New system full of wrecks and salvage
Upgradeable faction colony structure
41 faction ships
8 hull mods
-Added a new kinetic interceptor, the Centurion as requested by Centurion Chet, Fighter Enjoyer – Though fragile, it is fast and deadly and equipped with a front shield to help stay in the fight
-Added a new bomber, the Blackburn as requested by Centurion Chet – Armed with Carronade torpedoes, equipped with a rear pd turret to defend against interceptors and an active flare launcher to fend off missiles
-Added a new rocket weapon, the Chet Scrap Launcher also requested by, you guessed it! – A cheap, fast, and terrible frag damage brawler weapon – Quantity over quality best describes it
-Fixed a minor error with the Skiff being described as a drone
-Fixed a couple spelling mistakes in the weapons descriptions
-Fixed the Inferno Rocket not rendering it’s missile before firing
-Added a turret sprite for the Volley Rocket
-Redesigned the Heavy Railgun with greatly changed stats to be a High Explosive version of the Hypervelocity Driver – The past version was the #1 complaint against CFT and now it fills a hole in the vanilla weapon lineup – win/win
-Added the two new fighters to the All Ships Image on the forum OP
I’mma try it out
Pets mod developer on the head and give it a cookie for being so productive. Good job, I am very proud of you!
Oh my, what an interesting collection of ships. I’ll make sure to give this a go.
Woot glad you like them, I spent a ridiculous amount of time trying to make them not a janky collection of haphazard sprites this time lol
Whoo boy this looks vanilla-friendly af, nice job King
I’mma try it out
Nice! Yea I was going for a more vanilla + friendly mod this time. It does need Nex to use the mining and other player made mod interactivity features but I am glad you like the aesthetic. I look forward to any opinions you may have after giving it a spin. I did my best to release a stable balanced(?) version but sometimes I get lost in the forest and miss things.
All your ships so thiccccccck
Lol ok I hope that is a good thing
When I am playing Nexerelin, it informs that the mod has an update but it sends me to the page of:
I think there is a mix up in the update url’s, or is it supposed to do that!?
Nope not at all. One of the issues of juggling 4 mods, I made an oppsie and cross referenced the wrong mod in the version file. Thank you for brining it to my attention, it is so easy to miss things. It’s why I have it flagged as a candidate and I really appreciate the free “beta testing” that players are willing to provide to help.
I am currently tinkering away on making the mod a little more efficient and I have a couple other tweaks I’ve done so I’ll fix this and bundle it all up into a 02 release and have it out later today.
Thank you both for your comments!
-Removed the repair gantry from the Draeck – Balance change, it did not make sense for a ship that small to have that many mods
-Added a new frigate sized logistics/mining ship the Bawley – Partially to make up for the loss of a small ship gantry but also to add a frigate sized miner for wolfpack players
-Increased the cargo space of the Danube – it was a little low for a logistics destroyer
-Adjusted the “Good trait frequency” for Starship Legends to be in line with CFT being a lightweight good shield smuggler faction
-Added the Scow, Shallop and Sloop to the list of ships that can be generally offered in the Starship Legends derelict bar event
-Added the Bolster and the Ironclad to the list of ships that can only be offered at a CFT faction bar in the Starship Legends derelict bar event
-Fixed several grammatical errors found in the ship and weapon description files – Should have done that before initial release sorry
-Cleaned up some of the CSV code – Essentially made it more efficient
-Modified the the med energy turret on the Clipper by widening it to match the med ballistic turrets – I also touched up the sprite work a little while I was there
-Did some minor touch up work on the Bolster’s sprites
-Fixed an issue with version checker – I had accidently referenced JYD instead of CFT in the file (I swear it wasn’t some marketing gimmick ) – TY andristzr for brining it to my attention!
-Re-designated the Ironclad from cruiser to Heavy Cruiser – I felt that the size and stats were a little out of line for a standard cruiser and the faction lacks a heavy cruiser so voila 2 birds 1 stone
-Changed the Firestorm Missile damage type from Explosive to Kinetic, raised the damage to 50, increased the charge down to 2, and reduced the ammo count to 180 – Rounds out the CFT missile lineup
-Removed two of the missile pods from the Freebooter – it was a little too much and needed a balance pass
-Replaced the built in hull mod, missile auto forge, on the Cog PD platform with expanded missile racks and removed the advanced turret gyros- Yet another balance pass change
-Added a new phase cruiser, the Vasa – Partially to replace the Ironclad’s slot as a phase cruiser but it adds a phase strike ship to the lineup
-Added a new missile focused capital ship, the Galleon – A back line capital that will stay out of direct combat while flooding the field with ordnance to tie up enemy PD systems and deliver extended long range damage
-Added a new light cruiser variant of the Apogee, the Odam – The faction lacked a medium/large scout/explorer ship
-Added a new hull mod that increases missile ammo storage by reducing cargo space – Since most CFT ships (especially the Bombard) have missile hardpoints this mod would allow them to be relevant longer
-Added a new hull mod that increases ship speed when at zero flux, Zeroflux (original I know) – Could be used for several applications but envisioned as a way to give a boost to fleeing ships like freighters
-Added a new hull mod that increases ship speed in combat, Booster Rockets – Similar effect of unstable injector but at a much lower OP and effect – UA and SO are incompatible
-Fixed an error with the Volley Rockets being labeled as Anti-Armor to Anti-Shield as they are Kinetic damage
-Optimized the script for the Pengersick system – Cleaned up some unneeded code and arranged the structure logically
-Did a spelling and grammar pass on the CFT hull mods and fixed some mistakes
-Raised the XP earned by salvaging the fields in Pengersick by 20% – Not game breaking by any means but it gives a new player a little head start
-Removed 2 duplicates from the list of screen variants and sim opponents – Just removing some unneeded bloat
-Updated the sprite for the Firestorm missile to reflect that it is a MIRV – The previous sprite only had 1 missile holder
-Updated the sprites for the Fog of War base and turret – In the editor they looked fine but in-game they were kind of a JYD early era blurry mess
Thus another faction gets added to my next run.