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)

Pages: [1] 2 3

Author Topic: [0.97a] Tri-Tachyon Expansion - V0.6.1 08/26  (Read 27599 times)

Dazs

  • Admiral
  • *****
  • Posts: 1191
    • View Profile
[0.97a] Tri-Tachyon Expansion - V0.6.1 08/26
« on: July 21, 2024, 10:45:46 AM »

    A compilation of various ships and stations designed to buff up Tri-Tac's fleet and military might.

    The mod offers:
    4 added Tri-Tachyon controlled stations (One each in Hybrasil, Valhalla, Mayasura and Magec)
    21 High-Tech ships specialized in energy weapons
    1 Wing - 1 mining/pulse pd drone
    6 Pulse energy weapons
    1 faction specific hull mod that improves energy weapon performance pre-installed on every TTE ship
    1 simple event found in Tri-Tachyon bars, that you can complete once per playthrough
    Note: Safe to add to existing saves, the ships will be added but the stations will only appear during a new game sector generation



    All Ships Image

    Spoiler
    [close]

    Mod technical notes

    Spoiler
    • All TTE ships are energy weapon specialists and are modified to extend the range, flux rate and damage of energy weapons. All TTE ship’s turrets and hard points are energy focused.
    • All TTE ship variants are equipped solely with pulse energy weapons to take best advantage of the built-in hull mod. They have been added to the Tri-Tachyon fleet lineup.
    • The two new weapons are a small and medium pulse PD energy weapons based on the IR pulse laser and Pulse Laser. I used the vanilla graphics for each but modified them with yellow hazard markings to differentiate them as they double as mining weapons.
    • Each ship has better armor and hull than standard High-Tech ships but suffer from inefficient shields, require more crew and have higher operating costs. They also have better than average fleet strength and will perform better in AI controlled battles. I felt that each ship added fills a role that is currently missing in the High-Tech lineup and I will be adding more as ideas and suggestions arise.
    • The added stations are there to increase the power of Tri-Tachyon in what I consider the most at-risk of invasion sectors. This was a subjective choice and I may add/remove them while the mod is in testing.
    • To be clear this is a faction expansion and not a faction mod. All assets added by this mod are controlled by Tri-Tachyon and the ships are available only in their markets. All ships will appear in game created Tri-Tac fleets, more so on a new game generation.
    • All ships and weapons are available for purchase in Tri-Tachyon markets and have been added to the High-Tech blueprint.
    • Note: In Random Core Worlds mode the mod will not generate stations and become a ship/weapon pack, the added simple event will still function.
    [close]

    ANOTHER Dazs mod?! you ask. Well here is my reasoning:

    Spoiler
    During a correspondence with geminitiger on the TTSC forum it was brought up that of all the factions Tri-Tac falls first in their games and they were hoping TTSC was the answer. To make a long story short, I felt that TTSC's lore did not really fit that role. So being intrigued by their statements, I did some research on the forum and on reddit and found many players felt the same.

    I made this mod as an answer to the weaknesses I read about in those posts. I felt that giving them beefier and more damaging ships and new strong PD weapons was a good way to counter that Tri-Tachyon no longer fields carriers. What I mean by that is in the vanilla fleet doctrine, Tri-Tachyon has carriers set to 0 and they deploy larger ships over smaller ones which is why I added four capitals.

    The added stations will also give them a better chance to defend themselves and give them more trading opportunities. I added these as other vanilla factions have more systems and or stations and vanilla Tri-Tac was at a disadvantage they could not recover from.
    [close]

    Sources

    Spoiler
    Each TTE ship is a Dazs kit bash using vanilla High-Tech ship art assets and the weapons are modified game assets.

    Ship names are all sourced from Iain M. Banks culture series – a wonderful space opera that sparked my imagination, seek it out if you have not read them.

    The simple event "Internal Affairs" was sourced from https://fractalsoftworks.com/forum/index.php?topic=20281.0 - A big Thank you to Inventor Raccoon for allowing me to incorporate it.

    A special thank you to Alex and team for their hard work making this game and keeping it up to date all these years.[/list]
    [close]

    If you enjoy my content, please consider buying me a coffee to keep me going! :) on Ko-Fi!

    Current Changelog
    v0.6.1 - Save Game compatible
       - Fixed a mount mismatch on the Azadian front hardpoints- TY Toad for noting it and letting me know
       - Fixed a graphics error with the nonex version of the mod - TY denil380 for informing me and sorry for the hassle it caused you
       - Removed the STRIKE hint on the Ion Burst - Initially this weapon was slow firing but the current version no longer needs this tag
       - Changed the primary role of the Pulse Blaster to Anti-Armor and the Ion Burst to Anti-Shield - Had them as General which is for energy weapons

    Previous Changelog
    Spoiler
    v0.6 - Save Game compatible
       - Fixed a weapon size mismatch on the Hoefen - You may need to rearm it if one is in your current fleet - TY last_misadventure for letting me know
       - Reduced the range of the Pulse Blaster, Ion Burst, & Light Plasma Cannon from 1k to 800 and the OP to 12 Medium, 18 Large - Ty Village for your cometary
       - Added a line (s,m,l) of Frag/EMP suppression Ion pulse weapons - Does equal amounts of Frag and EMP damage  - Test case idea, I'd appreciate feedback
       - Fixed a mismatch with the nonoex version file - TY ButtercupSandwich and Nissa, Typo Fairy for letting me know

    v0.5.1 - Save Game compatible*
       - Added Nexerelin as a dependency to support Random Core Worlds mode - *This will work with games saved with the 5.0 version using Nexerelin
       - Added a secondary download link to a version for players who do not use Nexerelin - *This version will work with games saved with the 5.0 version if it was saved w/out Nex installed
          - Note: In Random Core Worlds mode the mod will not generate stations and become a ship/weapon pack, the added simple event will still function
       - Added the above Note to the "mod technical notes" spoiler tab on the forum page

    v0.5 - Save Game compatible
       - I've read discussions on reddit and the forums regarding the lack of variety of non-beam energy in the medium slot so I added the following weapons to the TT lineup:
          - Added a new Medium Energy High Explosive weapon, the Pulse Blaster - Has the effect of removing armor on armor and hull hits
          - Added a new Medium Energy Kinetic Weapon, the Ion Burst - Has the effect of disabling weapons upon armor and hull hits
          - Added a new Large Energy Weapon, the Light Plasma Cannon - A scaled down version of the Plasma Cannon for ships with a tighter OP budget
       - Added a new Heavy Cruiser, the Braijsa - I noted a conversation on r/starsector regarding the lack of a Dominator style tank role ship for High Tech
       - Added the new ship to the "All Ships Image" on the mod forum

    v0.4 - Save Game compatible
       - Renamed the stations added by this mod to be more thematic - New game sector generation only - TY Coil for the suggestion
       - Added a cruiser sized heavy freighter, the Rabaroansa - TY Sheito for suggesting a non-phase High-Tech Colossus analog
       - Added a new Hybrid Cruiser, the Involucra - TY KnightR for suggesting a High-Tech analog of the Mora
       - Added the built in mod "Operations Center" to the Morat (destoyer) and the Hofoen (Battle Cruiser) - Gives a High-Tech flagship option for wolfpack as well as heavy ship fleets
       - Reduced the wing count of the Dajeil drone from 6 to 4 - Though having the same DPS as the mining laser, the PD Pulse does not have the drawback of beams
       - Touched up the image of the Genar - Noted some artifacts and breaks that needed some fixing
       - Re-worded the descriptions for a better sentence flow and refinement of meaning - TY BladedQueen for your ongoing editing
       - Added the two new ships as well as the touched up Genar to the "All Ships Image" on the mod forum

    v0.3 - Save Game compatible
       - Incorporated Inventor Racoon's quest mod "Internal Affairs" with permission - Adds a nice little starter quest for new TT captains that gives a contact at the end 
          -Though the above mod has not been updated in some time, if you have it installed disable it as this is an updated .97a replacement and not compatible
       - Changed the designation of the Jandraligeli and Chamlis from Combat Freighter to Combat Tanker as was intended - Fixing an oopsie
       - Added a line of High-Tech Tankers (1 frigate, 1 destroyer, 1 capital) - I read complaints on reddit that it made no sense that Tri-Tac was forced to use low tech tankers
       - Fixed an issue with the file download link - TY Coil for letting me know
       - Changed the mod folder name from TTE to Tri-Tac Expansion - As always delete the old folder (TTE 0.2) - The mod ID remains the same
       - Re-made the "All Ships Image" on the mod forum to add the three new ships - Take a peek if you are interested :)

    v0.2 - Save Game compatible
       - Added a line (1 frigate, 1 destroyer, 1 cruiser) of Hybrid ships that are not quite battle carriers but do carry wings and can put up a good fight for their weight
          -Note: The above addition will allow Tri-Tac to field some wings in their game made fleets and bypass their Carriers=0 setting
       - Gave the descriptions another pass - TY BladedQueen for your suggestions and submissions
       - Removed some extraneous lines in the generation scripts - Streamlines the memory load
       - Added a bonus to energy projectile speed to the built in hull mod - This benefits pulse weapons and not beams
       - Lowered the range bonus of the built in hull mod from 20% to 15% - In further testing I felt when combining it with a targeting core it was a little bit too much
       - Added a new weapon, PD Pulse Mining Laser - Essentially a mining laser pulse analog with roughly the same stats - To give a lacking option and better take advantage of the hull mod
       - Re-designed the Dajeil wing by replacing the weapon to the new PD Pulse Mining Laser and giving it similar stats as the Borer wing but retaining the support role of the mining drone
       - Re-made the "All Ships Image" on the mod forum to reflect the new ships from this and the previous patch

    v0.1.1 - Save Game compatible
       -Added two new ships to the lineup - Both are combat freighters with shielded cargo holds, 1 frigate and 1 cruiser - I felt Tri-Tac smugglers would appreciate a High-Tech option
       -Re-wrote several descriptions and fixed some grammatical errors - Rookie mistake oops. - TY BladedQueen for your observations

       v0.1
       - Initial release for review, testing and constructive criticism.

    [close]

    Coil

    • Commander
    • ***
    • Posts: 150
      • View Profile

    So what's the difference between this and special circumstances?

    And is this essentially just Diktat Enhancement ala Tritach? If so, im down to clown!

    Lastly, can this be added midsave?
    Logged

    Dazs

    • Admiral
    • *****
    • Posts: 1191
      • View Profile

    Good morning, thanks for checking in.
    So what's the difference between this and special circumstances?
    TTSC is a playable faction that is separate but loosely aligned with Tri-Tachyon whereas this is a faction pack.
    And is this essentially just Diktat Enhancement ala Tritach? If so, im down to clown!
    Yes, I figured there were mods that enhanced Hegemony like Iron Shell, Luddic Enhancement for the church, Kazeron Navarchy for the Persean League and as you mention Diktat not only has Enhancement but an entire re-write with Phillip Andrada Gas Station Manager. Now I am no greatly skilled mod maker but I felt the Corporation needed some buffing up to keep up with all those other faction enhancements so here we are.
    Lastly, can this be added midsave?
    Well sort of, it is safe to add mid save and the ships will be added to the game but it takes a new game sector generation to have the stations appear in the game. Oh an also, Tri-Tac would not benefit from the new ships in any pre-existing fleets before install. Bottom line, to get the most of out the mod, a new game is recommended.

    I hope that answers your questions but if not, please feel free to follow-up.
    Enjoy!

    Coil

    • Commander
    • ***
    • Posts: 150
      • View Profile

    Awesome. I'll fire up a new save and let you know!
    Logged

    Dazs

    • Admiral
    • *****
    • Posts: 1191
      • View Profile

    Awesome. I'll fire up a new save and let you know!
    Great, please do so. I rely on player feedback especially with a new mod. I learn so much and it makes the mod better for all.
    Looking forward to hearing about your experience!

    Dazs

    • Admiral
    • *****
    • Posts: 1191
      • View Profile
    Re: [0.97a]Tri-Tachyon Expansion - V0.1.1 07/23
    « Reply #5 on: July 23, 2024, 10:57:28 AM »

    v0.1.1 Released Today - Save Game compatible
       -Added two new ships to the lineup - Both are combat freighters with shielded cargo holds, 1 frigate and 1 cruiser - I felt Tri-Tac smugglers would appreciate a High-Tech option
       -Re-wrote several descriptions and fixed some grammatical errors - Rookie mistake oops. - TY BladedQueen for your observations

    As I was playtesting the new ships, I noted some grammatical mistakes. I had hoped to have some more content before releasing an update but it was so cringe I had to cover it up ASAP :)

    Enjoy!

    Dazs

    • Admiral
    • *****
    • Posts: 1191
      • View Profile
    Re: [0.97a] Tri-Tachyon Expansion - V0.2 07/26
    « Reply #6 on: July 26, 2024, 04:57:20 PM »

    v0.2 Released today - Save Game compatible
       - Added a line (1 frigate, 1 destroyer, 1 cruiser) of Hybrid ships that are not quite battle carriers but do carry wings and can put up a good fight for their weight
          -Note: The above addition will allow Tri-Tac to field some wings in their game made fleets and bypass their Carriers=0 setting
       - Gave the descriptions another pass - TY BladedQueen for your suggestions and submissions
       - Removed some extraneous lines in the generation scripts - Streamlines the memory load
       - Added a bonus to energy projectile speed to the built in hull mod - This benefits pulse weapons and not beams
       - Lowered the range bonus of the built in hull mod from 20% to 15% - In further testing I felt when combining it with a targeting core it was a little bit too much
       - Added a new weapon, PD Pulse Mining Laser - Essentially a mining laser pulse analog with roughly the same stats - To give a lacking option and better take advantage of the hull mod
       - Re-designed the Dajeil wing by replacing the weapon to the new PD Pulse Mining Laser and giving it similar stats as the Borer wing but retaining the support role of the mining drone
       - Re-made the "All Ships Image" on the mod forum to reflect the new ships from this and the previous patch

    I hope the players who have downloaded the mod have been enjoying the added content. I look forward to any comments or suggestions you may have on the mod before I release it out of modding forum to the main mod forum.

    Enjoy!

    Coil

    • Commander
    • ***
    • Posts: 150
      • View Profile
    Re: [0.97a] Tri-Tachyon Expansion - V0.2 07/26
    « Reply #7 on: July 28, 2024, 02:30:54 AM »

    Did you update the file new file download link? It's still named 0.1.1
    Logged

    Dazs

    • Admiral
    • *****
    • Posts: 1191
      • View Profile
    Re: [0.97a] Tri-Tachyon Expansion - V0.2 07/26
    « Reply #8 on: July 28, 2024, 04:52:10 AM »

    Did you update the file new file download link? It's still named 0.1.1
    Hello again Coil, good to hear from you
    I will check the download link, it is most likely a google drive thing because I ran into that with one of my other mods. I am currently working on the v0.3 update and should have that out later today and I will add a fix then.
    Ty for the heads up!

    Dazs

    • Admiral
    • *****
    • Posts: 1191
      • View Profile
    Re: [0.97a] Tri-Tachyon Expansion - V0.3 07/28
    « Reply #9 on: July 28, 2024, 12:51:16 PM »

    v0.3 released today - Save Game compatible
       - Incorporated Inventor Racoon's quest mod "Internal Affairs" with permission - Adds a nice little starter quest for new TT captains that gives a contact at the end 
          -Though the above mod has not been updated in some time, if you have it installed disable it as this is an updated .97a replacement and not compatible
       - Changed the designation of the Jandraligeli and Chamlis from Combat Freighter to Combat Tanker as was intended - Fixing an oopsie
       - Added a line of High-Tech Tankers (1 frigate, 1 destroyer, 1 capital) - I read complaints on reddit that it made no sense that Tri-Tac was forced to use low tech tankers
       - Fixed an issue with the file download link - TY Coil for letting me know
       - Changed the mod folder name from TTE to Tri-Tac Expansion - As always delete the old folder (TTE 0.2) - The mod ID remains the same
       - Re-made the "All Ships Image" on the mod forum to add the three new ships - Take a peek if you are interested :)

    I linked the page for the Internal Affairs mod in the Sources tab of the main page if you would like to read more about the event. I added it as I thought it is a nice mission for a starting TT captain to undertake with a mid sized fleet (at least two cruisers and some destroyers). It is not too difficult and results in a TT contact at the end that can give further missions if developed.

    I feel I am almost ready to release this mod to the main mod forum. I have added all the content that I felt addressed concerns regarding Tri-Tac that I read on reddit and the SS general discussion forum. I do plan to further work on this mod but I feel it would benefit from some outside critique before I add more. The mod has over 500 downloads, which I am very happy about, so if you have any comments or suggestions please contact me on this page or a direct message here or the unofficial discord. I look forward to hearing from you so we can make the mod the best version before wide release.
    Enjoy!

    AdamLegend

    • Commander
    • ***
    • Posts: 138
      • View Profile
    Re: [0.97a] Tri-Tachyon Expansion - V0.3 07/28
    « Reply #10 on: July 28, 2024, 12:58:19 PM »

    Thank you for the update!
    Logged

    Coil

    • Commander
    • ***
    • Posts: 150
      • View Profile
    Re: [0.97a] Tri-Tachyon Expansion - V0.3 07/28
    « Reply #11 on: July 28, 2024, 11:22:02 PM »

    Hmmm, I suggest changing the names of the stations to something more thematic or immersive

    For example in the Mayasure system, maybe change the station name to "Port Tse Security Checkpoint" or something along those lines assuming you don't want to continue the Indian theme.


    Logged

    Dazs

    • Admiral
    • *****
    • Posts: 1191
      • View Profile
    Re: [0.97a] Tri-Tachyon Expansion - V0.3 07/28
    « Reply #12 on: July 29, 2024, 02:21:50 AM »

    Thank you for the update!
    Thank you for the comment, I hope you are enjoying the new content.

    Hmmm, I suggest changing the names of the stations to something more thematic or immersive
    That is a good idea. I did write individual descriptions for them but yea I sort of forgot I left them with placeholder names :)
    For example in the Mayasure system, maybe change the station name to "Port Tse Security Checkpoint" or something along those lines assuming you don't want to continue the Indian theme.
    Understood. I will come up with something more thematic, most likely based on the the descriptions I gave them combined with the system name. I am unsure what you mean by continuing the Indian theme, could you give some clarity so I can better address that comment.

    Dazs

    • Admiral
    • *****
    • Posts: 1191
      • View Profile
    Re: [0.97a] Tri-Tachyon Expansion - V0.4 08/03 - Wide Release Candidate
    « Reply #13 on: August 03, 2024, 04:55:53 AM »

    v0.4 Released today - Save Game compatible
       - Renamed the stations added by this mod to be more thematic - New game sector generation only - TY Coil for the suggestion
       - Added a cruiser sized heavy freighter, the Rabaroansa - TY Sheito for suggesting a non-phase High-Tech Colossus analog
       - Added a new Hybrid Cruiser, the Involucra - TY KnightR for suggesting a High-Tech analog of the Mora
       - Added the built in mod "Operations Center" to the Morat (destoyer) and the Hofoen (Battle Cruiser) - Gives a High-Tech flagship option for wolfpack as well as heavy ship fleets
       - Reduced the wing count of the Dajeil drone from 6 to 4 - Though having the same DPS as the mining laser, the PD Pulse does not have the drawback of beams
       - Touched up the image of the Genar - Noted some artifacts and breaks that needed some fixing
       - Re-worded the descriptions for a better sentence flow and refinement of meaning - TY BladedQueen for your ongoing editing
       - Added the two new ships as well as the touched up Genar to the "All Ships Image" on the mod forum

    I titled this a "wide release candidate" because I feel the mod is in a stable state and I have incorporated all the suggestions I have seen online and received on the forum as well as private messaging. I will leave it sit in the modding forum for a few days in case players have additions, requests and or comments. The mod has almost 800 individual downloads and I am very happy with that. If any adjustments are requested I will do my best to incorporate them before I ask for the mod to be moved to the main mod page, added to the mod index and post it on discord next week.

    I am grateful for all the suggestions (TY's are in the changelog) and look forward to any more comments so we can make the mod the best it can be.
    Enjoy!

    Coil

    • Commander
    • ***
    • Posts: 150
      • View Profile
    Re: [0.97a] Tri-Tachyon Expansion - V0.4 08/03 - Wide Release Candidate
    « Reply #14 on: August 03, 2024, 06:15:24 AM »

    Oh well all the celestial bodies in the Mayasura system have to do with Indian culture/ Hindu mythology

    https://starsector.wiki.gg/wiki/Mayasura_Star_System#Trivia

    Each system usually has a theme
    Logged
    Pages: [1] 2 3