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Author Topic: [0.97a-RC10] Loulan Industries - EN Translation [v. 2.1.2]  (Read 37450 times)

MrMagolor

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[0.97a-RC10] Loulan Industries - EN Translation [v. 2.1.2]
« on: March 28, 2023, 04:47:06 PM »

Loulan Industries

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

Download links for translated versions:Google Drive


"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
[close]
Changelog:
Spoiler

1.8.14
Decaying Armory changed to increase weapon flux generation instead of reducing weapon damage, accordingly point bonus has been changed from 4 to 3 (still a very big downside on ships with lots of weapon slots)
Hopefully fixed Synergistic Fleet (AGAIN)

1.8.13
Hotfix to hopefully make Synergistic Fleet work properly

1.8.12
Fixed the issue where Loulan fighters did not require crew (besides the Mist)
(Hopefully) fixed the issue where the Mist was not able to be installed on automated ships
[Ship Systems]
Phase Splinter (aka Gonggong system): energy damage reduced by 75%, additional self knockback, but now deals EMP damage equal to the energy damage

1.8.11
Added and adjusted UNGP rules
Tweaked the two main LLI Protocols
A round of nerfs to destroyers/frigates due to hullmod buffs
*NOT THE FINAL NERFS*
[Ships]
River:                         Speed 120>100, Dissipation 120>100 (it's a survey ship, shouldn't be that strong in combat anyways)
Cascade:                       Speed 75>60, Shield eff. 0.8>1.0, Shield upkeep 0.4>0.5, shield arc 180>120, capacity 4750>4000 (too strong for 9 DP destroyer, especially shield)
Wildfire(formerly Fireburn)    Speed 120>105, Capacity 4500>3500 (capacity was too good for a 7 DP destroyer)
Wave:                          Speed 60>50
Wave(M):                       Speed 60>50
Volcano:                       Speed 80>75
Heatwave(formerly Warmfront):  Speed 90>85
Tide:                          Armor 700>500, hull 8000>6500       
Tide(T):                       Armor 700>500, hull 8000>6500 (flux, maneuverability, and speed are same as the base Tide; other attributes simply match its lower DP)
Magma:                         Capacity 7000>6000
Hanba:                         Shield eff. 0.6>0.7
[Fighters]
Fog:                           # of fighters 4>3
[Hullmods]
Cliff System                   Base mode overall effects increased by 50%; buff to missile speed/maneuver changed into debuff
LLI Rifleman Protocol          Zero-flux speed boost will be increased by an amount equal to the speed debuff, range boost 75/150/225/300>100/200/300/400
LLI Commando Protocol          Zero-flux speed boost will be reduced by an amount equal to the speed buff (nobody uses it, anyways)
1.8.10
Altered the "questline" to allow some limited exchange with the NPC. More will be added in the future
New UNGP rule: Synergistic Fleet, having multiple copies of the flagship in a fleet will reduce the DP of those ships (including the flagship itself)
Added some new VFX

[Weapons]
Lop Nur line:
   Damage 3000>2500
   Hull 1000>600
   Shield 500>400
   Top Speed 120>100
Spotter Multibeam:
   Burst DPS 750>450 (flux efficiency remains 1.0)
   Ammo capacity 40>20
   Ammo regenerated 10>20
   Ammo recovery rate increased by 33%
Chaos Armament: Damage of each type of munition reduced by 1/3

[Ships]
Wave(M): No longer spawns in NPC fleets, nor is it a part of the Loulan package: instead is its own special BP. Also added some additional description text
Seaquake: Top speed 50>60, Flux capacity 10,000>11,000,OPs 145>160
Gonggong:Ship system replaced with "Splinter Burst", dealing energy damage to the target and pushing both ships away from each other. High-Density Shield conversion efficiency 50%>75%, Flux dissipation 150>200,Shield upkeep ratio 3.0>2.4
Tornado: DP 55>60
El Nino: DP 40>45,top speed 60>50
Flood: DP 45>40, Shield arc 120>150
Karni:DP 50>55
Naga: DP 20>22, shield arc 150>120, modular hangar replaced with built-in Mist wing

[Fighters]
Mercury Lake: 4 Burst PD Lasers removed, instead has a Quad Vulcan (the Transmission Beam is retained)
Mist: Light Transmission Beam DPS 75>50, range 1000>800 (also applies to Mudslide). Number of fighters 6>5, OP cost 4>6, replacement time 5>8s

[Ship Systems]
Quantum Recursion: Projectiles are now fired over a period of 2s rather than all at once
   Fixed the bugs, now you can surely copy special projectiles to your heart's content (though I would still reccomend saving before experimenting)
Thunder Charge: Duration 4>3s, arc damage 100>80 fragmentation, alteration/optimization text adjusted for clarification
Eruption Vector: Renamed to "Transient Vector", reworked effect, added new visual effects


1.8.9-hotfix3
Fixed a very edge case bug
[Ship Systems]
Catastrophe Beacon no longer applies acceleration, simply rotating the missile(s).
   Consequently, it is much more likely to actually attract missiles to the target.

[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: August 07, 2024, 05:48:01 AM 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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Zumberge

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Apologies for the bump (though the mod/OP did update two or three days ago), but insofar as (prompted) feedback is concerned I have a question about the Combustion-class frigate, as I was wondering what it was trying to do.  tl;dr follows:

Spoiler
By classification and stats it's a heavy frigate, and the weapon mounts give it potential for Brawler-level firepower but the flux stats are woefully low - we're talking Wayfarer levels.  The medium composite suggests it could double as missile support, but the Gyre already does that and ironically can also fight better since it has higher mobility, infinite missiles, and better flux stats, even if it is made out of paper.  Filling gaps in the battle line, perhaps, but it can't really contribute beyond that thanks to the aforementioned flux issues unless you use something like the Escort loadout (HVD and Heavy Mauler), and at that point it's an open question as to why you couldn't just use one of the other frigates since it has the ability to match the range for fewer DP - the Gyre for the missiles, the River for its fighter wing's Transmission Beams, the Dew with Tactical Lasers (there's some interesting things you can do with a Dew that's using four Tac Lasers, Beam Mode Conversion, and LLI Enhancement Protocol with no vents), and the latter two because they can mount the fantastically useful Ion Projector DEM.

The system is something of an aggressive Damper Field, and area damage and EMP that only targets enemies is great, but against other ships the AI uses it as a sort of fighting retreat and it lacks the range to tag anything except extremely aggressive ships with short-ranged weapons (e.g. the Luddic Path).  Against fighters, though, it's great - dumping that much EMP and energy damage into the area will disable if not outright destroy the loadouts of entire carriers - though as far as using it that way is concerned I'd like the AI to use it more proactively.  While the Combustion is slow, it's still easily able to keep pace with LLI's cruisers and capital ships, meaning it works as an anti-fighter escort provided you build it that way.

If it's meant to be a brawler, give it brawler flux stats.  If it's meant to be (or could be) anti-fighter, give it a loadout where it has a flak cannon or anti-fighter weapon in the medium ballistic turret so people get nudged in the right direction.  Personally I'd like the former (better flux means it can do the anti-fighter role better as well), but for the fact that it might overlap with the Dew in terms of its role.
[close]
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MrMagolor

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Apologies for the bump (though the mod/OP did update two or three days ago), but insofar as (prompted) feedback is concerned I have a question about the Combustion-class frigate, as I was wondering what it was trying to do.  tl;dr follows:

Spoiler
By classification and stats it's a heavy frigate, and the weapon mounts give it potential for Brawler-level firepower but the flux stats are woefully low - we're talking Wayfarer levels.  The medium composite suggests it could double as missile support, but the Gyre already does that and ironically can also fight better since it has higher mobility, infinite missiles, and better flux stats, even if it is made out of paper.  Filling gaps in the battle line, perhaps, but it can't really contribute beyond that thanks to the aforementioned flux issues unless you use something like the Escort loadout (HVD and Heavy Mauler), and at that point it's an open question as to why you couldn't just use one of the other frigates since it has the ability to match the range for fewer DP - the Gyre for the missiles, the River for its fighter wing's Transmission Beams, the Dew with Tactical Lasers (there's some interesting things you can do with a Dew that's using four Tac Lasers, Beam Mode Conversion, and LLI Enhancement Protocol with no vents), and the latter two because they can mount the fantastically useful Ion Projector DEM.

The system is something of an aggressive Damper Field, and area damage and EMP that only targets enemies is great, but against other ships the AI uses it as a sort of fighting retreat and it lacks the range to tag anything except extremely aggressive ships with short-ranged weapons (e.g. the Luddic Path).  Against fighters, though, it's great - dumping that much EMP and energy damage into the area will disable if not outright destroy the loadouts of entire carriers - though as far as using it that way is concerned I'd like the AI to use it more proactively.  While the Combustion is slow, it's still easily able to keep pace with LLI's cruisers and capital ships, meaning it works as an anti-fighter escort provided you build it that way.

If it's meant to be a brawler, give it brawler flux stats.  If it's meant to be (or could be) anti-fighter, give it a loadout where it has a flak cannon or anti-fighter weapon in the medium ballistic turret so people get nudged in the right direction.  Personally I'd like the former (better flux means it can do the anti-fighter role better as well), but for the fact that it might overlap with the Dew in terms of its role.
[close]

Well, I'm not the author, but maybe I'll pass this on. If I remember.
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IMustRegroupMyForces

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Apologies for the bump (though the mod/OP did update two or three days ago), but insofar as (prompted) feedback is concerned I have a question about the Combustion-class frigate, as I was wondering what it was trying to do.  tl;dr follows:

Spoiler
By classification and stats it's a heavy frigate, and the weapon mounts give it potential for Brawler-level firepower but the flux stats are woefully low - we're talking Wayfarer levels.  The medium composite suggests it could double as missile support, but the Gyre already does that and ironically can also fight better since it has higher mobility, infinite missiles, and better flux stats, even if it is made out of paper.  Filling gaps in the battle line, perhaps, but it can't really contribute beyond that thanks to the aforementioned flux issues unless you use something like the Escort loadout (HVD and Heavy Mauler), and at that point it's an open question as to why you couldn't just use one of the other frigates since it has the ability to match the range for fewer DP - the Gyre for the missiles, the River for its fighter wing's Transmission Beams, the Dew with Tactical Lasers (there's some interesting things you can do with a Dew that's using four Tac Lasers, Beam Mode Conversion, and LLI Enhancement Protocol with no vents), and the latter two because they can mount the fantastically useful Ion Projector DEM.

The system is something of an aggressive Damper Field, and area damage and EMP that only targets enemies is great, but against other ships the AI uses it as a sort of fighting retreat and it lacks the range to tag anything except extremely aggressive ships with short-ranged weapons (e.g. the Luddic Path).  Against fighters, though, it's great - dumping that much EMP and energy damage into the area will disable if not outright destroy the loadouts of entire carriers - though as far as using it that way is concerned I'd like the AI to use it more proactively.  While the Combustion is slow, it's still easily able to keep pace with LLI's cruisers and capital ships, meaning it works as an anti-fighter escort provided you build it that way.

If it's meant to be a brawler, give it brawler flux stats.  If it's meant to be (or could be) anti-fighter, give it a loadout where it has a flak cannon or anti-fighter weapon in the medium ballistic turret so people get nudged in the right direction.  Personally I'd like the former (better flux means it can do the anti-fighter role better as well), but for the fact that it might overlap with the Dew in terms of its role.
[close]
Thank you for your feedback.

About Combustion's system, AI will use it to defense but not attack, A new AI for this system of course can solve the problem, but it will need a long time to design and testing.
Better flux means it can do everything better, so there's only a little rise on flux. Autofit variant also need update, now there are two variants, include a complete escort variant with Pilum, vulcan and flak cannon , and a normal variant.
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N3N

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Well, I'm not the author, but maybe I'll pass this on. If I remember.

Hi,
Nice mod and thank you for the translation.  ;)

Is there an approximate release date for the next translation update to the new mod version 2.1.4 ?

See: https://www-fossic-org.translate.goog/thread-5357-1-1.html?_x_tr_sl=auto&_x_tr_tl=en&_x_tr_hl=de

Spoiler
2.1.4
Mechanism simplification and optimization
[Ship]
Flood Flood is replaced with the new tactical system "Flood Reversal", which increases the energy dissipation under normal conditions and takes priority when activated. Dissipate hard amplitude energy
[Tactical System]
Focus on the reloader. Various restrictions have been removed, and a new mechanism to limit AI behavior has been added (hope it is useful).
In the fearless strike mode, the AI can now also use small tricks to clear the amplitude energy, and it can be used with the ship. Each officer level increases the probability of use by 12.5%. Without an officer,
the [Weapon]
Heavy Ion Shock Wave will not be used. The name is changed to "Tearing Shock Wave", the mechanism and description are simplified, and the feature of "continuously deepening damage" is retained while
the heavyThe drive was renamed "Tear Drive" to simplify the mechanism and description. While retaining the "continuously deepening damage" feature, it was greatly simplified.
[close]
« Last Edit: September 22, 2024, 02:11:08 PM by N3N »
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