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

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Author Topic: [0.98a] The Xhan Empire, version 3.0.1  (Read 11192 times)

Xaiier

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[0.98a] The Xhan Empire, version 3.0.1
« on: April 19, 2025, 08:46:49 PM »

Originally by Peplat, currently maintained by Xaiier


(Please note that this version is not save-compatible with pre-v3 releases)
Requires LazyLib
Requires MagicLib
Optionally Works With Graphicslib And Nexerelin
High Value Bounty Integration

Whats Included?

Two factions, one a fully fledged militaristic and zealous faction focused on heavy armor and formation warfare. Ships and weapons that range from utilitarian to exotic with their own internally consistent design philosophy and tech levels.

The other an economically powerful but small polity, with access to advanced and expensive high-tech ships. Plus plenty of lore and campaign layer content for you to discover. Non-Faction ships. HVB integration with unique bounty ships.

And an encounter unlike any seen thus far...




The Xhan Empire

The Xhan Empire is a dogmatic autocracy; born from the remnants of a XhanTech blacksite work colony left behind after the collapse. Until recently the Xhan Empire has existed relatively under the radar of most major post collapse factions. Primarily due to their distance from the core worlds and self imposed isolation. Rumors abound that their entrance into the greater sector is due resource shortages in their home system. Whatever the reason may be, the Xhan Empire has made its mission statement very clear; the complete subjugation of all those who may oppose the total authority of their Divine Emperor.

United Pamed

United Pamed is one of the smallest polities to be recognized as a distinct political entity by the greater sector. Possessing impressive resource wealth and an effective defense force. For its size, Pamed is an economic powerhouse and can afford its citizens some of the best luxuries found throughout the sector. While outwardly agreeable and willing to deal with most factions on good terms, Pamedians are still deeply mistrustful of foreigners and look out primarily for themselves.



Xhan Empire Ships
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United Pamed Ships
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Exploration Content and Non-Faction ships
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Weapons and Fighters
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High Value Bounties
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Object 881


Divine Gift
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Please reach out if you encounter any issues and I will do my best to address them!
-Xaiier (current maintainer)


Credits/Special thanks

Xaiier From the starsector discord for their hard work and collaboration on advanced scripting and balancing

Tomatopaste for ship system, hullmod, and weapon scripting

Vayra for helping implement custom campaign layer content and nex features

Mesotronik for special custom weapon script

Nia Tahl for scripts from Talhan

Starsector discord for answering my modding questions and providing feeback




Changelog
Spoiler
Version 1.0
-First Xhan Empire Release!

Version 1.1
-Adjusted Occuklop op (was 330, now 300)
-Adjusted graphicslib lighting on Stolb projectile
-Adjusted flux cost of Stolb and Occuklop Decimator(made higher)

Version 1.2
-Changed Cheborog Carrier frontal small mount to medium
-Oiehou armor increased (500 to 550)
-Steizok Firerate slightly decreased (Was 0.6 now 0.8 )
-Chok PD damage decrease (75 to 60)
-Ubellop and Cheborog hardpoint angle adjustments

Version 1.3
-Occuklop Flux dissipation reduced
-Added new Ship Panrelka
-Added new olkzan variants Pirate and Export(to pirates and independents respectively)
-Added new weapons, Drob, Hezek, Shtir Twinlinked, and Syr

Version 1.4
-Sharik range reduced to 900, number of cluster projectiles reduced to 4(was 6)
-Palka refit time reduced to 10(was 15)
-palka barrel now has visual recoil
-Yazer range reduced to 400(was 450)
-AI should fire Stolb more often

Version 1.5
-Added new ship Ketsil and Ketsil(E)
-Added new ship Pharrek
-Xhan Empire faction relations adjusted to be more lore accurate
-Olkzan Flux Dissipation reduced to 400
-Cheborog Max Flux reduced to 11000
-Cheborog Flux Dissipation reduced to 500
-Cheborog(C) Flux Dissipation reduced to 200
-Cheborog(C) Health Reduced to 11000
-Cheborog(C) system changed to targeting feed
-Occuklop Flux Dissipation reduced to 750
-Occuklop turn speed reduced to 7
-Adjusted Panrelka Weapon Arcs to reduce overlap
-Hezek Shredder Battery Damage increased to 200, flux cost increased to 65
-Igol Saturation Point Defense damage increased to 18
-Yazer Damage/second increased to 1300
-Yazer Flux/second reduced to 900
-Xhantech Blast drive cooldown increased to 20 Seconds
-urchin Jets cooldown increased to 20 seconds
-XhanTech EMP Flares cooldown increased to 10 seconds

Version 1.6
-Stolb projectile health reduced to 1000
-Stolb damage increased to 800
-Stolb Flux cost increased to 700
-Hezek Damaged reduced to 170
-Agmad Pulse laser damage reduced to 130
-Divine Jaunt Flux Use increased to 0.05 of base cap
-Pharrek Shield efficiency reduced to 0.8

Version 1.7
-added commissioned crews support
-Oiehou price reduced to 10000 from 12000
-Boulo Price reduced to 12000 from 15000
-Pharrek can now no longer be found as a blueprint
-Pharrek price changed to 240000
-Pharrek peak CR reduced to 360 sec from 420
-Pharrek Health reduced from 2800 to 2500
-Pharrek Flux dissipation reduced to 500 from 600
-Pharrek Shield efficiency changed to 1 from 0.8
-Pharrek "divine jaunt" f/u changed from 0.05 to 0.1
-Pharrek "divine jaunt" 0.2 seconds added to cooldown time
-Pharrek "divine jaunt" regen increased to 0.15
-Pharrek High maintenance hullmod removed
-Meiche supplies per month reduced to 4 from 6
-Olkzan carrier Deployment cost reduced to 10 from 12
-Cheborog price reduced to 150000 from 155000
-Cheborog flix dissipation increased to 550 from 500
-Cheborog carrier deploy cost reduced to 20 from 22
-Occuklop price reduced to 440000 from 480000
-Panrelka cost reduced to 260000 from 380000
-Panrelka PPT reduced to 600 from 720

-Ertshan Missile pods clip reload increased from 15 to 30 seconds
-Yazer Range increased to 550 from 400
-Yazer damage/second increased to 1800 from 1300
-Yazer energy/second increased to 1350 from 900
-Yazer OP increased from 14 to 15
-Yazer firetime reduced from 3 to 2.2
-Shtir Twinlinked Autocannon flux per shot reduced to 42 from 45
-Shtir Autocannon flux per shot reduced to 48 from 50
-Weapon prices adjusted to be more in line with vanilla

-Shnerk wing priced reduced to 12000 from 20000

Version 1.8
-oiehou Peak Cr: 240 to 300
-Boulo Peak Cr: 180 to 200
-Ubellop peak CR: 180 to 200
-Olkzan Peak CR: 420 to 490
-Olkzan(C) peak CR: 420 to 470
-ketsil Peak CR: 360 to 400
-Cheborog Peak CR: 540 to 600
-Cheborog Armor: 1680 to 1700
-Cheborog Flux Dissipation: 550 to 600
-Occuklop Peak CR: 720 to 800
-panrelka Peak CR: 620 to 680

-Stolb proj hitpoints: 1000 to 1200
-Stolb Damage: 800 to 900
-Zakrep Damage: 215 to 240
-Syr reload: 8 To 6
-Sharik missile Health: 800 to 1100
-Sharik cluster shell number: 4 to 5
-Shnerk Gorel Plasma Projector(F) damage: 1800 to 2200
-Palka max turn rate: 150 to 180
-Divine Jaunt regen: 0.15 to 0.10

-Added new Bloz Missile series
-Added Zhuk Torpedo
-Added weapon Zarukel
-Added Luzna missile
-Added Tsebrek Kinetic Cannon

-Added ship Doskan
-Added ship Ennik
-Added Ship Ennik(E)
-Added ship Ouggom
-Added Ship Vukan

-Added two HVBs

Version 1.9
-Added HVB's to prism boss ship list, if ships do not drop after the battle they should show up in prism.

Version 1.9
-Added new Faction: United Pamed

-Added new ship:Anuran
-Added new ship:Odonata
-Added new ship:Urodellan
-Added new ship:Carillon
-Added new ship:???

-Added new system: Paltan

Version 1.9
-Added HVB's to prism boss ship list, if ships do not drop after the battle they should show up in prism.

Version 2.0
-Added 5 new ships that can be discovered through exploration
-Added new weapons

-Added trails and onhit visual FX to some Xhan Empire large weapons

-Doskan Dp Reduced: 9 to 8
-Panrelka armor increased: 850 to 950
-Ouggom armor increased: 1000 to 1100
-Ouggom magnetic impluse damage increased
-Ouggom magnetic impluse range increased: 700 to 800
-Goggergeck speed increased: 50 to 60
-Goggergeck armor increased: 2200 to 2300
-Fixed Zarukel PD tags

Version 2.1
-added new ship Brakad
-added special variant that can be found as exploration content

Version 2.2
-0.95 compatibility
-Ultra 233 flux dissipation 500 to 550
-Ultra 233 max flux 5000 to 8000
-Ultra 233 hitpoints 1800 to 2000
-Anuran flux dissipation 350 to 400
-Doskan hitpoints 2000 to 2200
-Uvello Dp cost 22 to 20
-Occuklop ordnance points 300 to 320
-Pharrek max flux 4000 to 6000

Version 2.2.1
-Removed "autonomous" hullmod from drone frigates found through exploration.

Version 2.3
-fixed zhakhan crash
-fixes to 0.95.1a-RC5 compatibility
-increased carillon system cooldown to 5 seconds
-increased Stolb projectile speed
-Improved zarukel splash
-increased uogek damage
-decreased goggergeck phase cost
-xhan ships now have built in hullmods
-added ship Cronosos
-added ship Kassarek

Version 2.4
-added a new encounter in the depths of space
-fixed electron rod spawning as a modular weapon

Version 2.5
-added new ship Gramada
-reduced Pharrek dp cost from 35 to 25
-increased bogul frag damage from 300 to 350
-increased grokan energy damage from 450 to 500
-increased igol damage from 18 to 22
-increased igol(F) damage from 25 to 45

Version 2.51
-Syr reload reduced from 6 to 5
-Tsebrek HE damaged increased from 80 to 90
-Palik now deals an additional 5 HE damage
-Ugol now deals an additional 5 HE damage
-Hezek now deals an additional 20 HE damage
-Hezek flux cost 65 to 55
-Szar flux reduced from 80 to 40 per second
-Cheborog and Cheborog(c) shield EFF 1.1 to 1
-Olkzan and Olkzan(c) shield EFF 1 to 0.9
-Added weapon: Shtral

Version 3.0.0
-0.98a compatibility
-Fixed Cluster Checkpoint Station Nexerelin interactions
-Fixed indie fleets being overwhelmed by Xhan exports
-Fixed potential for procgen overlap with other mods
-Version Checker and mod manager support
-Various internal cleanup

Version 3.0.1
-Fixed Kobraz targeting bug
[close]

« Last Edit: April 27, 2025, 07:31:24 PM by Xaiier »
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turnop

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Re: [0.98a] The Xhan Empire, version 3.0.0
« Reply #1 on: April 20, 2025, 06:36:10 PM »

Blessed be the maintainers, who persist in their ceaseless toil so that the rest of us might know peace.

Seriously though, thank you, I love the vaguely alien look of the Xhan and the Swiss-like state of the Pamed. These two factions do an incredible job of raising the diversity and increasing the political depth of the sector.
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Strict

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Re: [0.98a] The Xhan Empire, version 3.0.0
« Reply #2 on: April 20, 2025, 07:03:20 PM »

Nice! Thank you!
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Zalpha

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Re: [0.98a] The Xhan Empire, version 3.0.0
« Reply #3 on: April 20, 2025, 10:07:53 PM »

This is one of my favorite mods, I love the ship design and placement of the systems in vanilla. Really awesome awesome faction to play with and encounter. Thanks for keeping it updated and sharing it with us.
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Dazs

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Re: [0.98a] The Xhan Empire, version 3.0.0
« Reply #4 on: April 21, 2025, 01:54:11 AM »

I'd like to echo the above, I have recommended this mod to multiple players and it is great that it is being maintained, thank you!

RoadTrain

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Re: [0.98a] The Xhan Empire, version 3.0.0
« Reply #5 on: April 21, 2025, 02:47:50 AM »

Oh, cluster checkpoint and the indies being overwhelmed got fixed? I might just give this another go... though I'll probably leave the big funny resting where it is because my god that thing is so OP.

Spoiler
I'd honestly raise 1000 eyes to 75 DP like Ziggurat if not more. 60 DP for a ship that can take control of or overload any ship is insanely OP.
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T4P14

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Re: [0.98a] The Xhan Empire, version 3.0.0
« Reply #6 on: April 21, 2025, 08:20:34 AM »

Xaiier no pressures but if you ever stop updating this mod i quit playing Starsector.

I love you lol, thank you for your work! This mod is amazing!
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aunt_jemichael

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Re: [0.98a] The Xhan Empire, version 3.0.0
« Reply #7 on: April 21, 2025, 08:25:17 AM »

love this mod
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thenumbers

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Re: [0.98a] The Xhan Empire, version 3.0.0
« Reply #8 on: April 21, 2025, 09:55:41 AM »

Fixed indie fleets being overwhelmed by Xhan exports

Looks like the clearance sale from Xhan to mercs is over. :'(
jk, this is a great fix. Cheers.
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MMEEXX

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Re: [0.98a] The Xhan Empire, version 3.0.0
« Reply #9 on: April 25, 2025, 07:36:25 AM »

Thank you for the "version checker" integration. I'm so happy :)
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Xaiier

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Re: [0.98a] The Xhan Empire, version 3.0.1
« Reply #10 on: April 27, 2025, 07:38:56 PM »

Patch v3.0.1 is up with a fix to the Kobraz targeting not working correctly while pointing downwards.

Thanks to the bug reporter and please don't hesitate to reach out if you encounter any issues!
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Strict

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Re: [0.98a] The Xhan Empire, version 3.0.1
« Reply #11 on: April 28, 2025, 11:47:13 PM »

Hello!
If you are planning to add content into the mod (and not only maintain it) I have some suggestions after doing a faction (xhan) run recently
I used only faction ships and weapons.
- nex xhan start should give you some bps to do custom production bar event
- codex integration for some ships that continue to not show up still (like Kassarek for example)
- faction has no interceptor and support fighters (bomber is good, fighters are meh, zahkhan maybe even underpowered)
- no good weapons for phase ships (yeah TL+HN would be great but I coudnt use it)
- Goggergeck DP to 60 (even though it feels undergunned system is very good)
- Uvas encounter should drop full set of weapons (like cmon I lost some good ships to "friendly fire" feels bad getting it without weapnons) and also could use automated ship hullmod or 1 crew cap+req.
- Ennik buff (ship feels almost great, maybe fighter bay with drones or something?)
- add cruiser sized tanker (yes I love faction specific logisitic ships)
- MOAR prime divination weapons and hulls (destroyer maybe)
- SiC XO (like roider mod did it recently, its pretty great)
- kinetic pair fo Drob
- Stolb feels weak, maybe mines should presist and detonate on proximity, no idea, I didnt manage to make this weapon work, actually need advice on that, because weapon itself is cool
Now about feels, not suggestions:
- Cheborog, OieHou, Doskan feel weak cant make them work
- Panrelka coud be demoted to cruiser
- Cheborog visual needs small adjustment: medium center turret has angle that can point above side tubes wich means that side tubes are at lover level wich turrets on tubes confirm, but it looks like the side tubes are higher than bridge.
- Kassarek need a little something to be as desired as Pharrek (both are very rare)
- single system faction gets camped by hostile factions often maybe relations adjustments needed
- anti hull missiles are no really good or useful maybe damage nerf + ammo regen is in order
- Shtrall shoud be without ammo outclassed by Gorel for only 5 OP more, 1k range doent feel that good of a tradeoff
- Yazer is useless, AMB/missiles are better even within the faction arsenal

Everithing else is great. Thank you for your work!
« Last Edit: April 29, 2025, 12:05:16 AM by Strict »
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Dadada

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Re: [0.98a] The Xhan Empire, version 3.0.1
« Reply #12 on: April 29, 2025, 10:30:54 AM »

0.98 update? Absolutely giga based!
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gnastygnome

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Re: [0.98a] The Xhan Empire, version 3.0.1
« Reply #13 on: April 29, 2025, 11:23:19 PM »

Thank you so much for maintaining. United Pamed rules
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Ishman

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Re: [0.98a] The Xhan Empire, version 3.0.1
« Reply #14 on: April 30, 2025, 12:15:39 AM »

- anti hull missiles are no really good or useful maybe damage nerf + ammo regen is in order


You should actually take the Bloz into the sim and give it a try. It's a flux-free long-ranged cryoblaster that lasts for almost two minutes (with missile refire time reductions, and without expanded racks), that very few point defense grids can intercept since each missile has 350hp.

The small missile rack isn't my favorite, but that is 6000 frag damage in the rack, @ 1000 dps, which means that in frigate fights, the one with this missile will almost always kill the other one in seconds (with exceptions against fortress shield ships or extremely high DPS accurate PD like diabble IBIS).
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