmap
  • Add weapon animations
  • Add neighbouring systemAdded Tikus starsystem, a cheesy named system
  • My take on Laconian-styled ships, especially the Magnetars and Proteus
  • Pretty-fy the ships with hull animations
  • Add Custom Stations for the Krysan Federal Navy and Asteroid Central Station
  • Add custom NPCs that give missions
  • Add function to the power stations Player colonies within 10ly of Dragon's Blessing will receive a bonus in upkeep and accessibility
  • Improve weapon sounds
  • Add custom planet textures to Krysa and Magawa
  • Fix not enough defence fleets spawning Buffed the colonies, now it should work aside from global shortages occurring
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Spotty Changelogs(Not even updated imagine)
Update 35

Improvements across the board for this major update.

  • New starsystem, Tikus. Nothing special, system was created to bolster the Krysan in-game economy
  • New sprites for most ships, all missile mounts, and some missiles
  • 2 new ships to add to the ship variety, Steersman Armored Cruiser and Panya Frigate Freighter
  • 1 new fighter, the Patron(f) Escort Corvette
  • Improved Doldrums vent animation
  • Added projectile trails to weapons that didn't have it
  • Gave all of the projectile trails an overhaul to be less goofy
  • New ship engine plumes
  • New missiles, the Poubelle Torpedo for belter ships and the Petard Canister Launcher to add a DEM to the Krysans
  • Reduced Poacher sound volume to be less obnoxious
  • Ashford reworked to work a bit better
  • balans changes to ships, weapons and fighters
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Credits
  • masterraven19, my scripter who made all of this happen.
  • My Dad who gave a lot of weapon and fighter ideas like the Daekon and Pyroclast
  • KnightChase for providing tips.
  • C_Yukimaru/Ryxsen1421 for being an inspiration and a guide to spriting.
  • Vayra's modding tutorial and all the available forum posts to help get raven and I started on the mod
  • Tartiflette and their handy dandy animation tutorial
  • Starsector USC and UAF Discord for providing criticism and pointing out what can be improved on the sprites
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Cheesed to meet you
« Last Edit: May 15, 2025, 12:28:02 PM by TandemCharge »
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just a gecko

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Re: [0.96a] Krysan Federal Navy - Update 34 with hotfix
« Reply #1 on: July 21, 2023, 03:44:30 AM »

I just wanted a The Expanse mod for so long that i created this account just to thank you, so thanks =D ! Hope you're gonna keep updating this mod <3
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TandemCharge

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Re: [0.96a] Krysan Federal Navy - Update 34 with hotfix
« Reply #2 on: July 21, 2023, 04:02:09 AM »

I just wanted a The Expanse mod for so long that i created this account just to thank you, so thanks =D ! Hope you're gonna keep updating this mod <3

It's our pleasure! Raven and I wanted to make an Expanse-themed mod so badly, and so we did over the past many months.

Thanks for checking our mod out, we'll be adding a lot more content in the future like Belter-style ships (Helmsman is an example) and Laconian ships at a slow and steady pace
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TandemCharge

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Re: [0.96a] Krysan Federal Navy - Update34patch1hotfix2
« Reply #3 on: July 21, 2023, 01:06:36 PM »

Update34patch1hotfix2 - Colony feeding patch

Hopefully, this patch fixes the colonies starving out in resources by giving them colony items and changing around some industries. Also fixes the Krysan Power Aid not giving an accessibility bonus.

Hopefully save compatible. Raven tested it and said it was save compatible, but tell us if it isn't

Change notes courtesy of Raven

Changes
  • Fixed Powerstation not giving an accessibility bonus.
  • Added an auto update function that activates on loading a save file, only updates the planets if they are not decivilized. It also updates the Powerstation illustration so that it does not require a new save.
  • Tweaked the Dragon's Blessings system colonies.

Krysa:
Changed farmland Adequate --> Bountiful
Added Light Industry
Changed Corrupt Nanoforge to Pristine

Magawa:
Changed ore Moderate --> Rich
Removed Techmining and added Refining
Added Mantle Bore

Rodentia:
Added Gamma Core to Fuel Production
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« Last Edit: July 21, 2023, 01:09:03 PM by TandemCharge »
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TandemCharge

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Re: [0.96a] Krysan Federal Navy - Update35
« Reply #4 on: July 27, 2023, 11:24:42 AM »

Update35 - Trailblazer
Update this time improves the weapon's visuals with trails

It also adds a new weapon, the Rattenjager AMM, an anti-missile missile launcher that has a smart fuse.

Rattenjager missile interception
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Tell us if there's any issues!

Changes
  • Added weapon trails to most weapon projectiles
  • Added new PD weapon, Rattenjager AMM, an anti-missile missile launcher with a smart fuze
  • Rebalanced some fast firing PDs to have slower fire rates, but higher damage and projectile speed
  • Added a new sound for the Drummer to fix the current awful sound
  • Nerfed fighter mounted Falcon to have less damage. 1000 to 800
  • Buffed Pyroclast bomb speed from 300 to 350
  • Buffed Custodian main proj damage to 140
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« Last Edit: July 27, 2023, 11:38:42 AM by TandemCharge »
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just a gecko

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Re: [0.96a] Krysan Federal Navy - Update35
« Reply #5 on: July 30, 2023, 02:09:25 AM »

Hi. A little feedback from your mod.

First of all, holy hell, the ships are broken! Even if in toe to toe fight, they tend to be quickly overcome, they rip off every ships at long range. Also, their large number of pd weapon make the almost invulnerable to missiles and fighters. I really like the way they have to be played.

About the problems i encounter, first I had this mod to an existing save, and the star system are nowhere to be found, so i don't know if it's because of the old save, or because i have a lot of other faction's mods
The second issue is about my Porcellus class battleship. I put a steady-personality officer, but the ship have a suicidal behavior, throwing himself at the center of the enemy armada, and getting tear to shred in a second and i don't really know why.

Thanks again for this mod, i'm really having fun with thoses ships, and i can't wait to play with more and more of them =D
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TandemCharge

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Re: [0.96a] Krysan Federal Navy - Update35
« Reply #6 on: July 30, 2023, 04:19:10 AM »

Hi. A little feedback from your mod.

First of all, holy hell, the ships are broken! Even if in toe to toe fight, they tend to be quickly overcome, they rip off every ships at long range. Also, their large number of pd weapon make the almost invulnerable to missiles and fighters. I really like the way they have to be played.

About the problems i encounter, first I had this mod to an existing save, and the star system are nowhere to be found, so i don't know if it's because of the old save, or because i have a lot of other faction's mods
The second issue is about my Porcellus class battleship. I put a steady-personality officer, but the ship have a suicidal behavior, throwing himself at the center of the enemy armada, and getting tear to shred in a second and i don't really know why.

Thanks again for this mod, i'm really having fun with thoses ships, and i can't wait to play with more and more of them =D

Hello! Thank you for the feedback, we appreciate it.

Quote
About the problems i encounter, first I had this mod to an existing save, and the star system are nowhere to be found, so i don't know if it's because of the old save, or because i have a lot of other faction's mods

While the latest patch is labelled save-compatible, this is only assuming you've previously installed the mod. It's good to only add new mods to new saves as this will let the game generate the mod's star system. So the problem is that you added the Krysan mod to an old save that didn't have the Krysan mod previously. Hope this helps!

Quote
First of all, holy hell, the ships are broken! Even if in toe to toe fight, they tend to be quickly overcome, they rip off every ships at long range. Also, their large number of pd weapon make the almost invulnerable to missiles and fighters. I really like the way they have to be played.

Not too sure if you mean that they are broken because they are easily overcome, or that the ships are broken because they are able to rip apart ships at long range. I hope you can clarify on this.

But for their PD, the ships are designed to carry a large amount of PD and be a counter to carrier and missile heavy fleets. However, the large amount of PD are made less flux efficient than their vanilla counterparts and this, hopefully, make Krysan ships vulnerable to getting fluxed out if all of its PDs are firing constantly.

Quote
The second issue is about my Porcellus class battleship. I put a steady-personality officer, but the ship have a suicidal behavior, throwing himself at the center of the enemy armada, and getting tear to shred in a second and i don't really know why.

That's unfortunately because of the Porcellus' design encouraging the AI to be aggressive.

The Porcellus was designed so it can get into positions fast, but it's also deliberately designed to punish overextension in battles with very slow deceleration(About 3 units slower than the Onslaught's deceleration speed). So, I recommend pairing the Porcellus together with similarly fast ships that can keep up or anchoring the Porcellus down with an escort command and/or a cautious captain. Hope this helps!
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just a gecko

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Re: [0.96a] Krysan Federal Navy - Update35
« Reply #7 on: July 30, 2023, 06:30:31 AM »

Hey! Yeah, to clarifie, by "broken" i mean "powerful" indeed, but they still balanced with vanilla ships so its okay ^^

Indeed, the mod was added to an old save, so the system don't generate, but don't worry, I plan to start a new game very soon =)
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TandemCharge

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Re: [0.96a] Krysan Federal Navy - Update 36
« Reply #8 on: August 24, 2023, 11:17:45 AM »

Update 36 - Arming the Populace
Improvements across the board for this major update and new ships, weapons, and fighters.

Tell us if there's any issues!

changelogs
  • New starsystem, Tikus. Nothing special, system was created to bolster the Krysan in-game economy
  • New sprites for most ships, all missile mounts, and some missiles
  • 2 new ships to add to the ship variety, Steersman Armored Cruiser and Panya Frigate Freighter
  • 1 new fighter, the Patron(f) Escort Corvette
  • Improved Doldrums vent animation
  • Added projectile trails to weapons that didn't have it
  • Gave all of the projectile trails an overhaul to be less goofy
  • New ship engine plumes
  • New missiles, the Poubelle Torpedo for belter ships and the Petard Canister Launcher to add a DEM to the Krysans
  • Reduced Poacher sound volume to be less obnoxious
  • Ashford reworked to work a bit better
  • balans changes to ships, weapons and fighters
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DeClare249

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Re: [0.96a] Krysan Federal Navy - Update 36
« Reply #9 on: October 03, 2023, 12:28:22 AM »

Dunno why this mod isn't popping off especially if it's an The Expanse mod. Thank you for making this mod.
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Sat Bombing, Kanta's Den, Since the collapse.

TandemCharge

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Re: [0.96a] Krysan Federal Navy - Update 37 Shielded Nuggies
« Reply #10 on: October 03, 2023, 08:47:21 AM »

Update 37 Shielded Nuggies

This update adds a new shield system for military Krysan ships, a new super frigate, new impact effects and a new weapon.

Changelogs
  • Rebalanced Huntsman missiles to have more damage but longer reload
  • Hwachas changed to fire much slower, but continuously to reduce missile spam
  • New Bastion Shield System. Ships with this hullmod have variable sized shields that changes in size and efficiency depending on where they are pointed
  • New krysan superfrigate, Mus Rattus, that sports a downsized Doldrums Railgun
  • Jerboa has a new ship system that locks up enemy systems
  • New large, Tripubus Saker, this is if you had a drunk engineer tape together three Siege Harquebus and submitted it
  • New shield textures for Krysan ships
  • Weapons across the board have received balancing
  • Added an extra fighter to the Olympian but reduced its payload damage to 2000
  • Minor balancing changes
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TandemCharge

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Re: [0.96a] Krysan Federal Navy - Update 38 The Cheese Fort
« Reply #11 on: January 01, 2024, 07:48:37 AM »

Krysan Federal Navy - Update 38 The Cheese Fort

Update to start off the new year. The Rats receive a custom station over Krysa and Magawa that will most likely get buffs or changes in the next update or patch.

Direct Download: https://github.com/masterraven19/Rebel-Rats/archive/refs/tags/Update-38.zip

Changes
  • Added custom station to Krysa and Magawa
  • 2 new ships and 1 new belter fighter
  • Missile rebalance
  • Fighter behaviors tweaked
  • Fixed Rodentia ownership
  • New Doldrums trail
  • Added support for Version Checker
  • Added Combat Chatter voicelines
  • Added Commissioned Crews bonus
  • Added modded relations
  • Changes to many descriptions
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Related picture
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just a gecko

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Re: [0.96a] Krysan Federal Navy - Update 38 The Cheese Fort
« Reply #12 on: January 03, 2024, 02:17:19 AM »

Finally...
Krysan space station

Can't wait to try it
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TandemCharge

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Re: [0.96a] Krysan Federal Navy - Update 39 Rat Bonking
« Reply #13 on: January 21, 2024, 12:12:52 PM »

Update 39 Rat Bonking

The Rats this time get a mighty nerf bonk after receiving feedback. Most ships and weapons have received nerfs to try and resolve this issue. A new ship system, Lockjaw Protocol has also been added to change the playstyle of some ships that received it.

Another update is most likely going to come after this as another balance sweep. Lockjaw System will most likely be changed

Direct Download: https://github.com/masterraven19/Rebel-Rats/archive/refs/tags/Update-39.zip

Changes
  • Larges and Medium ballistics and energy have been nerfed with worse flux efficiencies, less range or changed reload rate.
  • Custodian received new graphic effect
  • New ship system the Lockjaw Protocol, a sort of mix between a ballistic version of high energy focus and AAF. Disables your shield and hard flux dissipation while active.
  • Pyroclast damage nerfed from 3000 to 2500
  • All built-in Huntsman Launchers have had their capacity reduced and reload increased to 100 seconds
  • Poubelle reload increased to 240
  • Mini Huntsman reduced damage from 700 to 500
  • Patron Corvette given new sprite
  • Hwacha MLRS reduced ammo to 60
  • Hwacha SRM reduced ammo to 12
  • Petard Canister Launcher reduced ammo to 2 and reload increased to 200
  • Man-at-Arms Targeting Grid Hullmod reduced small ballistic PD bonus from 50% to 30%
  • Station rotation speed reduced to 1.5 to allow Doldrums to aim better
  • Most Capitals, Cruisers and Destroyers have received stat nerfs and changes
  • Tripubus Saker received buffs to roughly stat match with the Hellbore
  • Made weapon descriptions clear on the Falcon and Pyroclast's extra damage
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« Last Edit: January 22, 2024, 03:47:37 AM by TandemCharge »
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TandemCharge

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Re: [0.96a] Krysan Federal Navy - Update 39.1 Cheese Flattening
« Reply #14 on: January 29, 2024, 12:12:14 PM »

Update 39.1 Cheese Flattening
This is mainly a balance patch that's meant to polish the update as more feedback comes. Fighters, ships and weapons have been changed accordingly to better fit the balance. The Lockjaw Protocol has been changed so the AI can actually use it without dying silly.

Feedback is always welcome

Changes
  • Updated descriptions for better info
  • Man-At-Arms Targeting Grid made incompatible with IPDAI
  • Lockjaw Protocol changed to increase range & damage instead of ROF & damage
  • Mangonel nerfed. Forgot to nerf it last update
  • Siege Harq and Crossbow returned to 800 range from 750
  • Pyroclast torpedo damage now 1800 from 2500
  • Pyroclast extra damage changed from 500 HE to 1200 Frag
  • Fixed Hawker's damage type to be Frag instead of Kinetic
  • Fighter weapons should now deal significantly less DPS
  • Monax, Monax(P), Sorex and Porcellus all received slight resprites
Click here for full list of changes
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« Last Edit: January 29, 2024, 12:13:57 PM by TandemCharge »
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