This mod adds high tech ships and weapons to Independents (and pirates), there is no real theme behind them other than the naming convention, color scheme and a goal of fun ships that play a bit differently than what is already offered.
Ships
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Secret Ships
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How to get Wurgandal
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Max your reputation with Independents (100) Be level 15 or higher Go to a bar on an independent planet (size 4 or larger, like Nova Maxios) Check the bounty board for a mission
Where to buy ED Ships:
Independent Market
Size 5 or larger
Heavy Industry or Orbital Works
Such as Nova Maxios
Eccentric Designs (ED) Lore
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Eccentric Designs (ED) Shipyards is a private Independent aerospace manufacturer and space transportation services company. It was founded after the collapse of the Domain’s rule by Eron Dust, an eccentric celebrity billionaire with the goal of developing new spaceship technologies. Despite having dealings with Tri-Tachyon and the Persean League Eron Dust operates his business only in Independent worlds where most of the unique ED Shipyard designs can be found.
While the company is suspected of using artificial intelligence technology no illegal activity was ever discovered by Hegemony inspections. The company is also accused of stealing blueprints and violating copyright law, but none of the accusations held in court due to lack of evidence.
I aim to make these ships balanced, this is not supposed to be an “OP ships” pack, these ships are supposed to fill roles that may not exist in vanilla ships and some are very specialized. Ships are balanced not by making all their stats and features average, but by giving them as many strong flaws as they have strong points, feedback is welcome.
Current Changelog Version 2.5.6
Fix for Magic Bounty issue
Prevent Wurg from venting while Maw is firing
Prior Changelog
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Version 2.5.5
Fix for Wurg shield toggle oscillation (thanks emto demto for the feedback)
Wurg MAW reload time increased by 50%
Wurg is a bit more careful about freindly fire with the Maw
Detonator drones now spawn a bunch of arcs when they teleport to make them just a bit more survivable.
Fix for MagicBounty Chupacabra CME (problem is in MagicLib itself)
Fix for player owned ED Markets not working
Version 2.5.4
Wurg is slightly buffed, main beam is mega buffed & different (if you didn’t like it before, try it now)
Repair drones and especially the repair ship are now worth using
More/New campaign stuff (HVB & Build an ED Submarket)
Various bug fixes and balance tweaks
Version 2.5.3 – Balance Fixes
Balance changes to the leonberger based on feedback (better assault variant and a slight buff to its phase stats and movement)
Dust missiles move a bit slower and have fewer HP to make them more vulnerable to AoE PD
Slightly improved AI Wurg usage of MAW weapon and Tyrant Eye system
Rebalanced phase ships vs Vanilla, ~10% less phase cost (improved variants also)
ED Shipyard locations now spawn defensive fleets when threatened as well as have delivery fleets
Ship and variant changes for the newfoundland so the AI can use it semi-effectively
No longer create submarkets at locations that already have non-standard submarkets
More SO variants for smaller ships
Shield breaker weapons are much more powerful, but they still seem like a bad idea except in specific situations so I guess that’s balance?
Fixed Memory leak with Newfoundland
Riptide doesn’t take damage from ship explosions so it doesn’t blow itself up constantly
Version 2.5.2 – Bugfix release, special thanks to those that reported issues
Save compatible with anything 2.4.X or after
Can be added mid playthrough
Changed hidden modular mounts to normal turrets to prevent rare, but painful autofit based crashes (works around a Starsector engine limitation). Thanks ruddygreat.
Fixed missing Riptide built in laser (thanks Mr_8000)
Builtin Riptide laser no longer appears as a member of the basic blueprint family
Fixed mounts appearing offset on the Leonberger, Wurg left and right shield emitter modules
“Mine Custer” -> “Mine Caster”, also it will no longer drop.
Retriever field shields now really sets it’s collision type to “fighter” to try and prevent friendly fire scenarios.
Increased repair drone rate by a factor of 2 – 3 depending on repair hull size so it might actually make some sort of difference in real combat.
Version 2.5.1
Save compatible with anything 2.4.X or after
Can be added mid playthrough
Added two secret ships and their associated High Value Bounties (Thanks Pogre!)
Fixed crash bug with Wurg maw and AI casting
Suicide/Detonator drones now work (but only attack when a ship is “under pressure”)
Balance: Wurg
Large beams in modules can now just barely face forward
Maw weapon is firing time has been reduced so it’s less dangerous to use
Maw burst damage reduced
Tyrant Eye no longer generates flux so it you can still have a zero flux engine boost
Bernard
slightly more efficient to bring it in line with other support ships (still super expensive, but it does a lot for the player)
Retriever Mk. II
More OP 250 -> 270
Mount changed to Large Ballistic to make some mods more useful (rangefinder)
Newfoundland
Modules now get targeting and fighter order data from parent
Version 2.5.0
Save compatible with 2.4.X
Can be added mid playthrough
Grand salvo should now work at more opportune times
Nurse ship giant shield now has a larger impact radius to make it more useful (was too small)
Wurgandal MAW now instantly-ish destroys hulks
Maw charge up and slight balancing pass
Changes to the Wurg to make it more engaging to use as a player, such as: Modules now vent, launch fighters, share targeting and use shields together
Newfoundland is working and more balanced, modules have a PD centric system
Many other balance changes
New or improved variants
Magic Bounty Integration (4 missions)
2.4.1
Save compatible with 2.4.0
Updated remote version file URL
This mod can now be added mid-game and everything will work (before there would be no buy locations)
Get the Wurgandal at Nova Maxios or Prism Freeport with 25M & Max rep with independents from a bar event
2.4.0
Migrated to StarSector 0.95.1a-RC6 with permission from Ed
Uses the original code from 2.3 Beta
Get the Wurgandal at Nova Maxios or Prism Freeport with 25M & Max rep with independents from a bar event
Minor balance changes to bring in line with vanilla ships
I Nick XR didn’t create this mod, Ed did and he did at least 99% of the total work that has been done on this mod. Maybe more. All the credit should be his.
Some Systems and Hullmods were heavily based on source of other modders like Dark.Revenant, Sundog and Tartiflette and Nia Tahl And a great thanks to Alex who is always there to help! And special thanks to WASP103 for his contributions
Wait…oh….did someone decide to adopt and update this mod? Nice!
Regarding balancing, I think capital civilian ships Dalmatian and Bernard should be more efficient, because both Atlas and Prometheus was made more fuel efficient in 095 patch (6 fuel usage instead of 10, so they are use 40% less fuel), I’d suggest to reduce fuel usage by 40% too for these ships in order to reflect these changes, and make these ships viable option. Especially Bernard need this, using four ships, 2 Prometheuses and 2 Ox Tugs will be almost twice as more fuel efficient option.
Regarding balancing, I think capital civilian ships Dalmatian and Bernard should be more efficient, because both Atlas and Prometheus was made more fuel efficient in 095 patch (6 fuel usage instead of 10, so they are use 40% less fuel), I’d suggest to reduce fuel usage by 40% too for these ships in order to reflect these changes, and make these ships viable option. Especially Bernard need this, using four ships, 2 Prometheuses and 2 Ox Tugs will be almost twice as more fuel efficient option.
Excellent feedback, I’ll make a note to review this for the next release. Thank you!
Well, but just one Bernard is needed and it had like 10k or so fuel capacity in v2.41 with already inbuilt fuel tanks… One slot usage >> 4 slots. Endgame economic aspects are not that important, so… Prometheus has like what, 3k without additional fuel tanks?
Well, but just one Bernard is needed and it had like 10k or so fuel capacity in v2.41 with already inbuilt fuel tanks… One slot usage >> 4 slots. Endgame economic aspects are not that important, so… Prometheus has like what, 3k without additional fuel tanks?
I compared stats, one Bernand with fuel capacity and burn acceleration, is literally almost ~2 Prometheuses and 2 Ox Tugs, but logistically almost twice as unefficient, so its like having 7 or 6 ships instead. Yeah its uses one slot instead of four but still, this is minor thing, especially if you don’t run super big fleet or simply adjusted max fleet size from 30 to something bigger, just my suggestion to make this ship viable as option, and same with Phase Freighter (Dalmatian), they was expensive logistically in 091 and in 095 they was even less viable due to buffs for both Atlas and Prometheus. As endgame fuel and cargo solution I usually prefer Dreadnought Freighter and Tanker from Blue mod, they somewhat capable in battle, not horrible logistically and have huge capacity, so if you play with mods, you have alternatives for something which is better that both Atlas or Prometheus.
Yeah, Blue/XLU were my endgame logistics before I tried ED Shipyard, but with a low ship cap of 30-40 the slots are far more important than the logistics profile, Imo at least. Yeah, sure, it also depends on the setup, wolf pack tactics needs more ship slots than capital/cruiser spam. Cherry from United Aurora Federation has like 40k storage capacity… But less crew compartments than Newfoundland from ED.
In short: I think the Bernard is fine the way it is, why should such a super Tanker with 2 integrated OX be viable earlier? Reducing the supply/fuel/crew requirements would make a bunch of “smaller” tankers kinda obsolete, at least far earlier in the game than necessary since I classify the Bernard as an endgame logistics ship by being slot efficient. I don’t remember the stats but I think the XLU Super/Dreadnought tanker has more fuel capacity? But it lacks the 2 integrated OX, so…
Well, at least the XLU logistics giants can fight (yeah, Newfoundland can too, Bernard has like 6 or so small slots spread over the ship so it can’t Imo). But I’d rather not let my logistics ships fight, although the setup and philosophy of my fleet depends on my mood and the restrictions I set for the run.
hi, can i play Ed Shipyard as an faction, or “just” buying their ships?
It adds a submarket to some Indie colonies and fleets. It’s literally the first sentence you read on the download post. So no, it doesn’t add a faction to your game.
If I play this with starpocalypse, am I condemning myself to never being able to get some of the capital ships? Starpocalypse removes all capitals from the markets by default, which I’m happy with. But are blueprints discoverable for the ships in this mod?
…blueprints discoverable for the ships in this mod?
Afaik yes.
Afaik yes.
Makes sense. What threw me was the “How to get Wurgandal” section. But, come to think of it, its presence implies that for other ships, the usual methods are all available. Thanks!