[Starsector Mods][0.95.1a] Roider Union – Expeditions – 1.4.4

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Roider Union

Download v1.4.4

Save compatibility: v1.4.1 or later
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Both a culture and a profession, most roiders (roaming asteroid miners) live as nomads, travelling the Sector in their ships to find mining sites. When many of them allied with their more sedentary kin to fight a massive surge of piracy, no one expected it to last. Since then, the Roider Union has become the face of all roiders in the public eye and a minor power in its own right.

Features:
– Join the Roider Union, an alliance of asteroid miners
– Retrofits! Convert your junk civilian ships into warships
– Find refuge in the far reaches at independent roider stations

Gameplay Tips:
– Roiders rely heavily on their fighters. Use the Fighter Clamps hullmod to even bring them on your frigates!
– Ship conversions are done at markets with a Union HQ industry. Go to the bar to meet the Roider CEO in charge.
– Some Roider ships have tough armor modules on their front or sides. Low hit-strength weapons will struggle to do damage to them.

Credits:
Created by SafariJohn
Art by Gwyvern
Music by Electric Trojan
Music and Sounds by MesoTroniK
Testing by Avanitia
Code snippets given by Tartiflette, MesoTroniK, and Gwyvern
Alex, David, and co. for making Starsector
And the Starsector community for years of support!

Spoiler: click to expand
Changelog:
Version 1.4.4
 New Features
 – New music!
 – Added pirate skin of Wrecker
 – Added zapping mechanic for Zap SRMs
 – Redesigned Firestorm’s mount arcs – can now focus forward

 Changes
 – Reworked Zap SRM
   – Reduced EMP damage from 180 to 70
   – Added 280 bonus EMP damage versus fighters
   – Increased damage from 50 to 60
 – Nerfed Bolt interceptor into a specialized anti-fighter
   – Reduced hull from 500 to 450
   – Reduced armod from 75 to 50
   – Increased refit time from 6 to 10
   – Reduced Zap SRM’s missiles per burst from 4 to 2
 – Spike Driver and Pile Driver
   – Buffed initial accuracy from 5 degrees to 0
   – Nerfed initial rate of fire – starts at 50% and reaches normal at worst accuracy
   – Changed recoil per shot (to smooth rate of fire spin-up) from 5 degrees to 3
   – Increased range of Spike Driver from 600 to 650
 
 Bug Fixes
 – Fixed Expedition crashes and save leak

Version 1.4.3
 Bug Fixes
 – Fixed some null pointer crashes from Roider Dives
 – Fixed crash when tech expedition can’t find a target system
 – Fixed Mad MIDAS retconning itself onto ships after a load

Version 1.4.2
 Bug Fixes
 – Fixed random NPE from salvage gen in nebula systems sometimes not having an orbit

Version 1.4.1
 Bug Fixes
 – Fixed save breaking typo
   – Manual fix in your save file: find “roider__expIntel” entries and change the “ld” entry with a number to “lod”

Version 1.4.0
 New Features
 – Reworked Tech Expeditions
   – It is now a race to beat them to their stashes!
   – Major stashes show their minefield in the campaign – thanks SirHartley!
 – Phasenet now properly accelerates its victims!
   – Can now be toggled off
   – Added display when your ship is affected by a Phasenet
 – Added campaign music by MesoTroniK for roider-controlled systems

 Changes
 – Deactivated conversion fleets pending rework
 – Temporarily disabled MIDAS asteroid impact reduction
   – Waiting on MagicLib release to add/fix code hookups
 – Increased Breaker wing’s fighter count from 3 to 4
 – Reduced Hopskip wing’s fighter count from 3 to 2
 – Reduced Hopskip wing’s OP cost from 20 to 13
 – Reduced Armature wing’s OP cost from 22 to 20
 – Reduced Armature (single)’s OP cost from 10 to 9
 – Changed Bombard’s ship system to Active Flare Launcher
 – Increased Bombard’s DP and supplies per month from 8 to 11
 – Nerfed Wrecker’s shield efficiency from 1 to 1.1
 – Gave Ballistic Rangefinder to Jane as a built-in
 – Removed split-gen for Roider Union roider fleets
   – More likely to see bigger Roider ships

 Bug Fixes
 – Fixed Gambit skin crashes
 – Fixed the Madman’s built-in MIDAS hullmod from being de-permafied
 – Stopped Union HQ from selling multiples of a BP
 – Fixed Nex sometimes changing Union HQ’s faction
 – Fixed a random Union HQ NPE
 – Fixed pirate retrofit BP learning script not being added to existing games
 – Fixed MIDAS showing module armor values on normal ships

Version 1.3.13
 Bug Fixes
 – Updated Gambit normal maps
 – Added Gambit (P) retrofits
 – Fixed Gambit (P) description
 – Fixed Shipworks blocking Union HQ retrofit at player colonies

Version 1.3.12
 Bug Fixes
 – Fixed crash when viewing MIDAS modspec

Version 1.3.11
 New Features
 – MIDAS-X hullmods now show their armor modules’ armor and hull (with modifiers!)
 – Added Mad Rockpiper bar encounter
 – Added Roider Union intro description to Nexerelin faction selection screen
 – Roider Union now posts regular bounties
 – Improved Rotary Hammer Launcher
   – Added sound effects to reload
   – Clarified special ammo regen mechanic
 – Reworked Gambit to be a “fast” cruiser
   – Now has a large composite mount!
   – Added pirate version

 Changes
 – Made Roider Union hostile to Anarakis Reparations Society because they are pirates
 – Reduced Breaker drone’s replacement time from 10 seconds to 5 seconds
 – Increased Sharpshooter’s (and Mini’s) range to 700
 – Tweaked Nexerelin starting fleet options
 – Roider fringe bases no longer spawn in unpopulated core systems
 – Removed Sheriff-class frigate from Roider Union’s import hulls

 Bug Fixes
 – Fixed crash when Rockpiper Shipworks gets disrupted
 – Route tokens created by miner fleets should get cleaned up now
   – Old tokens will remain leaked
 – Improved MIDAS Armor hullmod transfer
 – Fixed rare null conversion fleet crash

Version 1.3.10
 Changes
 – Standardized armor modules’ hull and armor
   – Base hull is 20% of parent’s base hull
   – Base armor is 150% of parent’s base armor
 – Buffed Aurochs’ armor from 250 to 300
 – Buffed Gambit’s armor from 900 to 1000
 – Buffed Ranch’s armor from 400 to 700

 Bug Fixes
 – Fixed crash when trying to use Argos retrofitting

Version 1.3.9
 Bug Fixes
 – Fixed Union HQ submarket null pointer crash
 – Fixed progressive slowdown from loading retrofit data
 – Fixed Breaker drone’s offset shield center

Version 1.3.8
 Changes
 – Union HQ submarket is more lenient about commission and reputation requirements for ships
 – When picking a retrofit target, unavailable hulls are listed last
 
 Bug Fixes
 – Fixed s-mod and Starship Legends reputation transfer when retrofitting
 – Fixed a crash with Argos conversions
 – Fixed Rotary Hammer Launcher animation sometimes stopping on the wrong frame

Version 1.3.7
 Changes
 – Gave Rotary Hammer Launcher a special ammo regen mechanic
   – Regen 1 torpedo every 2 minutes, but only when ammo is less than 2
 – Buffed Armature strike drone’s accuracy with its torpedoes
 
 Bug Fixes
 – Fixed minor loot stashes always spawning capital ship derelicts
 – Fixed major expeditions delay
 – Fixed modded crash with wing swapping hullmod
 – Made Roider Union hostile with Omega and Remnants
 – Fixed Roider patrols in the fringe sometimes hitting you twice with transponder-off warnings

Version 1.3.6
 Debug code got into the jar somehow, sorry.

Version 1.3.5
 Same as 1.3.4, but with the right .jar file.

Version 1.3.4
 Bug Fixes
 – Fixed a null pointer crash when a conversion fleet is defeated
 – Fixed conversion fleets requiring the player to know the target hull
 – Fixed pirate conversion fleets requiring rep to use their services
 – Fixed a case-sensitive file name

Version 1.3.3
 Bug Fixes
 – Fixed conversion fleet null pointer crashes
 – Added conversion fleet intel’s small description
 – Fixed Rockpiper Shipworks’ missing upkeep

Version 1.3.2
 Bug Fixes
 – Fixed more infinite loops
 – Fixed random crash at end of battle with Sheriff in it
 – Fixed random Phasenet AI crash during battle

Version 1.3.1
 Bug Fixes
 – Fixed infinite loop from badly positioned fringe roider bases
 – Stopped fringe roider bases from spawning in bad systems
 – Fixed MIDAS not negating damaging asteroid impacts

Version 1.3.0
 New Features
 – Added new ships, fighters, and weapons:
   – Added Argos-class mothership
   – Added Wrecker-class cruiser
   – Added Aurochs-class destroyer’s armor module, finally
   – Added Jane-class tanker
   – Added Sheriff-class frigate
   – Added Armature-class strike drone
    – Comes in 2 wings sizes: 1 drone and 2 drones
   – Added Tracker-class defense drone
    – Added Tracker Swap hullmod – switch built-in Breaker drones to Trackers
   – Added Rotary Hammer Launcher
 
 – Added roider tech expeditions – new fleets can be found exploring in the fringe
 – Added rare fleets that sell conversion services
 – Added Rockpiper Shipworks industry
   – When you build it, you can go to the bar to retrofit ships that you know the blueprints for
 – New and improved art for Union HQ and Roider Dives
 – Added several alternate conversions
 – Added sprites for Spike Driver and Pile Driver projectiles
 – Non-Union roider fleets always have some Roider Union ships now
 – Ship retrofitting now transfers S-mods and Starship Legends Reputation hullmods
 – Added MagicSettings support
 – Aliased class and variables names for slightly smaller save files
 – Roider ships now have their own engine style

 Changes
 – Changed Colossus Mk.2 (R) modified freighter to Ogrov-class torpedo cruiser
   – Matched certain stat changes from Ogrov’s vanilla counterpart
 – Moved BPs for Cyclops-class frigate and Onager-class destroyer to the Roider BP Package
 – Made low-end conversions no longer require commission with the Roider Union
 – Made Onager a little more common
 – Removed Dram (R)
 – Removed Phaeton (R)
 – Removed Buffalo (R)
 – Buffed Duster-class heavy fighter’s speed from 200 to 220
 – Nerfed Zap SRM – less EMP on hit, even less EMP on arc – and the Bolt-class interceptor by extension
 – Nerfed Dragline-class support fighter
   – Nerfed Mini Sharpshooter’s sustained rate of fire
   – Halved built-in Annihilator Pod’s rate of fire, but now it double taps
 – Made Midway mission a little easier since vanilla nerfed the Ranch’s ship system
 – Roider Union ships are somewhat less likely to spawn in their own fleets
 – Roider Union is now hostile to various modded pirate factions and such
 – Improved ship conversions backend
   – Ship conversion costs are now autogenerated and are more accurate
   – data/config/modSettings/roider_retrofits.csv is where conversions are defined now
     – data/retrofits/roider_retrofits.csv still works, but is deprecated
 – Armor modules no longer have OP and can no longer be refit
 – Added Civ Grade hullmod to Roider ships with built-in Militarized Subsystems to match how 0.95a does it
 – Extra transponder warning from certain patrols should be more obvious
   – And no longer scans your cargo
 – Removed Union HQ retrofitting service entry fee
 – Retrofit dialog now shows available conversions as lists of ships instead of names when no retrofit is selected
 – Roider mining fleets now only spawn when the player is nearby
 – Tweaked Roider Union’s Nexerelin alignments and gave them Temperamental trait

 Bug Fixes
 – Added script to help stop fighters from escorting Roider armor modules
 – Hopefully stopped roider fringe bases from spawning inside of stars
 – Fixed miner fleets hanging out around jump points
 – Fixed miner fleets showing cargo types they aren’t anywhere near
 – Actually fixed no random bar events appearing at markets with Union HQs
 – Fixed some variants with incorrect OP following 0.95a’s weapon changes
 – Removed redundant and buggy Commissioned Crews code from EVA Expertise
 – Can no longer commission with Roiders when your faction is already in a Nexerelin alliance
 – Armor modules should now all show correctly in the mini-ship displays like fleet encounters

Version 1.2.2
 New Features
 – Added Colossus Mk.3 to Colossus Mk.2 (R) conversion

 Changes
 – Updated stats of armor module version of Heavy Armor to match 0.95a Heavy Armor

 Bug Fixes
 – Patched incorrectly configured vanilla star system causing multiple mods to crash
 – Fixed no random bar events appearing at markets with Union HQs

Version 1.2.1b
 Bug Fixes
 – Fixed crash when declining to pay retrofit fee

Version 1.2.1
 Bug Fixes
 – Fixed crash caused by referencing a removed skill
 – Fixed crashes caused by Nexerelin renaming classes
 – Retrofit bar event should always appear again
 – Pirate roider fleets now go around transponder-off

Version 1.2.0
 New Features
 – Updated to 0.95a!
 – Spike Driver and Pile Driver no longer spawn exhaust on certain partially covered mod-ship weapon slots
 – Added new projectile sprites for Spike Driver and Pile Driver
 – Fighter Clamps hullmod straight-up blocks bombers now

 Bug Fixes
 – Pirates can now learn retrofit templates added mid-save
 – Roider Union stuff should no longer spawn when faction is disabled in Nexerelin random mode
 – Faction relations are now set properly when Nexerelin is disabled
 – Added autofit variants for Gambit-class light cruiser
 – Blocked Fighter Clamps on Ship & Weapon Pack Arcade ships – was causing a crash for some reason
 – Added support for Unknown Skies’ Psychosomatic Fungus condition
 – Independent roider base bar rumors should no longer chain-spawn

Version 1.1.0
 New Features
 – Added automatic hullmod transfer from parent hull to armor modules
 – Added support for Unknown Skies’ parasitic spores condition
 – Added Atlas Mk.2 to Telamon conversion
 – Added MIDAS to fighters
 
 Changes
 – Roider Dives and Union HQs can harvest from same-faction planets
 – Union HQs spawn more/less patrols depending on colony size
 – Raised Roider Neutral/Friendly Encounter music’s volume slightly
 – Nerfed Spike Driver
   – Increased flux per shot from 220 to 240
   – Increased minimum spread from 0 to 5
 – Buffed Pile Driver
   – Projectiles now pierce missiles
   – Reduced flux per shot from 650 to 600
   – Nerfed minimum spread; increased from 0 to 5 to match Spike Driver thematically
 – Buffed Sharpshooter’s rate of fire by 20%
 – Increased Bolt-class interceptor’s wing size from 3 to 4
 – Tweaked Hopskip Mk.2 bomber and Hazard MRM’s visuals
 – Buffed Dragline-class support fighter
   – Mini Sharpshooter turrets can rotate 360 degrees
   – Annihilator Pod can fire continuously
 – Nerfed Rocksaw-class heavy assault fighter
   – Reduced roam range from 4000 to 3000
   – Reduced chaingun’s burst size from 40 to 20
   – Nerfed chaingun’s DPS by 10%
 – Buffed Breaker drone’s speed from 180 to 200
 – Buffed Duster’s sustained kinetic DPS by 40%
 – Reduced Roach-class heavy frigate’s DP from 8 to 6 to make it more useful late-game
   – Gave it High Maintenance to compensate early-game
 – Buffed Aurochs-class destroyer
   – Increased flux capacity from 4000 to 4500
   – Improved shield efficiency from 1.0 to 0.7
 – Buffed Cowboy-class light carrier
   – Changed rear turrets from BALLISTIC to COMPOSITE
   – Increased flux dissipation from 100 to 150
   – Increased maneuverability
 – Buffed Onager-class destroyer
   – Increased main hull’s armor from 600 to 650
   – Increased armor module’s armor from 800 to 950
 – Buffed Firestorm-class destroyer
   – Reduced forward turret coverage to improve AI performance
   – Increased main hull armor from 500 to 600
   – Increased armor module armor from 750 to 800
   – Increased flux capacity from 5000 to 6000
   – Increased flux dissipation from 200 to 250
   – Increased OP from 40 to 60
   – Increased speed from 50 to 65
 – Buffed Gambit’s maneuverability
 – Buffed Ranch-class carrier
   – Increased armor module’s size to cover entire front
   – Increased armor module’s hull from 700 to 1000
   – Added 2 new small ballistic turrets at the front
   – Increased OP from 90 to 100
   – Increased flux capacity from 4500 to 5000
   – Increased maneuverability
   – Nerfed supply/DP cost; increased from 20 to 22
 – Rebalanced Telamon as fast battleship
   – Buffed speed from 25 to 35
   – Nerfed armor from 1300 to 1250
   – Buffed front module’s hull from 2000 to 2500
   – New hullmod transfer system removed armor modules’ unintended super-durability
 
 Bug Fixes
 – Buffalo Mk.2 to Aurochs conversion now requires commission
 – Made giving yourself Union HQ BP through Console Commands safe
   – Was possible to malform the command and get a save-corrupting BP
   – Save-fix here:

Version 1.0.9
 Bug Fixes
 – Undid a silly save-breaking change.

Version 1.0.8
 Changes
 – Reduced price of Union HQ industry blueprint. Existing blueprints will still be high value.
 – Reduced cost of converting Buffalo (A) and (R) to Aurochs.

 Bug Fixes
 – Fixed transponder check repeating when comms are reopened.
 – Retrofit tariff price adjustment is more accurate.
 – Fixed crash when upgrading to Union HQ.
 – Recoded Roider Dives and Union HQ. Should be less buggy.

Version 1.0.7
 New Features
 – Retrofits adjust costs based on Nexerelin’s 18% tariffs

 Changes:
 – MIDAS now reduces EMP damage instead of kinetic damage
 – Tried to make MIDAS Armor correctly transfer hull and armor improvements
 – Matching upcoming vanilla changes:
   – Dragline’s roaming range is now 0
   – Rocksaw’s chaingun nerfed from 90 damage to 75 damage

 Bug Fixes:
 – Extra transponder warning from certain Roider patrols now works
 – Fixed crash bug when sometimes starting a Nexerelin random mode game
 – Fixed typos in a couple dialogs
 – Hopefully fixed some zombie fringe fleet spawning
 – Fixed incorrectly blocked retrofit access payment

Version 1.0.6
 New Features:
 – Added extra transponder warning to certain Roider Union patrols
 
 Changes:
 – Duster is now a heavy fighter with a Light Machine Gun
 
 Bug Fixes:
 – MIDAS Armor’s description now mentions it reduces kinetic damage
 – Fixed Union HQ submarket refreshing too often
 – Added Nexerelin alliance support to Union HQ submarket and retrofitting
 – Retrofitting now mentions that it restores hulls to pristine condition
 – Fixed bugs with spawning Rockpiper Perch station in Nexerelin random mode:
   – Station shows market stuff instead of an empty dialog
   – Midline star fortress gets replaced instead of spawning separately
 – Fixed a crash when starting a new Nexerelin random mode game

Version 1.0.5
 Bug Fixes:
 – MIDAS no longer instantly removes itself

Version 1.0.4
 Bug Fixes:
 – Actually for real fixed the Mudskipper variant this time

Version 1.0.3
 Bug Fixes:
 – Added kinetic damage reduction to MIDAS Armor hullmod
 – Added Telamon variants to autofit
 – Added UI tags for MIDAS hullmod
 – Added speed and maneuverability descriptions to Zap SRM and Hazard MRM
 – Blocked MIDAS on ships with MIDAS-X built in
 – Blocked Extreme Modifications + Fighter Clamps exploit

Version 1.0.2
 New Features:
 – Whitelisted ships and Roider Union faction for Industrial.Evolution mechanics
 
 Changes:
 – Reduced crew requirements for Fighter Clamps:
   – destroyers from 20 to 10 crew
   – cruisers from 40 to 30 crew
   – capital ships from 100 to 70 crew
 
 Bug Fixes:
 – Fixed crash from broken Mudskipper variant
 – Fixed nulls in Fighter Clamps description

Version 1.0.1
 Bug Fixes:
 – Fixed crash when loading invalid retrofits from retrofits.csv

Version 1.0
 New Features:
 – The Roider Union is now a full-fledged faction
 – All new art by Gwyvern
 – Added Commissioned Crews compatibility
 – Added full Nexerelin compatibility, including random mode
 
 – Added four star systems:
   – Atka (main Roider Union system by Tyle star system)
   – Attu
   – Kiska Nebula
   – Ounalashka
 
 – Added new fighters:
   – Breaker drone
   – Duster heavy interceptor
   – Dragline support fighter
   – Hopskip Mk.II bomber
   – Rocksaw heavy assault fighter
 
 – Added new ships:
   – Dram (R) class tanker
   – Nolasher-class frigate
   – Pepperbox-class frigate
   – Roach-class heavy frigate
   – Aurochs-class destroyer
   – Buffalo (R) class freighter
   – Cowboy-class light carrier
   – Firestorm-class destroyer
   – Onager-class destroyer
   – Phaeton (R) class tanker
   – Colossus Mk.II (R) class modified freighter
   – Gambit-class light cruiser
   – Ranch-class carrier
   – Telamon-class battleship
 
 – Added new weapons:
   – Blasting Laser
   – Hazard MRM
   – Sharpshooter
   – Spike Driver
   – Pile Driver
   
 – Added special blueprint item for Roider conversions
   – Can be bought at Union HQs
 – Added Massive Impact Deflection/Avoidance System (MIDAS) hullmod
   – A number after MIDAS indicates # of armor modules
 – Added Fighter Clamps hullmod – gives ship one or more wings of non-replaceable fighters
 – Added Roider Union encounter and market music
 – Added Midway mission
 – Added bar event to help find independent roider fringe markets
 – Other minor additions
 
 Changes:
 – Commission is now with Roider Union instead of independents
 – New sprites for existing ships, fighters, and weapons
   – Zap SRM
   – Bolt interceptor
   – Cyclops-class frigate
   – Bombard-class destroyer
 – Improved retrofitting
   – Now accessed from the bar
   – UI improved
   – Retrofits are now instant
 – Buffed Zap SRM’s EMP damage from 50 to 200
 – Buffed Bolt’s speed from 400 to 500
 – Nerfed Bolt’s engagement range from 4000 to 3000
 – Nerfed how much stuff independent fringe markets have
 – Made Roider Dives and Union HQ buildable
   – Union HQ requires buying the blueprint from an existing Union HQ
 – Improved Easy Prey and Eye of the Storm missions
 – Changed fleet names to clarify the faction of roider miner and patrol fleets
 – Reduced how many mining fleets spawn from Roider Dives.
 – Probably other stuff I’ve forgotten
 
 Bugs:
 – Fixed

Version 0.8.1
 Changes:
 – Made retrofit intel and UI more consistent.
 
 Bug Fixes:
 – Fixed crash when starting a new game with Nexerelin active.
 – Fixed a crash when a market has no faction.

Version 0.8.0
 The Roider Union returns!
 


Tiny update to make “The Hammer” a bit easier. You are no longer limited to three command points. Or any number of command points. ;)

Ho boy, “The Hammer” is one tough nut. Did you beat it yourself at normal fleet size (200)? Any tips?

I’ve only tried it twice, almost beat it the first time (I think the pirates had everything deployed or destroyed), but the second time I got my butt handed to me. I was doing it with battle size 400. I haven’t really done any sort of balancing on it, to be honest.

My strategy was to deploy cruisers, Enforcers, mining pods, and some Tarsi first, then deploy all the Buffalo (make sure you have enough DP to do so). I put down two defend points, one close to the middle of the map and one towards the rear. The Buffalo were assigned to the rear point and the rest to the front, then I just stayed near the front in the Eagle and tried to grind down the pirates.

Keep your shields down except when blocking missiles/asteroids and don’t be afraid to take a quick vent, because you have to keep firing.

I was trying it with only 3 command points, so maybe ordering the Ventures to escort you with the defend points for everyone else would work better.

The Lashers have more firepower than the Tarsi, but they’re more likely to overextend and die.

Warthogs are scary when you haven’t got all of the pirate’s (2) carriers.

Like I said, I haven’t tried it much. I’ll probably try again over the weekend once or twice. Any specific feedback on how unbalanced it is would be great. :)

Edit: For giggles I turned battle size up to 800 and played it. There were only 21 out of ~68 pirate ships left when I died. So bitterly-contested defeat for me. There were so many wrecks… I think a wreck hitting my engines is what killed me.


Any specific feedback on how unbalanced it is would be great. :)

Mh, yeah, first of all I don’t think it’s a good idea to use non-standard battle size for balancing. It feels too much like cheating if you expect players to do that.

Well, and it is too hard at battle size 200, I’m not sure if it can be beaten at all.

What is really fun about the mission is the asteroid storm. It is really cool if enemies die because you kept them distracted and unable to defend against it. Indirect kills.

What you might try to do is emphasize that more, e.g. by giving your side more fightercraft and the enemy more slow ships with a vulnerable behind. Maybe exchange the missile support Mk.IIs (at a “safe distance” they can only fire their Pillums anyway) for Pillum Condors.


Mh, yeah, first of all I don’t think it’s a good idea to use non-standard battle size for balancing. It feels too much like cheating if you expect players to do that.

Well, and it is too hard at battle size 200, I’m not sure if it can be beaten at all.

Ah, sorry about that. I play with 400+ battle size so much I’d forgotten what the default was. From now on I’ll always test at 200 first.

What is really fun about the mission is the asteroid storm. It is really cool if enemies die because you kept them distracted and unable to defend against it. Indirect kills.

What you might try to do is emphasize that more, e.g. by giving your side more fightercraft and the enemy more slow ships with a vulnerable behind. Maybe exchange the missile support Mk.IIs (at a “safe distance” they can only fire their Pillums anyway) for Pillum Condors.

I was a little hesitant about emphasizing the asteroids since the AI can’t see them, but the high speed asteroid impacts are really cool.

Going more strikecraft for the player’s fleet is what I should have done from the beginning. Especially since I’ve stated that the Roider’s focus is on carriers and ballistics. I’ll put in the Roider strikecraft, even though that will take some lore reworking (for what that’s worth at this early stage ::)).

Good ideas.

Spoiler: click to expand
Spoiler
I don’t normally release anything this unpolished, but I wanted more than one real mission. And a big mission like The Hammer is hard to balance, so the outside input is wonderful.

I downloaded this, and I can say I’m still having some trouble beating “The Hammer” Mission. It’s a ton of fun, and I almost pulled it off on my sixth(Latest) attempt. I ended up destroying everything but a bunch of talons, a condor, and two enforcers. I lost, because my heavily damaged ship took an asteroid to the face when i wasn’t looking. I’ve been playing on battle size 200, by the way.

It might just be me, but with the way the eagle is, I believe it’s worth it to simply strip off the ballestic weaponry on front, and toss the OP into capacitors and vents. Your phase lances already make mince-meat of everything, litterally one-shotting (D) frigates. The extra capacity and vents let you fire more times before having to back off to vent.

As for the first mission… kind of sad, but I still haven’t beaten it yet. Over-all I have to say I like the mod quite a bit. Especially the fact the asteroids flying by in “The hammer”.


I downloaded this, and I can say I’m still having some trouble beating “The Hammer” Mission. It’s a ton of fun, and I almost pulled it off on my sixth(Latest) attempt. I ended up destroying everything but a bunch of talons, a condor, and two enforcers. I lost, because my heavily damaged ship took an asteroid to the face when i wasn’t looking. I’ve been playing on battle size 200, by the way.

Glad you’re having fun! :)

It might just be me, but with the way the eagle is, I believe it’s worth it to simply strip off the ballestic weaponry on front, and toss the OP into capacitors and vents. Your phase lances already make mince-meat of everything, litterally one-shotting (D) frigates. The extra capacity and vents let you fire more times before having to back off to vent.

I think you’re right. The Eagle, being a “Custom” variant, is really intended to be as powerful as possible, whereas the other ships are intended to be trying to get by with open market weapons.

As for the first mission… kind of sad, but I still haven’t beaten it yet. Over-all I have to say I like the mod quite a bit. Especially the fact the asteroids flying by in “The hammer”.

The trick with the first mission is that the Tarsus can’t deal damage and the fighters can’t take hits. Try an escort order to reign in the fighters.


Beat it! The Hammer has fallen ;D

65%. Only with custom loadouts for all ships, though. Still don’t think it’s possible with a thematically fitting low-tech loadout.

Worked like this: First deployed a specialzed anti-armor wave that took care of the Hounds. I used three Mauler-Enforcers and Assault Cannon-Tarsuses. Then deployed my Eagle and further general purpose ships. Tarsuses got an extra rally point so they stayed in front to soak up damage and Reapers.

Eagle loadout was 3 Phase beams, 3 Mortars, Bulkheads and Conduits.

Was fun :)


Beat it! The Hammer has fallen ;D

Nice!

I probably would have done some work with the missions and released a version 0.5.2, but I’ve been wrestling with the Roider Frigate again. I’ll give you a little teaser: the probably final name for the frigate is Cyclops.

And for reference, the way I rate my missions is:
Easy = Autopilot wins
Medium = I can beat it if I work at it (and I’m not a bad player)
Hard = I could beat it in theory if I tried a lot
Impossible = Buffalo Mk. 2 vs Onslaught

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I'm done here.

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I beat it as well finally! 73%
I adjusted the eagle by removing it’s ballestics, and tossing the spare OP into vents and capacitors.
I deployed everything but the mining drones and a buffalo Mk2. I split my forces between two defense points with buffalos behind. I also moved my eagle between the points in the center.
The really hard part of the mission is keeping your eagle alive as you take out the destroyers and frigates that swarm the center.
 Usually the cruisers fall from salamanders/asteroids flaming out there engines.

I got some time to work on this mod yesterday, so the Cyclops Frigate is closer to done. It has excellent turret coverage, including a 360° medium turret, but lacks missile mounts.

Needs a lot of work still, but it’s getting there.


o.O Cool

Can’t wait to see it :)


New version up!

Changelog
Version 0.6
-Added Cyclops Frigate
-Added mission “Eye of the Storm”
-Added built-in hullmod “Roider AAA Software” – no function yet
-Changed Dozer Bomber loadout from 2x Harpoon MRM (Double) to 4x Harpoon MRM (Single) – slight buff
-Removed Harpoon MRM (Double)
-Removed mission “The Hammer” – still in “extras” folder
-Removed Roider Test Zones 2 and 3 (missions)


Steadily growing are we? I’m curious to see what this will turn in.

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