[Starsector Mods][0.95.1a] Amazigh’s Ship Foundry v0.8.1

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Amazigh’s Ship Foundry

Adds a Selection of Ships and Weapons.

Spoiler: click to expand
Frigates

Auditor – Monitor but with a bigger gun, highly survivable and with potent PD.
Exegetes – Narrow but super efficient shield backed by a respectable weapons load, don’t get flanked.
Velox – High octane high tech.
Rinka – High power ballistic aggression… wait where’s the PD.
Invigilator – Focused frontal firepower, but the secondaries can’t join in on the fun.
Rinka (P) – Pirates saw the Rinka, and thought it wasn’t aggressive enough.

Spoiler: click to expand
Destroyers

Gaoler – Mid-tech carrier, has a supporting cluster of annoyance drones.
Bathory – Heavy sensor package, respectable armaments.
Buraq – Missile platform with incredible munitions storage for its single missile weapon.
Henki – High speed, high frontal firepower.
Peluda – A solid and flexible high-tech destroyer.

Spoiler: click to expand
Cruisers

Gemogee – Combat carrier, maintains the shielding of the Apogee.
Peryton – Lighter low-tech version of the Gryphon, features rapid fire but reduced missile damage.
Lanner – A large Ballistic mount and a spread of small missiles, compact and deadly.

Spoiler: click to expand
Bounties

Lanner (P) – Offered by enemies to the Pirates, minimum player level 5, 100 days elapsed, fleet size 100.
Mancatcher – Offered by the Hegemony and allies, minimum player level 7, 130 days elapsed, fleet size 150.
Gutkeled – Offered by Tri-Tachyon and allies, minimum player level 5, 100 days elapsed, fleet size 120.
Nebel – Offered by Tri-Tachyon and allies, minimum player level 7, 120 days elapsed, fleet size 180.
Revizor – Offered by enemies to the Persean League.
Pneuma – Offered by the Independents and allies, minimum player level 2, 30 days elapsed.
Perytonne [Chillblain Catalyst Missile] – Offered by the Luddic Church and allies, minimum player level 10, 300 days elapsed.
Apologee [Spellbind Saturation Array] – Offered by the Sindrian Diktat and allies, minimum player level 10, 300 days elapsed.

Spoiler: click to expand
Weapons

Plasma Burster – Plasma Flak.
Lamia DEM / Lerna MDEM – Standoff disruption missiles.
Bramble Smartbomb Rack / Thicket Smartbomb Launcher – Anti-fighter weapons, devastating against dense clusters.
Wasteland Smartbomb Complex – Mid-range anti-fighter solution.
Bipartisan LRM Launcher – Long range flanking missile, limited power but can maintain pressure for a long time.
Gimbal Micromissile Pod – Sustainable kinetic pressure.
Sprocket Heavy SRM – Jack of all trades, master of none. But at least it has a respectable ammunition reserve.
IR Autopulser – Simple rapid fire raw damage weapon.
X-Pulse Laser – High power general purpose laser.
Kaksos Autocannon – Raw kinetic assault firepower. Just watch the recoil.
Destructor Rocket Artillery – Long range HE barrage fire.
Contradict Rocket Artillery – The Salamanders angrier direct-fire cousin, of sorts.
Omer Spread Missiles – Somewhat expensive swarming missiles.

Spoiler: click to expand
Wings

Incisor – relatively cheap light beam support.
Hecatocles – Lots of missiles, but costs a lot of OP.

Spoiler: click to expand
Hullmods

Ungoverned Ballistic Loader – For those who always want more dakka.
Energy Conduit Overcharger – When you want more damage, and damn the consequences.
Exposed Flux Radiators – Safety? where we’re going we don’t need safety, we have flux.
Ungoverned Shield Emitter – With shields this good, who needs anything else.
Overclocked Targeting Unit – When you need all the reach you can get.
Electromagnetic Flux Stabiliser – Makes overloads shorter, at a cost of some self-EMP damage.

Spoiler: click to expand
REDACTED

[DETAILS REDACTED BY HEGEMONY COMSEC]

Spoiler: click to expand
Special

Phantasmagoria – Unique Superfrigate, beat The Killing Trance to unlock as an optional supership start (requires


ArkTech – Available to be salvaged across the sector, attain a higher score on In search of the Ark to improve the salvage quality of the vessels when found.

Grandum
Giganberg
Gaderoga
Genbura
Gathima
Gatorbacker
Galsteel

Nieuport Linear Rifle
Salmson Cluster Grenade Launcher
Lilin Missile Coil
Klabu Battle Cannon
Kabid Volley Gun
Kombeo Cluster Flak
Twin Kombeo Cluster Flak
Naxdin Anomaly Torpedo
Kufikiri Smartcannon
Sumake Magnegun
Nasibu Missile Projector

Spoiler: click to expand
Credits
The Unofficial Starsector Discord – For being a help with script errors, spriting tips and assorted balance feedback.
Dark Revenant – Script reference for Phantasmagoria shipsystem, and campaign unlock method.

Download Here

Spoiler: click to expand
Update notes

v0.8.1
– New [REDACTED]

— Fixed repeated custom start addition issue.

– Exegetes
— Top speed reduced from 160 to 120
— Armour reduced from 350 to 300
— Base shield upkeep increased from 500 to 550

– Lustre
— Hull reduced from 6000 to 5500
— Base shield upkeep increased from 140 to 175

– Pulsed Ion Beam
— Arc rate increased
— Arc damage reduced

– Formia Emitter
– Adaptive Burst
— Projectile VFX improved
— OnHit effect tweaked

– Electromagnetic Flux Stabiliser
— VFX tweaked

v0.8
– New Ships:
— Peluda
— Rangda

– New Wing:
— Hecatocles Heavy Bomber

– New Weapons:
— Destructor Rocket Artillery
— Contradict Rocket Artillery

– New Hullmods:
— Ungoverned Ballistic Loader
— Energy Conduit Overcharger
— Exposed Flux Radiators
— Ungoverned Shield Emitter
— Overclocked Targeting Unit
— Electromagnetic Flux Stabiliser

– Bathory
— Flux Dissipation increased from 300 to 320

– Gutkeled
— Flux Dissipation increased from 320 to 350

– Velox
— DP increased from 5 to 6

– Klabu Battle Cannon
— Trail effects tweaked

– Kabid Volley Gun
— Trail/Muzzle Effects reworked

– Sumake Magnegun
— Flux/Shot lowered from 28 to 24 (now at 0.6 flux/damage)

– IR Autopulser
— “Jamming” issue on weapon disable should be fixed

– X-Pulse Laser
— Flux/Shot lowered from 300 to 288 (now at 1.2 flux/damage)

– Sprocket HSRM
— Projectile health lowered from 250 to 200

– Lamia DEM / Lerna MDEM
— Flux cost removed
— Per-bolt damage increased from 60 to 100
— Lamia Ammo regeneration time from 60s to 40s
— Lerna Ammo regeneration time from 80s to 50s

– Gimbal Micromissile Pod
— Flux/Damage increased from 0.2 to 0.3

v0.7
– New Ship:
— Rinka (P)

– New MagicBounty:
— Apologee [Spellbind Saturation Array]

– Ilgryps Sprite Updated
– Nebel Sprite Updated
– Auspice Sprite Updated
– Gemogee Sprite Updated

– Lamia DEM + Lerna MDEM
— Sprites Updated
— Both converted to fire a spread of EMP bolts rather than a single strong bolt, now a disruption weapon, rather than a general purpose strike one

– Gimbal Micromissile Pod
— Trail VFX made more distinct

– Naxdin Anomaly Torpedo
— Ammo Regeneration time increased from 50 seconds to 60 seconds

– Nasibu Missile Projector Damage Corrected

– Chillblain Catalyst Missile
— Should now drop properly from the bounty
— Ammo increased from 7 to 8
— Area of effect radius increased from 960 to 1200
— Damage multiplier against capitals raised from 1.3 to 1.35
— Damage of Pre-detonation arcs reduced by 20%
— Damage dealt to friendly ships is reduced by 50%
— Assorted other in-code changes, should be less destructive against module ships, and more dangerous to extremely large ships

– Chronostutter (Gleam Shipsystem)
— Active Time reduced
— Timescale Multiplier increased from 3x to 4x
— A shorter but more intense timescale boost.

– Arktech weapons
— No longer avaliable from Prism Freeport
— Should now correctly be (rarely) used by scavenger fleets

v0.6.4
– Fixed Magicbounty portrait crash.

v0.6.3
– Fixed Magicbounty error.

v0.6.2
– Fixed sprite issue with Gaderoga, but properly this time.

v0.6.1
– Fixed sprite issue with Gaderoga.

v0.6
– New Ship:
— Giganberg

– New Weapon:
— Nasibu Missile Projector

– New MagicBounty:
— Perytonne [Chillblain Catalyst Missile]

Changes:
– Phantasmagoria
— Base Damage reduction from system usage reduced from 50% to 45%
— Ship now gains up to +20% projectile velocity while system is active.

– Transparence
— Base shield efficiency reduced from 0.4 to 0.6
— Removed RoF bonuses from Photon Accelerator Core
— Shield overchage penalty scaling changed from “80” to “100”
— 50% reduced Photon Swell gain for 3 seconds after system use

ArkTech Ship and Weapon Tech Type changed from [Unknown] to [ArkTech]

Arkech weapon sprites updated, credit to Nia for suggestions

– Breaker Autocannon renamed to Vunja Autocannon.
– Rainstorm Missile Array renamed to Dhoruba Missile Array.

– Nieuport Linear Rifle
— Reworked
— Base damage reduced from 80 to 75
— Base EMP reduced from 20 to 10
— Flux/shot increased from 72 to 75
— Spread calculation method changed, now maxes at a 20 degree spread.
— EMP damage now scales up with the firing ships flux level.
— Deals additional soft flux damage on shield hits scaling with the EMP damage of the shot.

– Zalak Jamming Array
— Flux/beam from 500 to 400

– Lilin Missile Coil
— Launch speed increased from 600 to 800
— Projectile HP increased from 100 to 150
— Acceleration increased from 300 to 400
— Deceleration reduced from 100 to 80

– Twin Kombeo Cluster Flak
— Refire delay reduced from 0.4 to 0.3

– Gimbal Micromissile Pod
— Projectile Health reduced from 90 to 50

– IR Autopulser
— Ammo/reload increased from 2 to 6 (Sustained DPS unchanged)

v0.5
– Added Ind.Evo Support

– New Ship:
— Henki

– New Weapons:
— X-Pulse Laser
— Kaksos Autocannon

– New Magicbounty:
— Pneuma

Changes:
– Bramble Smartbomb Rack
— Sprite Updated.
— OP cost from 5 to 4.
— Burst Size from 2 to 1.
— Cycle time from 6 seconds to 2 seconds.
— Ammo from 4 to 8.
— Ammo regen time from 30 seconds to 10 seconds.
— Tracking speed from 80 to 100.

– Thicket Smartbomb Launcher
— Sprite Updated.
— Burst Size from 2 to 1.
— Damage from 1600 to 2400 (splits into 3 smartbombs rather than 2)
— Cycle time from 10 seconds to 5 seconds.
— Ammo from 4 to 6.
— Ammo regen time from 30 seconds to 16 seconds.

– Nieuport Linear Rifle
— Flux cost reduced from 80 to 72.

– Salmson Cluster Grenade Launcher
— Spread reduced from 8-24 to 4-16
— Cluster AoE radius increased.

– Klabu Battle Cannon
— OnHit bonus damage changed from 400 to 300.

– Naxdin Anomaly Torpedo
— Base impact damage increased from 300 to 400.
— Base impact EMP increased from 500 to 600.
— Potential EMP/Energy damage caused by the Anomaly Field reduced by around 25%.
— Anomaly Field duration increased by 20%.

– Gaderoga
— Minor sprite update.

– Assorted Variant loadouts tweaked.

v0.4
– New Ships
— Rinka
— Transparence
— Invigilator

– New [REDACTED]

– New Wing
— Incisor Support Fighter

– New Weapons
— Sprocket Heavy SRM
— Sumake Magnegun
— IR Autopulser

Changes:
-Gimbal Micromissile Pod
— Ammo regen reduced from 4 per 5 secs to 4 per 8 secs
– Lamia DEM / Lerna MDEM
— Flux Cost to fire Removed
– Ilgryps
— Turn Rate changed from 20 to 25
— Shield arc changed from 120 to 200
– Nebel
— Shield upkeep changed from 0.5 to 0.3
– Lustre
— Adaptive Systems Altered
— Base shield arc increased from 90 to 120

v0.3
– New Weapon:
— Kufikiri Smartcannon

Changes:
– Lilin Missile Coil
— Damage changed from 450 Frag + 150 Energy to 250 Energy + 250 Frag
— Refire Delay changed from 1.2 to 1.25
— Ammo Regen changed from 1 per 6 seconds to 1 per 6.25 seconds

– Rainstorm Missile Array (Grandum Built-In)
— Damage reduced from 150 to 135
— Flux cost increased from 50 to 54
– Reduced EMP damage on Hypershot Subweapons

– Naxdin Anomaly Torpedo
— OP cost increased from 5 to 6
— Ammo regeneration time increased from 40 seconds to 50 seconds
— Anomaly EMP damage reduced

– Phanstasmagoria
— Hitpoints reduced from 2000 to 1500
— Armour reduced from 300 to 200
— Flux Dissipation reduced from 300 to 250
— Flux Capacity reduced from 3000 to 2500
— Reduction to acceleration
— Increased turn acceleration
— Peak CR time reduced from 240 to 210
— CR to deploy increased from 30 to 35
— Hullmod stats tweaked
— Barrage Cutter
— Barrage Cutter will now gain a brief overcharge after using the Dimensional Teleporter
— Barrage Cutter Spread reduced slightly
— Barrage Cutter Hardpoint aim arc increased
— Temporal Core
— Flux generation increased (previous flux generation was too low to be noticed)
— Timescale multiplier reduced from 4.5 to 4
— Repair bonuses are weaker, and after the first few seconds they (and the defense bonus) drop off to a lower level that also scales based on current Hardflux level.
>– With these changes the ship should cement it’s role towards being something of a “glass cannon” that wants to stay in the thick of things to keep its Hardflux levels high, but is somewhat vulnerable to EMP and can find itself flux limited as it has to work with only a portion of its flux bar when maintaining high Hardflux levels.

v0.2
– New Ships
— Buraq
— Velox

– Content Moved back to RotcesRats
— Undertaking
— Undertaking (LP)
— Scric
— Vexilla
— Mini Mining Blaster

v0.1
– Mod split from RotcesRats

– New [REDACTED]

– New Weapon
— Gimbal Micromissile Pod

– New MagicBounties
— Nebel
— Revizor

– Lilin Missile Coil refire delay from 2 seconds to 1.2 seconds
– Phantasmagoria
— If Safety Overrides is installed, then you will now always recieve the maximum level of the bonus Energy Weapon damage modifier.
– Vexilla
— Shipsystem changed to Burst Jets
— Hull from 2250 to 2300
– Scric
— Shipsystem changed to Cycle Missile Feeds
— Hull from 2800 to 2600
— Flux Dissipation from 280 to 260
— Fuel from 60 to 50
— DP from 8 to 9

Like the mod and want to throw some money my way for some reason? Then here’s a donate button.

Amazigh’s Ship Foundry Mod by Amazigh is licensed under a
Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
Any derivative work must also comply with Starsector’s EULA

Gotta say, I love the look of that big REDACTED ship.  Looking forward to trying these out/blowing them up!

Can I add this MOD in the middle of the game?

Yaaasss! Finaly separate from RR. There are too many silly-dinky reversed ships in the RR

Can I add this MOD in the middle of the game?

You can, but some content will not spawn unless you start a new game.


Can I add this MOD in the middle of the game?

You can, but some content will not spawn unless you start a new game.

ok thanks


did this mod use to have a different name? i’m fairly certain i’ve downloaded/played with this before

Edit: yes, i have. these ships used to be part of rotcesrarts.


4401591 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  – java.lang.RuntimeException: Weapon spec [thicket] not found!
java.lang.RuntimeException: Weapon spec [thicket] not found!
   at com.fs.starfarer.loading.o00O.Ô00000(Unknown Source)
   at com.fs.starfarer.loading.o00O.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.spawnProjectile(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.spawnProjectile(Unknown Source)
   at data.shipsystems.scripts.rr_HeavyItanoStats.apply(rr_HeavyItanoStats.java:55)
   at com.fs.starfarer.combat.systems.F.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Update 0.2

Not Save Compatible

– New Ships
— Buraq
— Velox

– Content Moved back to

—-

4401591 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  – java.lang.RuntimeException: Weapon spec

That’s an error from RotcesRats, which i have just fixed.


I appreciate the non-asymmetrical nature of the ships, keep up the good work.

HEllo with the ASF v0.2 y have this error in combat with crash.

in asf mod data weapon y have not a file “A_S-F_wrath_burst.wpn”

please save my game ;)

crash log

280516 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  – java.lang.RuntimeException: Weapon spec [A_S-F_wrath_burst] not found!
java.lang.RuntimeException: Weapon spec [A_S-F_wrath_burst] not found!
   at com.fs.starfarer.loading.o00O.Ô00000(Unknown Source)
   at com.fs.starfarer.loading.o00O.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.spawnProjectile(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.spawnProjectile(Unknown Source)
   at data.scripts.rr_WrathOnHitEffect.onHit(rr_WrathOnHitEffect.java:30)
   at com.fs.starfarer.combat.entities.Missile.notifyDealtDamage(Unknown Source)
   at com.fs.starfarer.combat.E.A.D.o00000(Unknown Source)
   at com.fs.starfarer.combat.E.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.combat.E.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


HEllo with the ASF v0.2 y have this error in combat with crash.

in asf mod data weapon y have not a file “A_S-F_wrath_burst.wpn”

please save my game ;)

crash log

280516 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  – java.lang.RuntimeException: Weapon spec [A_S-F_wrath_burst] not found!
java.lang.RuntimeException: Weapon spec [A_S-F_wrath_burst] not found!…..

Did you try upgrading to v0.2 without starting a new game? It’s not save compatible so that’d cause you problems.

Try going back to v0.1 and see if that works.


Any chance for a version that is ships only?

Any chance for a version that is ships only?

No.
If you really want one then you are free to try and strip the weapons out yourself, but i have zero interest in maintaining two versions of this mod.


Still gonna install rotcesratS as well :P

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