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: Simulator Enhancements (03/13/24)

Pages: [1] 2 3 ... 45

Author Topic: [0.95a] Kadur Remnant 3.2.3 - life support 2021-03-27  (Read 694974 times)

Vayra

  • Admiral
  • *****
  • Posts: 627
  • jangala delenda est
    • View Profile
[0.95a] Kadur Remnant 3.2.3 - life support 2021-03-27
« on: September 14, 2013, 05:31:11 AM »

god rest the theocrats, c+00 (est.) - c+196.10.17

This mod was (not so) recently split and formerly contained both Vayra's Sector and Vayra's Ship Pack. If you're looking for those, please follow the links in the previous sentence.



Download now!

Or click here for the last 0.9.1a version.
REQUIRES LAZYLIB. GET IT HERE
REQUIRES MAGICLIB. GET IT HERE
WARNING: This mod contains foul language, cuss words, anarcho-communist propaganda, dubious game design choices, amateur-at-best art, incoherent java scripts, and updating it WILL break your saves!

User Testimonials

So what's in the mod?
  • New starting options when used with Vayra's Sector, including a starting option aligned with the Kadur Remnant
  • A small collection of High-Value Bounties when used with Vayra's Sector, offering access to unique, one-of-a-kind ship hulls including the Caliph-class Superdreadnought
  • The Kadur Remnant faction, including many new ships and weapons
  • Two new core star systems

Show Me the Ships
Spoiler
Frigates

Mendicant-class Shuttle - The Mendicant is a Kadur light personnel and supply hauler, well-protected for a civilian ship but still far from a proper combat frigate.
Hyena-class Light Frigate - The Hyena has incredible speed, but only light armor and limited outfitting options. A good pursuit ship or light harasser.
Buzzard-class Frigate - The Buzzard mounts a weapon package that some would consider excessive for a frigate, but suffers from a lack of ordnance capacity with which to take advantage of it. Advanced targeting systems make it an excellent close or fire support vessel.
Camel-class Heavy Frigate - The Camel combines Destroyer-grade armor and hull strength with Frigate-level agility. Excels in an assault role, but can also hold its own in a battle line.
Dolphin-class Combat Tug - Little more than a set of Cruiser-scale engines affixed to the rear of a solid wedge of armor plating, the Dolphin has incredible survivability for a tug - even when driven full-speed into an opponent's bulkheads.

Destroyers

Sunbird-class Missile Destroyer - The Sunbird is an aggressive missile ship with the ability to regenerate ammunition, if allowed to do so unopposed. Good as fire support or a torpedo strike craft.
Shirdal-class Light Carrier - The Shirdal is a combat-capable light carrier, boasting two modular flight decks and decently well-armed - though fitting it for both fighter support and front-line combat may be asking a little much of it.
Falchion-class Light Destroyer - The Falchion is a fast and lightweight destroyer, capable of darting in to deal damage from unexpected angles with its forward-focused ballistic weaponry. Of limited use in a sustained engagement.
Archimandrite-class Destroyer - The Archimandrite mounts an oversized weapon in its main forward battery, and backs it up with some light ballistic firepower and an overdrive system. Great as an artillery or assault ship, but vulnerable to being flanked.
Targe-class Heavy Destroyer - The Targe is slow, but mounts a formidable set of ballistic batteries and can temporarily overcharge them for even more firepower. Excellent in a battle line, or assaulting targets pinned down by faster craft.

Cruisers

Sirocco-class Supply Ship - The Sirocco is the primary Kadur logistics ship, carrying prodigious amounts of fuel and cargo and still mounting enough weapons to deter pirates and raiders.
Falcon (K) class Light Cruiser - Built from the original MPC captured long ago by the Kadur Theocracy, their version of the Falcon trades the original's sturdy shields and hybrid weaponry for a pair of missile-capable mounts and heavier armor. Good for fire support or strike duty.
Eagle (K) class Cruiser - Akin to the Kadur Falcon, the Eagle (K) trades high-capacity shielding and energy mounts for heavier plating and all-ballistic assault batteries. An excellent heavy assault craft, or passable gunline combatant.
Golden Eagle class Cruiser - The aptly named Golden Eagle is an up-sized and up-gunned version of its smaller siblings. Replacing the Mass-Aug Ram Jets of the Eagle and Falcon (K) with an overdrive system, it is capable of dramatically increasing its speed, maneuverability, and flux handling for short periods of time. Strong as a fast attacker or gun platform, and a good choice to fly personally.
Rukh-class Fast Carrier - The Rukh is fast enough to deliver strike craft wherever they're needed on the battlefield, but lacks maneuverability or strike weapons of its own. Specialized C&C systems greatly increase the effectiveness of its fighter wings in a dogfight.
Golem-class Heavy Cruiser - Slow but heavily armed and armored, the Golem is a purpose-built anvil for the hammer of the rest of the Kadur fleet to smash their enemies upon. Carries a terrifying array of heavy weapons in mounts that can be overclocked for even more firepower, at the cost of anything approaching mobility. Excels at gunline combat and fleet anchor duty.
Sphinx-class Heavy Cruiser - The heaviest cruiser-class warship deployed by the Kadur Remnant, the Sphinx is a devastating assault and line vessel. Capable of facing down most other craft in the sector and coming out on top, but vulnerable to flanking attacks and sustained pressure.

Capitals

Ziz-class Battlecruiser - The Ziz is a fast light capital, relatively lightly armored but not lacking in firepower. Twin large missile mounts and an overdrive system give it the power to excel at chasing down cruisers and pouncing on vulnerable enemy capitals, but it will fare poorly under sustained pressure.
Seraph-class Battlecarrier - Purpose-built to act as a force equalizer against hostile fleet carriers and battleships, the Seraph mounts anti-capital weaponry and provides anti-fighter support via its experimental Mass-Anomaly Field ship system - which notably, affects all strike craft not launched by itself or smaller Kadur dedicated carriers. A wise commander will field only one or two Seraphs at a time, and ensure they are deployed far from both each other and any additional friendly carriers or ships with converted hangars in the battlespace.
Prophet-class Battleship - The Prophet is a true leviathan, bristling with heavy guns and well-protected behind thick armor plating but ponderous in its movements. Demands fleet escorts to keep its flanks clear, but can fight nearly any other ship in the sector when properly supported. An excellent anchor for a battle line, no matter the foe.

Supercapitals
Spoiler

Caliph-class Superdreadnought - No longer available to the Kadur Remnant as the only two extant vessels of the class were lost in c.196 during the Hegemony invasion of their home system, the Caliph-class Superdreadnought was once the flagship of the Kadur Holy Fleet, a symbol of the Theocracy's power and industrial might. Bristling with armament and well-protected by thick armored belts behind a double-layer shield generator, the Caliph is - or was - capable of standing against entire enemy battlefleets and emerging triumphant.

The derelict hull of the KHS-002 'Born of Heaven' can still be seen in the Mirage-Truth system, its cavernous holds and expansive crew decks turned into what is effectively a refugee camp for the few living Kadurans who managed to escape the poisoning of their planet or death at the hands of the invasion fleet. Rumors that the other craft, the KHS-001 'Hand of God', escaped destruction and survives to strike devastating hit-and-fade attacks against the Hegemony are doubtless exaggerated; nothing more than the tall tales of fringe madmen and drug-addled deep space explorers.
[close]
[close]

Show Me the Guns
Spoiler
Tactical Weapons
Kadur weapons have been designed and developed over the last 200 cycles specifically for use against their principle enemies - the Domain and its successors; the Hegemony and Luddic Church. Extreme-range kinetics harry enemies as they close and generally carry enough impact to chip away at armor if not caught on shields. Meanwhile, shorter-ranged high explosive weapons with high damage per shot provide an effective way to take advantage of openings and crack heavy armor which can then be exploited by support weapons such as rapid-fire mass drivers and long-range missiles from the backline. Poor muzzle velocity or accuracy at range are common downsides to their weapons, limiting their effectiveness against small craft and more agile ship designs except for those purpose-built to engage strike craft.
Hauberk Light CIWS - Cheap, simple, and easy-to-mount defensive mass driver, firing ultralight flechettes for underwhelming damage, but high velocity, accuracy, and decent range. Effective antimissile defense when massed, but relatively useless against fighters and warships.
Sling ADS Pod - Low-tech, low-cost, and low-maintenance defensive rocket pod equipped with internal systems allowing it to be installed in standard ballistic mounts. Provides flux-free if generally ineffective PD coverage, and requires manual override for anti-ship use.
Jezail Flechette Driver - Long-range kinetic mass driver with high accuracy but limited damage potential.
Light Chemrail - Jack-of-all-trades weapon, firing high-velocity, high-damage fragmentary projectiles at moderate range, flux cost, and rate of fire. Strong against fighters and other small craft.
Volley Driver - Excellent knife-fighting weapon, overpowering enemy shield generators with bursts of light kinetic rounds. Lacks anti-missile targeting unless installed as an upgrade.
Rotary Microfission Driver - Close-in assault/antifighter weapon, firing microscale shells at such a high rate that it shares more traits with beam weapons than it does with more typical projectile guns.
Frag Splintergun - Potent close-range defensive cannon, firing unstable crystalline shards in a wide burst to destroy incoming missiles with area-of-effect fragmentary detonations.
Burst Fission CIWS - Fires microscale fission-reactive shells, devastating strike craft and frigate-scale armor. Fire rate drops dramatically in prolonged engagements.
Chemical Rail Cannon - A dual-mount of the Light Chemrail, sharing its traits. Double the barrels, double the weight of fire. Shared infrastructure results in slightly decreased mounting costs.
Capacitive Canister Gun - Close-range kinetic assault "shotgun". Peppers shields with kinetic spike flechettes in a wide cone.
Multirail Assault Splintergun - Rapid-fire mass driver for short-to-mid-range combat. Fills a cone of space with extremely fast-moving fragmentary projectiles which detonate in a small area burst.
Heavy Jezail Battery - Extreme-range kinetic mass driver with moderate per-shot damage. Suffers from significant loss of accuracy with prolonged fire.
Fission Strike Rifle - Close-range strike cannon firing fission-reactive shells - miniaturized nuclear weapons - with high damage potential. Can fire a rapid double-tap on initial engagement for high spike damage, then settles back to a much slower firing rhythm.
Fission Howitzer - Long-ranged version of the Fission Strike Rifle, firing from a single extended barrel for increased range but lower muzzle velocity and no capacity to double-tap.
Dual Microfission CIWS - Dual-mount microfission rotary drivers, with a point defense targeting system and higher-powered capacitors allowing them to sustain constant fire. Devastating to torpedoes and unshielded fighters, and useful for close assault work against warships.
Gyrojet Driver - Low-velocity linear motor firing kinetic-kill rockets which accelerate to stupendous speeds at range. Excellent low-accuracy bombard weapon.
Crystal Resonance Splintergun - Fires unstable crystal shards with limited magnetic-resonance tracking ability. Splinters impale hull and armor on solid hits and react with each other for additional damage the more of them are stuck in the target. Minimally effective versus shields.
Capacitive Rod Launcher - Heavy kinetic strike weapon, firing a charged capacitive "spike" with the mass of a large fightercraft. Disables nearby enemy small craft and missiles as it flies, and overwhelms low-powered shield generators - along with imparting significant push force - when it strikes.

Missiles
As the Kadur generally rely on heavy cannon as strike weapons to break armor and finish damaged targets, many of their missiles are relegated to more of a shield-cracking or mid-to-long-range support role. Agile SRMs provide the much-needed ability to swat fighter craft from outside of typically forward-focused gun arcs, and potent MRMs, LRMs and VLRMSs give fire support vessels some High Explosive punch to back up their kinetic drivers.
Janissary SSRM - Short-range missile, viable against frigate- and fighter-scale armor and only available as a small mount. Multi-volley ready rack fed by autoloader for extended combats.
Jerboa Microspike - Short-range dumbfire kinetic spikes propelled by a powerful linear motor, only available in small mount sizes. Carry a weak, but still significant, EMP charge. Most useful in a brawl.
Crystalline Splinter Torpedo - Single-mount torpedo carrying 14 unstable crystal shards akin to those fired by the Crystal Resonance Splintergun, only available in small mounts. Devastating in combination with that weapon or each other. Minimally effective versus shields.
Jamadhar MRT - Medium-to-long range guided torpedo, dealing relatively heavy High Explosive damage but slow and vulnerable to point defense; useful for finishing overloaded or disabled targets. Available in small and medium mounts.
Jezebel-class Spike Torpedo - Superheavy kinetic spike torpedo which sheds capacitive-charged chaff as it takes damage. Acts as a "lightning rod" upon striking a target, creating EMP arcs from nearby chaff as well as imparting enough force to push even cruiser-class vessels backward. Available in small mounts or as a medium launcher.
Jericho LRM - Light long-range missile with powerful engine and moderate tracking capability, available in all mount sizes. Multi-volley ready rack fed by autoloader for extended combats, with fire rate decreasing significantly once magazine is exhausted.
Jacana Spike Missile - Medium-range heavy kinetic missile, high-speed and difficult to take down with PD. Available in medium and large mounts.
Joshua AA-MMLS - Dedicated anti-fighter missile battery, available in medium mounts only. Continuous-rod explosive munitions are especially deadly to strike craft but ineffective against even frigate-grade armor. Fed by an autoloader for continual use in long engagements with no drop-off in rate of fire.
Jaya VLRMS - Heavy long-range missile, slow with excellent loiter time until nearing a target and engaging secondary "sprint" stage. Fires spread of explosive submunitions on final approach to evade close-in point defense. Available in medium and large battery sizes.

Large Weapons
Kadur large-mount weapons are generally hyper-specialized in their role, that being crushing enemy capital ships, stations, and other particularly nonmaneuverable targets. Most take Kadur weapon design philosophy to its logical extreme, dealing incredible damage with projectiles so slow or widely spread that they can be avoided with ease by anything smaller than a cruiser.
Ultracaliber Heavy Chemrail - A dramatically upsized chemical rail cannon, firing heavy fragmentary shells at incredible velocity and range. Unlike most Kadur large weapons, the Heavy Chemrail is cheap to mount and most effective against small targets but requires purpose-designed support to crack capital-grade armor and shielding. The only general-purpose or anti-small craft choice among Kadur large weaponry.
Shockweb Canister Battery - A double-barreled kinetic assault "shotgun", filling a wide cone of space with spike flechettes each carrying a residual EMP charge that arcs to nearby targets upon striking. Overwhelms capital-grade shield emitters with sheer weight of fire, and disables any frigate or strike craft swarms caught in its spread and unable to leave the area of effect.
Jahannam Siege Cannon - Fires bursts of kiloton-scale fission shells, dealing extreme damage. Combination of low muzzle velocity and poor accuracy prevents effective use against small or agile targets.
Joachim Graviton Sweeper - Sweeps large volume of space with graviton-warping energy beam. Spikes target's hard flux and causes disabling EMP arcs when impacting shields, but has little effect against armor.
Jinn LRT - Armored torpedo massing nearly as much as a frigate, and boasting similar resistance to damage along with a basic tracking package. Nearly limitless fuel supply, but distinctly underpowered engine.
[close]

Kadur faction information:
Born from the unlikely alliance of two traditionally opposed colonies who banded together during the Collapse to seize their independence from the Domain of Man; the cult-colonies of the Kadur Theocracy were once a great power in the Persean Sector with their own native shipbuilding industry and a powerful spaceborne navy. But now the theocrats are no more -- murdered along with millions of the Kadur people in a brutal conflict which saw the garden world Oasis, the jewel of the Mirage system, seized by the Hegemony and Kadur itself devastated by a Planet Killer-class virus bomb. Now the Kadur Remnant skulk the fringes of the sector in a captured Domain-era orbital fortress and the derelict wreckage of their once-great fleet, fighting a desperate battle for the continued survival of their people.

The faith shared by all Kadur people is still deeply ingrained in every part of their culture, but where the Theocracy was inflexible and hierarchical, the Remnant is decentralized and fluid. Their shared beliefs have grown less dogmatic; focused more now on the connection between individuals forged through mutual hardship, and less on the divine right to power claimed in years past by their religious leaders. The Kadur people remain staunchly independent isolationists, regarding other factions with at best a wary suspicion born from centuries of mutual distrust, but have begun to make some diplomatic connections with other political players in the sector who are hostile to the Hegemony.


More backstory here.

The Kadur Theocracy's fleet doctrine was heavily focused on long-range gunline bombardment, faring best when the enemy is kept at arm's length where the Kadur ships can safely catch shots with their otherwise inefficient shields and return fire with their long-range batteries, backing off to vent flux between volleys. However, since the fall of Kadur itself some warriors of the Kadur Remnant have adopted more aggressive tactics, quickly closing the distance to their enemies and overpowering them with close-range firepower before their weak shields and lack of maneuverability can be exploited.
 
Despite sturdy construction and armor, Kadur vessels don't have the durability to stand in the line of fire, and while their focused drive units provide excellent straight-line speed they certainly don't have the mobility to get themselves out of trouble. They do excel at chasing down fleeing enemies or dashing in to open a gap in enemy lines - as long as they're careful not to misjudge their opponent's strength and overextend.

To summarize:
Faction strengths:
  • High straight-line speed
  • High alpha strike damage
  • Long-ranged ballistics
  • High hull strength and armor
  • Good forward-facing firepower
  • Damn the torpedoes, full speed ahead

Faction weaknesses:
  • Inefficient and generally front-fixed shields
  • Terrible maneuverability
  • Little access to energy weapons
  • Exposed engines and few rear-facing mounts
  • Reliance on armor over shields causes the Kadur to fare poorly in sustained engagements
  • Extremely vulnerable to agile, flanking enemies or overextending

This mod is compatible with utilities, faction mods, ship/weapon packs, Nexerelin, and other non-Total Conversion content mods, and does not require Vayra's Sector, though it does integrate with Vayra's Sector to add additional content when enabled alongside it.

Comments and constructive criticism encouraged.

If you enjoy my content, please consider supporting me on Ko-Fi or Patreon!


Changelog: (note: changelog is updated "live", thus the topmost entry will usually be WIP/unreleased. The latest release will always be the one linked to from the OP.)
Spoiler
3.2.4 - UNRELEASED
- Joshua AAM damage 60 -> 75
- Janissary SSRM damage 60 -> 75
- added descriptions to fighter weapons
- fixed Caliph shield bug

3.2.3
- barebones 0.95 compatibility

3.2.2
- Guardian IFF Comm Array is now modular. Costs 8/16/24 OP, can't fit on capitals.
- gave Prophet (LP) back its ram jets and named it properly this time oops
- added really good music by Samuel Choi (https://www.hanawub.com/)
- POST-CAGE MATCH BALANCE BUFFS
- reduced Forever War shield upkeep from 0.9 to 0.75, Guardian shield upkeep to 0.6 from 0.7
- lowered Targe DP from 11 to 10
- lowered Archimandrite DP from 10 to 9
- Falcon (K) and Eagle (K) now have Guardian-level shield stats (0.6 upkeep, 1.0 eff)
- Ziz now has built-in Advanced Turret Gyros
- increased Small/Medium chemrail damage from 150 to 175, no change to flux/shot (now 0.34 eff)
- increased Ultracaliber Chemrail efficiency from 0.4 to 0.3
- increased Jinn-class LRT launcher base ammo from 1 to 2, increased HP from 3k to 4k
- increased Charged Crystal Splinter (splintergun and splinter torpedo projectile) initial energy damage from 30 to 60
- increased Crystal Resonance Splintergun reload speed from 2.33s per splinter to 2s per splinter, increased (stated) efficiency from 2.something to 2.0, increased projectile HP from 75 to 200
- POST-CAGE MATCH BALANCE NERFS
- increased Sunbird DP from 9 to 11, lowered base speed from 90 to 75, lowered number of Termite drones from 3 to 2 and increased refit time from 6 to 12,
- lowered Gyrojet Driver efficiency from 0.75 to 1.4, base range from 1500 to 1400
- lowered Shockweb Canister Battery (stated) efficiency from 1.0 to 1.2 (real efficiency if all shards hit discounting EMP from 0.666 to 0.8)
- lowered Jacana Spike Missile base damage from 600 to 500
- removed chance for Veles energy rockets to cause EMP arcs, lowered Veles speed from 200 to 180


3.2.1
- added missing SYSTEM hint to Hammer Fusillade built-in
- fixed accidental dependency for probably the 8th time (i lost a Galleon variant in the Kadur files smh)
- lowered tier of several weapons, allowing them to be sold on the open market
- fixed bug where Kadur Raider bar event would get you trapped in the bar forever

3.2.0
- Positron Blast Gun cooldown time increased to 1.4 from 0.9
- Jinn turn rate and explosion radius increased by +50%
- Light and Medium Chemrail damage reduced to 150 frag/shot
- Ultracaliber Chemrail damage reduced to 400 frag/shot
- EMP damage removed entirely from Burst Fission CIWS
- Gyrojet Drivers not nerfed, they're fine :triumph:
- Janissary SSRM-4 max. ammo cut to 4, reload time halved, cooldown reduced to 4s from 6s, this probably makes them strictly better than swarmers but w.e.
- Guardian Engineering tooltip fixed to properly state shield flux upkeep
- Immortal corvette refit time increased to 45 from 30, cost increased to 30,000 from 20,000, speed reduced to 135 from 150
- Veles missiles (Jazerant CP Rockets) now have a 25% chance to cause an EMP arc when striking bare hull
- Arquebusier dissipation doubled (to 120, from 60), weapon damage increased to 275 from 200 and chargeup/chargedown lowered to 0.2/2.8 from 0.2/3.8
- Dirk support fighters now have Guardian Targeting Auxiliaries
- Removed shield from Hoplite kinetic bomber, lowered range of their missiles to 900 from 1200, and damage to 400 from 600
- typo excised from Caliph HVB
- Dolphin-class tugs removed from combatSmall role
- Golem Siege variant extra OP allocated
- Hauberk max spread increased to 8 from 5, damage decreased to 5 from 6
- Capacitive Rod Launcher cooldown decreased to 6.66 from 8
- Faction balance now has the RUBIN SEAL OF APPROVAL. i will not be taking questions thank you
- fixed wrong ID that was causing Kadur raider bar event to not trigger
- wrestled the classLoader that was causing Kadur raider bar event to not trigger into submission
- Gehenna now actually acts like a black hole instead of a sun
- added Rubin Kadur and Pather HVBs (did i say i did this before? oops. i actually did it this time.)
- set all .variant files to goalVariant: true, without looking at them
- added maximumFleetFP to all HVBs (except the Caliph, of course)
- fixed .version file hosting (moved to github)

3.1.2
- Prophet weapon arcs nerfed very slightly
- Armor from Kadur faction hullmods reduced, most ships' base armor increased to compensate
- devoted martyrs will no longer be utterly incapable of being martyred
- TECHPRIEST YOU FUCKER I TRUSTED YOU

3.1.1
- fixed accidental dependency issue (again)
- halved light chemrail turn speed
- lowered all chemrail accuracy and projectile speed slightly
- lowered heavy chemrail damage to 450, was 500
- lowered heavy chemrail range to 1000, was 1100
- lowered hauberk CIWS range to 400, was 450
- lowered Jaya VLRMS sprint speed
- switched sozzer's drones to BOMBER AI
- a few typos excised

3.1.0
- - WEAPONS
- resprited several weapons
- added Hauberk Light CIWS token low-OP PD weapon
- added Light Chemrail, Chemical Rail Cannon, and Ultracaliber Heavy Chemrail general-purpose fragmentation weapons
- added Microfission Rotary Driver (small) and Dual Microfission CIWS (medium) assault/antifighter/PD HE beam weapons
- reworked Fission Strike medium weapon series
- added Jamadhar MRT finisher missile in small (rack) and medium (pod) mounts
- added Jerboa Microspike Launcher small close-range kinetic/EMP rocket launcher
- added Jezebel-class Spike Torpedo in small (single) and medium (launcher) mounts
- added Capacitive Canister Gun (medium) and Shockweb Canister Battery (large) kinetic assault shotguns
- added Jacana Spike Missile in medium (pod) and large (battery) mounts
- reworked Jericho LRMs slightly, large mount now fires 9 missiles (up from eight)
- added Jaya VLRMS in medium (3x) and large (6x) mounts
- added Capacitive Rod Driver medium antishield/EMP strike weapon
- - FIGHTERS
- added Martyr ultralight assault drone wing
- added Termite light kinetic drone wing
- added Dervish light interceptor
- reworked and resprited Dirk support fighter
- reworked and resprited Phalanx heavy fighter
- added Mamluk light bomber
- added Neferi heavy interceptor
- added Abid saturation bomber
- added Arquebusier support gunship
- added Hoplite kinetic bomber
- added Ghulam assault fighter
- added Veles rocket bomber
- reworked Immortal assault corvette, OP cost and shield HP raised
- reworked and resprited Myrmidon into heavy, high-OP strategic torpedo bomber
- - SHIPS
- added Mendicant-class shuttle
- added Archimandrite-class destroyer
- added Sunbird-class missile destroyer
- added Shirdal-class light carrier
- reworked Rukh-class fast carrier
- added Golem-class heavy cruiser
- reworked Sphinx-class heavy cruiser into Golden Eagle-class cruiser
- added (new) Sphinx-class heavy cruiser
- added Ziz-class battlecruiser
- added Prophet-class battleship
- added Qamar Insurgency (Q) skins for Mendicant, Camel
- removed Torturer from campaign, now mission-only
- Hyena fuel cost reduced to 0.5 base (1.0 total with Forever War hullmod)
- Falchion maximum burn increased to 10 (was 9), forget if i increased combat speed or if it was always this fast
- lowered Caliph deceleration to 4 and speed to 20
- set Caliph to not spawn until c.212 (up from c.208)
- Falcon (K) medium turrets swapped to COMPOSITE (were BALLISTIC)
- all variants reworked
- Seraph field system no longer EMPs fighters while paused (oops)
- changed Martyr's Blessing from DP basis to Hull basis, revised some of how it works
- reduced faction hullmod hull HP bonus at frigate level to 500 (was 1000)
- added Sozzer pirate HVB
- added Lightforger Tri-Tachyon HVB
- decrease Kadur shield upkeep (Guardian to 0.7, was 0.8; and Forever War to 0.9, was 1.0) across the board
- - FIXES, ART, ETC.
- removed Looted TPC script (it was lost, it doesn't belong here - also leaky) (thanks Alex!)
- fixed rare crash bug occurring when forcing Caliph shield generator flux above 100% (say by detonating an elite imperium titan missile next to it)
- fixed Guardian Engineering description, stats remain the same
- Mission K6 increased in real difficulty (stated difficulty remains the same)
- added Nex diplomacy traits
- added illustration for Star Fortress Requiem
- added some excellent artwork courtesy of Chloe Kesshoo (https://chloe-kesshoo.jimdo.com/)

3.0.4
- fixed Caliph script issue that would cause continual slowdown over time in combat
- Caliph modular shields hullmod now incompatible with makeshift shield generator... sorry

3.0.3
- fixed accidental dependency on Vayra's Sector... d'oh
- fixed duplication of blueprints with nexerelin start

3.0.2
- fixed crash when starting as Kadur Remnant in Nexerelin

3.0.1
- split the damn mod into three separate mods god DAMN it
[close]
« Last Edit: April 10, 2021, 07:07:10 PM by Vayra »
Logged
Kadur Remnant: http://fractalsoftworks.com/forum/index.php?topic=6649
Vayra's Sector: http://fractalsoftworks.com/forum/index.php?topic=16058
Vayra's Ship Pack: http://fractalsoftworks.com/forum/index.php?topic=16059

im gonna push jangala into the sun i swear to god im gonna do it

Sabaton

  • Admiral
  • *****
  • Posts: 523
    • View Profile
Re: [0.6a] Kadur Theocracy v1.0
« Reply #1 on: September 14, 2013, 05:37:28 AM »

 Nice to see a new moder around here, was getting kinda dull with all the old stuff, I like your ships thou I think they could use a more complex paint job than just that tapioca vibe all over them.
 Edit: perhaps some stripes or a banner, or symbols to go along with their blind faith.
« Last Edit: September 14, 2013, 05:41:44 AM by Sabaton »
Logged

Vayra

  • Admiral
  • *****
  • Posts: 627
  • jangala delenda est
    • View Profile
Re: [0.6a] Kadur Theocracy v1.0
« Reply #2 on: September 14, 2013, 05:38:48 AM »

But I like tapioca ;...;

I was considering adding some colored accents, though. Maybe in a purple or blue.

edit: That's a job for tomorrow though. While I was working on getting this thing together it somehow turned 5:45 AM. Goodnight, internet.
« Last Edit: September 14, 2013, 05:43:34 AM by Vayra »
Logged
Kadur Remnant: http://fractalsoftworks.com/forum/index.php?topic=6649
Vayra's Sector: http://fractalsoftworks.com/forum/index.php?topic=16058
Vayra's Ship Pack: http://fractalsoftworks.com/forum/index.php?topic=16059

im gonna push jangala into the sun i swear to god im gonna do it

Sproginator

  • Admiral
  • *****
  • Posts: 3592
  • Forum Ancient
    • View Profile
Re: [0.6a] Kadur Theocracy v1.0
« Reply #3 on: September 14, 2013, 05:47:43 AM »

Nice to see some fresh talent!

Will play your mod soon, nice sprites though hehe
Logged
A person who's never made a mistake, never tried anything new
- Albert Einstein

As long as we don't quit, we haven't failed
- Jamie Fristrom (Programmer for Spiderman2 & Lead Developer for Energy Hook)

Gotcha!

  • Admiral
  • *****
  • Posts: 1124
    • View Profile
    • Welcome to New Hiigara
Re: [0.6a] Kadur Theocracy v1.0
« Reply #4 on: September 14, 2013, 05:52:52 AM »

Very, very nice! Kitbashes they might be, but in my opinion they are very well done. Most look very unique.
I also see no problem with the colour. Suits them fine. :)
Logged
  

Silver Silence

  • Admiral
  • *****
  • Posts: 980
    • View Profile
Re: [0.6a] Kadur Theocracy v1.0
« Reply #5 on: September 14, 2013, 11:30:27 AM »

These are some pretty nice bashes. Not just "an Onslaught without the wings" bashes or Eagles within Eagles within Eagles within a Conquest.
Logged

Cycerin

  • Admiral
  • *****
  • Posts: 1665
  • beyond the infinite void
    • View Profile
Re: [0.6a] Kadur Theocracy v1.0
« Reply #6 on: September 14, 2013, 11:42:07 AM »

I like the gold paintjobs a lot! Reminds me of the Amarr.
Logged

Uomoz

  • Admiral
  • *****
  • Posts: 2663
  • 'womo'dz
    • View Profile
Re: [0.6a] Kadur Theocracy v1.0
« Reply #7 on: September 14, 2013, 11:51:40 AM »

They look good, a little bit symilar to Valkyrians maybe?
Logged

theSONY

  • Admiral
  • *****
  • Posts: 673
  • Not a single Flux given
    • View Profile
Re: [0.6a] Kadur Theocracy v1.0
« Reply #8 on: September 14, 2013, 12:29:21 PM »

In my opinion behemoth doesn't seems to fit to the rest of the ships design
Logged
-the ABOMINATION - in progress

Vayra

  • Admiral
  • *****
  • Posts: 627
  • jangala delenda est
    • View Profile
Re: [0.6a] Kadur Theocracy v1.0
« Reply #9 on: September 14, 2013, 01:10:07 PM »

These are some pretty nice bashes. Not just "an Onslaught without the wings" bashes or Eagles within Eagles within Eagles within a Conquest.

Hah, thank you. To be fair though, most of them are Falcons within Falcons within Falcons under an Atlas.  ;)

I like the gold paintjobs a lot! Reminds me of the Amarr.

Thank you! I never really played EVE for more than a week, but the Amarr remain one of my immediate inspirations whenever I think about anything good-looking in space. Upon looking them up again, I guess they have some conceptual similarities too, which is kind of cool.

They look good, a little bit symilar to Valkyrians maybe?

Thanks! I think this might have been unavoidable due to us both mainly kitbashing big triangular ships out of Falcon/Eagle parts. It is something I've noticed though, and I'm going to try to push the design a little further away from them.

In my opinion behemoth doesn't seems to fit to the rest of the ships design

The Behemoth is the ship I'm least happy with the sprite for, so that's something I plan on working on. Good to know others see it too and I haven't just gone crazy staring at these images for hours. Any suggestions for how to fix it? So far I've come up with that it needs bigger engines, and a sort of more gradual curve to the rear corners so it's a little less sharp-edged at the back.
Logged
Kadur Remnant: http://fractalsoftworks.com/forum/index.php?topic=6649
Vayra's Sector: http://fractalsoftworks.com/forum/index.php?topic=16058
Vayra's Ship Pack: http://fractalsoftworks.com/forum/index.php?topic=16059

im gonna push jangala into the sun i swear to god im gonna do it

SainnQ

  • Commander
  • ***
  • Posts: 219
    • View Profile
Re: [0.6a] Kadur Theocracy v1.0
« Reply #10 on: September 14, 2013, 02:07:36 PM »

I like the gold paintjobs a lot! Reminds me of the Amarr.

You slave driver.

Where's my Hurricane.
Logged

Darloth

  • Admiral
  • *****
  • Posts: 592
    • View Profile
Re: [0.6a] Kadur Theocracy v1.0
« Reply #11 on: September 14, 2013, 02:20:47 PM »

Fun playing with this mod so far, but I have a few minor bugs to report:

First, the Jackal class frigate seems to have really expensive logistic stats - light destroyer level, instead of teeny scout frigate:
Supplies per day = 3 - It has 1 gun and it's almost as weak as a Shadowyards Seski - 1 per day or even 0.75 per day would probably be better?
Supplies to fully repair = 150 - You can fully repair a Falchion for less :)
Repair rate = 10% - seems reasonable given how much of it is just a big engine.
Deployment cost = 40% - Way too high. consider 15%, like the Hyena?
CR Deterioration = 0.5% - same
Everything else looks okay, though I'd consider upping the fuel per LY - this thing goes to 11, it's not going to be at full thrust much of the time :)

The second bug, rather a bit more serious:
Every time I load my save, this mod seems to regenerate its system, which results in a LOT of overlapping systems, and a LOT of Kadur fleets.  Looks cool, but very broken.
Observe:
Spoiler
[close]



Entirely unrelated, I have concerns that the Vulture may be a bit too useful - I realize that 0.5 flight decks is not an easy possibility, but have you considered adding some code that reduces the number of reinforcements it can launch? It's a tiny little thing and yet it can support as many fighters just as quickly as most cruisers, while travelling at burn 8. Sadly I have no good suggestions for how to remedy this without something complex.  (That said, the Rukh goes 7 - but at least it costs a bucketload of fuel and supplies while doing so.)
Idea: Maybe turn the peak deployment time for the Vulture way down, to say.... 60 seconds? I'm unsure if carriers can still service fighters when their CR hits 0% - let's find out.  Either way this would provide a limiting factor as to why two or three of these shouldn't be used instead of any other carrier ever.
...
Hey, did you perhaps mistakenly swap the logistics statline of the Vulture and the Jackal? That would explain a lot :)
Logged

Talkie Toaster

  • Captain
  • ****
  • Posts: 254
    • View Profile
Re: [0.6a] Kadur Theocracy v1.0
« Reply #12 on: September 14, 2013, 02:40:10 PM »

Great mod, I'm not entirely sure about the short phase jump system on the larger ships though- in cruiser battles they  trigger it, ending up facing the wrong way and waste a bunch of time rotating back to face the front line.
Logged

Vayra

  • Admiral
  • *****
  • Posts: 627
  • jangala delenda est
    • View Profile
Re: [0.6a] Kadur Theocracy v1.0
« Reply #13 on: September 14, 2013, 02:41:17 PM »

Fun playing with this mod so far, but I have a few minor bugs to report:

First, the Jackal class frigate seems to have really expensive logistic stats - light destroyer level, instead of teeny scout frigate:
Supplies per day = 3 - It has 1 gun and it's almost as weak as a Shadowyards Seski - 1 per day or even 0.75 per day would probably be better?
Supplies to fully repair = 150 - You can fully repair a Falchion for less :)
Repair rate = 10% - seems reasonable given how much of it is just a big engine.
Deployment cost = 40% - Way too high. consider 15%, like the Hyena?
CR Deterioration = 0.5% - same
Everything else looks okay, though I'd consider upping the fuel per LY - this thing goes to 11, it's not going to be at full thrust much of the time :)

The second bug, rather a bit more serious:
Every time I load my save, this mod seems to regenerate its system, which results in a LOT of overlapping systems, and a LOT of Kadur fleets.  Looks cool, but very broken.
Observe:
Spoiler
[close]



Entirely unrelated, I have concerns that the Vulture may be a bit too useful - I realize that 0.5 flight decks is not an easy possibility, but have you considered adding some code that reduces the number of reinforcements it can launch? It's a tiny little thing and yet it can support as many fighters just as quickly as most cruisers, while travelling at burn 8. Sadly I have no good suggestions for how to remedy this without something complex.  (That said, the Rukh goes 7 - but at least it costs a bucketload of fuel and supplies while doing so.)
Idea: Maybe turn the peak deployment time for the Vulture way down, to say.... 60 seconds? I'm unsure if carriers can still service fighters when their CR hits 0% - let's find out.  Either way this would provide a limiting factor as to why two or three of these shouldn't be used instead of any other carrier ever.
...
Hey, did you perhaps mistakenly swap the logistics statline of the Vulture and the Jackal? That would explain a lot :)


Thanks for the feedback! The Jackal is actually intended to be that hard to maintain -- It's super high-technology compared to most of the other ships in the fleet and I thought the ridiculous repair profile would be a good way to balance its speed rather than giving it short legs and forcing a superfast scout ship to travel with a slow tanker escort. I'll consider dropping the supplies per day and maybe the full repair cost, too, and maybe increasing the fuel/LY a little to compensate. I don't think I'll lower the deployment cost much though; it's meant to be used in more of a fleet support role to chase down fast fleeing ships or jump on control points in the beginning of a battle.

For the Vulture, I have a few ideas. I was considering making it a little slower and more lightly armored so it could be easily caught and killed by Hounds and other fast frigates -- right now it's the same speed as one, being built on the same chassis, but I could see the flight deck slowing it down a little. I also might redesign it entirely in the future to fit with the overall aesthetic a little better.

As for generating the system over and over again, well, that's bad.  :o I'll look into that, I think it might be being caused by the new ModPlugin system?

edit:
Great mod, I'm not entirely sure about the short phase jump system on the larger ships though- in cruiser battles they trigger it, ending up facing the wrong way and waste a bunch of time rotating back to face the front line.
Thanks! Functional AI for that system is on my to-do list, for now I'm thinking of just disabling it for the AI.

New version here, implementing slight Vulture and Jackal changes and hopefully fixing the bug that caused it to generate the system every time a game is loaded.
« Last Edit: September 14, 2013, 03:27:23 PM by Vayra »
Logged
Kadur Remnant: http://fractalsoftworks.com/forum/index.php?topic=6649
Vayra's Sector: http://fractalsoftworks.com/forum/index.php?topic=16058
Vayra's Ship Pack: http://fractalsoftworks.com/forum/index.php?topic=16059

im gonna push jangala into the sun i swear to god im gonna do it

hobojoe694

  • Ensign
  • *
  • Posts: 3
    • View Profile
Idea
« Reply #14 on: September 14, 2013, 10:09:49 PM »

Really do enjoy this mod. Seeing the way the faction has its ships, There could be a possibility for a capital ship sized ship of the Behemoth, you know with a really big gun... cause yea that *** is sexy. Just a suggestion ofcourse. It's awesome already :P
Logged
Pages: [1] 2 3 ... 45