[Starsector Mods][0.95.1a]Epta Consortium – 1.5.2d – Balance

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The Epta Consortium defends artificial intelligence cores from Hegemony and Luddic Church persecution. Consortium ship shields use more flux but enhance vessel capabilities when struck, and Consortium phase ships have weaker hulls but coils that counter stresses and enable special features.

A True And Accurate History of the Epta Consortium:

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This TriNet informational is sponsored by the Zeta Computing Combine, an Epta Outfit. Premium automation at practical prices.

During the First AI War, a legendary Conquest-class battlecruiser led a devastating series of offenses against Hegemony forces under the command of Commodore Jensulte. This mysterious battlecruiser was named Gaia Epta, and it was rumored to have been heavily modified by AI. By the final of the war, Hegemon Kali Molina decided to deal with the vessel once and for all, assembling a task force of three fleets to ambush and destroy its forces. These fleets met the Gaia on the edge of the core worlds and fought for many hours, with heavy casualties being sustained on both sides after several hours of combat. Eventually, Gaia Epta and its fleet were whittled down to just the flagship and a lone Glimmer. In a last ditch effort, the Glimmer was ordered to perform a suicidal attack against the remains of the Hegemony task force, buying enough time for the Remnant Conquest to escape, albeit in a heavily damaged state. The Gaia was considered destroyed on all official records and quietly drifted through hyperspace, barely able to power its systems.

Several cycles later, during the Casus Belli instigations, an anomalous fleet led by the Gia Epta Fthano began colonizing planets in the Alicerce system. When a nearby scavenger ship reported the appearance of this fleet and its legendary flagship to the Hegemony, the news spread like wildfire across the sector. Luddic priests claimed that the fleet was none other than the Gia Epta Fthano reborn, and that its demonic AI technology would spell out the death of the sector. However, the response from the newly colonized Alicerce system was not a declaration of war, but rather a request for peace. A claim that won over the Persean League and Tri Tachyon Corporation, but left the Luddic Church and Hegemony unconvinced and wary of their intentions.

In a joint operation between Hegemony and Luddic Church forces, a grand invasion fleet assembled outside the Alicerce system, intent on wiping out the AI sympathizers and eradicating the system of the living technology they resented and feared. This time, however, the invading forces didn’t get the opportunity to fire a single shot, as a powerful and sudden EMP burst from the Gia Epta Fthano rendered their fleet completely inert for several hours. In the moments following the strike, as scores of heavily armed battleships sat helpless in empty space, an unnamed alpha-level core and a human who identified themselves only as “Epta” sent a transmission out to all vessels in the invasion force. Their message was the following: “We of the Epta Consortium desire only peaceful coexistence between Humans and Artificial Intelligence. To that end, we have settled in the Alicerce system and claim it as our own. The Hegemony and Luddic Church invaders should kindly return to their home systems, as we pose no threat to the rest of the sector. Allow us to continue our work in peace, and war will be unnecessary.”

After the message was broadcast, the Gia Epta Fthano left the system, having drained all of its remaining resources into the single salvo that disabled an army, disappearing into hyperspace as a likely martyr for the Epta Consortium. The Hegemony and Luddic Church fleets reconsidered their invasion, and eventually the two factions allowed terraforming efforts to begin in the Alicerce system under the supervision of the newly established pseudo-government known as the Epta Consortium.

This informational is not to be interpreted as a bounty contract or call to violence, and no payouts will be made for kinetic actions taken by readers. Submit your bid-preferences to an affiliated marketeer-personae now to subscribe to the Zeta Computing Combine’s most-favored customers list. This informational is not a legally binding contract outside of the Supra Directvum EpLegal jurisdiction.

Note: This mod can be used in an existing save. The faction will be spawned upon loading the game.

Note 3: Forum is outdated, 1.6.0 related versions are disponible in discord server (Aka USC)
   

Epta Shield Engineering

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The new developments from Epta engineers now allows their ships to harness power from their shields. Recent shield damage taken is converted into bonus stats for the ship depending on its size:
-Frigates gain bonus speed and acceleration
-Destroyers gain bonus weapon damage
-Cruisers gain bonus fire rate and projectile speed and a flux cost reduction to fire weapons
-Capitals gain bonus flux capacity and dissipation

AI Integration

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The open research into AI technology allowed the Epta Consortium to develop secure bonds between human officers and AI personae, letting admirals integrate AI cores into non-automated ships for an increase in their performance:

Epta Phase Technology

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The new patented Epta phase coils have several modifications in their models, allowing further augments, compared to the old types presented by Tri-Tachyon Corporation. They offers advantages in speed, by the absence of phase coil stresses, as well reduction of peak performance time decay, and an alternative protection, by using microshields.

– Absence of Phase Stresses and reduced PPT decay:

Unshackled use of Alpha cores by the Epta Consortium has resulted in numerous ground-breaking patents related to phase coil technology, all made with no official assistance by the Tri-Tachyon Corporation. Significant reductions in phase coil stress and peak performance time decay, combined with increased speed, result in lethal levels of battlefield mobility and sustained combat power. While significant armoring is impossible with the new Epta phase designs, novel microshield technology provides a skin-level of protection over phase ship hulls.

– Microshields:

An Epta phaser is naked without her skin-tight microshields. Less vulnerable to kinetic damage than traditional shield types, and significantly lighter than physical armor, regenerating microshields allow phase ships to have regenerating protection even while out of phase.

Hullmods

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Automated Mothball

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Upgraded Shields

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Polarized Shields

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Scatter Targeting Device

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ER Targeting Device

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Shield Redirection Adaptation

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Systems Overflow - Accelerator

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Stabilized Phase Coils

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Stress Redirection

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Weapons

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Energy:

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Arkhos Shockwave - 30 OP (Large)

Menophyllis - 25 OP (Large)

Heavy Jocasta - 15 OP (Medium)

Acaulis Pulse - 14 OP (Medium)

Laskaris Blaster - 12 OP (Medium)

IR Acaulis Array - 9 OP (Medium)

Antimatter Spitter - 9 OP (Small)

Light Jocasta - 8 OP (Small)

IR Acaulis Pulse - 6 OP (Small)

NT Pulse Array - 4 OP (Small)

Ballistics:

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Cryptodeimos Gauss Cannon – 35 OP (Large)

Glaucus Ultra Autocannon – 27 OP (Large)

Glaphyra D.S – 6/14/20 OP (All sizes)

Cinereus Howitzer – 12 OP (Medium)

Flekker D.S.S – 8 OP (Medium)

Ajax Howitzer – 7 OP (Small)

Scala Autocannon- 6 OP (Small)

Brachinos Machine Gun – 3 OP (Small)

Missiles:

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Rhiza Smart Cannon – 25 OP (Large)

Hedra MRTs – 5/12 OP (Small and Medium)

Zeva SRTs – 3/12 OP (Small and Medium)

Macroura MRMs – 3/8 OP (Small and Medium)

Cinis – 7 OP (Small)

Frigates:

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Acanthis

Anemoi

Rhada

Destroyers and Cruisers:

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Selene

Kataigida

Halcyon

Agrios

Eagle (7s)

Nikephoros

Capitals:

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Conquest (7s)

Aeolus

Takeshido:

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Takeshido is an enterprise created by Hiro Kao, with the goal of returning the ancient racing culture from the Old Earth epoch. Takeshido ships have modified hulls and upgraded engines to allow high speeds both in and out of combat, as well as built-in autoforges that slowly fabricate ammo during battles, at the cost of greater vulnerability from EMP attacks and less hull and armor integrity. This is a subfaction from the pirates, and is located in Meiyo Starsystem.

Disclaimer: This subfaction is inspired in Bushido, crew that is present in Need for Speed Carbon, the context of both games are not related, this is a parody of it in Starsector.

Lore:

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In the aftermath of the Second AI War, tensions between the major factions gradually settled, and a fragile peace held throughout the sector. This peace, however, made room for certain enterprising individuals to carve out a niche for themselves while the major governments were focused on their internal affairs. In a strategically uninteresting star system named Meiyo, a number of such individuals gathered and began to organize both legal and illegal races. Through a few years of headhunting the brightest and craziest mechanics in the sector, a faction led by the eccentric Hiro Kao took form in the Meiyo system and began to produce high-quality racing ships.

The budding faction of racers took the name Takeshido, after an Old Earth street-racing group by the same name. Hiro Kao himself even claimed that he was a descendant of the legendary Kenji Kao, an ancient street racer that allegedly ruled the scene for years until a fatal crash. Hiro aims to return the long-forgotten "car culture" to the sector in an updated form, racing high-powered starships across interstellar vacuum instead of cars across the tarmac.

To this end, Takeshido pilots regularly tune their already excessively fast ships right up to redline, and the Meiyo system has a well-funded RnD industry focused on churning out everything and anything in the way of speed. Of course, the credits do have to come from somewhere, and Takeshido has developed a good reputation as contraband smugglers, simply using their souped-up ships to outrun any authorities that try to catch them. Thus far, their record has been nearly spotless, managing to leave everything from Hegemony task groups to Remnant ordos in their dust.

Ships:

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Hullmods:

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Armored Missile Warheads:

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Fowarded Focus Thrusters

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Overcapacity Missile Racks:

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System Customization - Charges:

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System Customization - Cooldown:

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Systems Overflow - Safeties:

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Travel Customization:

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Tuned Travel Drive:

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Fighter Customization:

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Flightdeck Overhauling:

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Heavier Fighter Ordnance:

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Magic Bounties:

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These special ships will appear as unique optional challenges and rewards for the ambitious starfarer.

Change Log:

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1.5.2d Patch: Cryptonite EMP

– Removed the EMP effect from Cryptodeimos Gauss Cannon

1.5.2c Patch: Omega Misc

– Fixed Ananke’s hullmod causing nullpointers when trying to show up it description
– Renamed “Omega Integration” hullmod to “Divinity Core Integration”

1.5.2b Patch: Hotfix 2

– Fixed Marksman Core improving shield eff, instead of degrading
– Fixed Systems Overflow – Safeties not being able to be installed
– Fixed Omega cryptodeimos dropping in events or such
– Fixed Nullpointer Exception from Cryptodeimos shooting against shieldless ships
– Fixed Znulls dropping with no reason

1.5.2a Patch: Hotfix

-Corrected AI integration DP costs to 15%, 10%, and 5% insread of 2000%, 1000%, and 5000%
-Aeolus nerfed further, with flux reduced to 22500 and shield efficiency reduced to 1.0.

1.5.2 Patch: BALANCE AND AI INTEGRATION CHECK 1

NEW CONTENT

-Marine VR simulation hullmod – gives free XP over time.
-Wolfpack Marksman Core, boosts the range of smaller ships significantly, at the cost of defenses.
-Antimatter Compensator, reduces base speed but significantly increases zero flux boost. Good for larger ships to reposition on the battlefield.
-Advanced stabilizers removes all recoil and increases projectile speed. Hefty OP cost, massively reduces turret turn speed.
-Lightweight Targeting Unit added – strictly worse than the ITU, but less costly in OP.

BALANCE CHANGES

– Nikephoros Phase Carrier
– – Now has destroyer AI, not cruiser AI. Hopefully this makes it less stupid aggressive. I have no idea if this actually works.
– – Buffed phase cloak cost from 0.06 to 0.05
– – Buffed OP allotment from 140 to 145. Variants adjusted in response.
– – FP in autoresolve buffed to be comparable to Halycon

-7s Conquest
–DP increased to 50
–OP reduced to 270, variants changed to match

-Aeolus
–DP increased from 50 to 65, maint reduced to 40.
–OP reduced from 350 to  260.
–Hull reduced from 15000 to 10000
–Base flux reduced from 25000 to 22500
–Shield efficiency nerfed from 0.95 to 1
–Large Universal Integration nerfed to Large Hybrid Integration (medium energy integration will be added once we get the hullmod icon made)

-Reduced autofit priority and prevalence of Acaulis Pulse. Shield pierce removed. Fire delay reduced from 4 to 2.5. Now does 1.5 times damage to shields and 3 times EMP damage on hull. Damage increased from 100 to 200.
-Cryptodemos EMP shield pierce now depends on target hardflux percentage, significantly nerfing the weapon. OP cost reduced from 35 to 32.
-Hedra OP cost reduced from 12 to 10.
-Zeva SRT cost reduced from 12 to 7, due to how terrible it is against PD defenses.
-Custom maneuver systems added to Takeshido fighter to make them even faster and more erratic.
-Small IR Acaulis range nerfed from 600 to 500
-Medium IR Acaulis Array refire delay nerfed from 0.20 to 0.25. Flux cost per shot increased from 45 to 66. PD tag removed.
-AI integration now inflicts DP penalty – 5% for gamma cores, 10% for beta cores, and 20% for alpha cores.

OTHER CHANGES

-AI integration code changed – we are greatly hoping that this fixes the “can’t install ai cores if you only have one” bug and several other issues.
-Misc grammar/spelling fixes to hullmods. Color highlight usage toned down for readability.
-More warnings in case you accidentally encounter placeholder/hidden text.  Also, more hidden placeholder content.
-In Nex, Epta can now temporarily ceasefire with the Hege and Church, though extremely negative weighing on Nex events make it inevitable for hostilities to restart. Path still permahostile.
-Moved Takeshido station further apart again, to prevent overlap.
-Onto ship removed due to being broken.
-If you see a batman shaped ship, references to Michael Bay, or any other oddities, something has gone wrong and you are seeing placeholders or dev tools
-Hullmod descriptions are not rainbowed anymore

1.5.1 Patch: We can’t leave without needing to fix something

 BUGFIXES

Stopped single wing Takeshido blueprints from dropping as loot in research stations and such.
Fixed Epta market flavor descs: they will now be appropriately random.
Stopped Takeshido hullmods from appearing in Epta open markets.
Fixed system cooldown and system usages hullmods – certain values were reported to have been inverted.
Epta markets will now sell a variety of wings on the open market instead of only the Gyrinus, as lovely as it may be.
Fixed Arkhos’ on hit effect.
Fixed a bug where one of the jump points was glued into the sun in hyperspace.
Alicerce now looks less ugly.
Fixes to certain descriptions.

BALANCE TWEAKS:

Nerfed Garage base cargo from 15000 to 7000.
Increased Leto salvo size from 3->4.
Lowered BR97 OP cost from 15 to 8, adjusted garage variant to match.
Nerfed IR array (medium) from a fire delay of 0.21sec to 0.25sec.
Nerfed IR acaulis pulse (small) from a fire delay of 0.4sec to 0.45sec.
Bright Burning now grants increased acceleration and top speed and grants a bonus to all weapon types rate of fire based on current speed
Added Bright Burning systems to Takeshido fighters and strikecraft, replacing the vanilla plasma burn.
Reduced Hobi fighter wingcount from 4 to 3, increase replacement time from 5 to 8 seconds.
Fixed a number of Epta variants with useless hullmods, such as polarized shields on phase ships.
Changed Hedra Pod’s damage per missile to 1000, was 2000

OTHER
Moved Garage start from Combat (Large) to Carrier (Large)

1.5.0 Patch: Super Strikecraft Syndrome

Fixes:
-Having armament support from Mayu’s hullmods and an Epta AI integration now no longer causes you to be assaulted by an angry blacksmith (this is not a joke.)
-Quickstep drive no longer prevents increasing flux stats and no longer freezes the ship when ended manually.
-Unofficered gamma cores now grant an 8% bonus instead of a 53% bonus. Whoops.
-Procuring integrated variants of epta ships no longer crashes the game (rare bug, also fixes minor incompatibility with prv.)
-Alicerce jump points are now correctly labelled.
-Kite (7s)’s shield power now decays properly.
-System customization cooldown and charges no longer have inverted values.
-Planets in meiyo and alicerce are now appropriately sized.
-Epta now no longer causes pirates to overuse shadowyards ships. Thanks to Liz for catching this.

Reworks/changes:
-Aeolus’ system now actually gives it timeflow mult, has a reduced duration, and charges more slowly. increased Aeolus’ base speed and turnrate to compensate.
-Cryptodeimos now has 100 less range while on an energy mount.
-All the enemies in The Gift (mission) now spawn at once (this isn’t a joke, welcome to kill mode.)
-Takeshido ships now require extra dp and recovery costs and drive more like cars while moving forwards.
-Glaphyra’s fire rate has been changed.
-Ir Acaulis Pulse nerfed from 3 shots per sec to 2.5 shots per sec and to 1.1 eff.
-Reduced Rhiza smartcannon projectile health from 400 to 150.
-Systems Overflow:Accelerator now grants +30% ROF for energy and ballistic weapons, +30% damage and +30% flux cost for beam weapons, and -20% flux capacity for its ship.
-Glaucus Ultra Autocannon from 1.0 eff to 1.1 eff and refire delay from 0.4 to 0.45.
-Increased rep gain rate for Ananke.
-Epta phase coils now have new sprites.
-Reduced the resources and population of the Meiyo system.
-Swapped refining and fuel production on certain Epta worlds.
-Reduced the spawnrates of takeshido ships.
-Added waystations to the meiyo system.
-Changed some relations between Epta and modded factions
-Fixed the rate at which Epta weapons appeared on npc ships.
-Takeshido can now be disabled in settings. No random pirate spawns with Takeshido ships will appear.
-Takeshido planets now have a Raceway custom industry that spawns Takeshido only patrols. Icon a placeholder for now.
-Added pirate starts for Takeshido ships (including one for the new Takeshido carrier and all new strikecraft.)
-Added Epta starts with their new carriers.
-Added Epta missiles to some Epta ship variants.
-Added testing mission where Epta or Bushido player fleets can face off against randomly generated enemies. Much thanks to DR for the Imperium code.

New Content:
-8 new Takeshido strikecraft/fighters that are based off of street racers (strikecraft variants will only appear in game if you have Armaa installed, they will NOT crash your game if you do not have it installed.)
-1 new takeshido capital carrier with extreme speed.
-2 new Epta phase carriers with an auto recall hullmod.
-8 new Epta fighters.
-1 new Epta strikecraft with an HF sword.
-3 new Epta missiles.

1.4.6 Patch:

– Fixed alpha cores randomly getting vored.

1.4.5 Patch:

-Fixed quickstep drive fixing certain stats to specific values (this occurred due to a temporary workaround to a problem which we no longer have to deal with, therefore the workaround and its associated problem is gone.)
-AI integration is now no longer Smoddable (you already shouldn’t have been smodding it, but it came to our attention that hullforge sometimes does that anyways.)
-Epta Shield Engineering has been buffed by 37.5%
-Epta Shield mastery has been buffed from 50% of engineering bonuses to 75% of engineering bonuses. Also increased its charge time and its active duration.
-Fixed a bug with epta shield mastery where destroyers were receiving much smaller buffs than intended
(Opted not to display the buffs of shield mastery on the HUD since there were too many of them)
-Nerfed arkhos burst delay from 0.08 to 0.1 and reduced its arc range from 1000 to 700.
-Ananke now uses an actual variant instead of a 3 minute hackjob.
-Sever’s Fusillade Burst system now has a shorter charge up time (from 1.5 to 1.0) and deals slighty higher damage per shot (from 0.33x to 0.44x). Additionally, small mounts will fire less and large mounts will fire more (relatively.)
-fixed all remaining bugs concerning ai cores being refunded and taken.
-increased active duration of quickstep drive.

Hotfix from a hotfix (1.4.4):

– AI Integration now refunds AI cores when removed.
– AI integration calculations now work properly with skinshield math.
– Ship variants with integrated AI cores will now spawn.
– Laskaris flux efficiency nerfed to 1.1
– Epta ships and phase ships stats now applied properly when the Speed Up mod is used in combat ie. adjusted the recharge rate and active duration of some systems and the decay rate of Epta Shield engineering.

– Fixed Meiyo’s double spawn when a legacy save was loaded.
– Fixed Shield Redirection Adaptation’s reducing weapon to nerf.
-Epta now compatible with Nex random mode, Meiyo will no longer spawn during random mod.
-Emergency fix to crash upon loading game. Very sorry for the inconvenience, changes to workflow have been made in response.
-Added new mission called “The Gift,” which unlocks a powerful new supership.

– Nerfed Conflictor:
* Reduced speed to 195.
* Increased DP to 15.
* Composite large slot changed to Hybrid.
* Hybrid small slots changed to Composite.

Returned to 1.4.2, reverted 1.4.3 changes

1.4.3 Hotfix n3

– AI Integration now refunds AI cores when removed.
– AI integration calculations now work properly with skinshield math.
– Ship variants with integrated AI cores will now spawn.
– Laskaris flux efficiency nerfed to 1.1.
– Epta ships and phase ships stats now applied properly when the Speed Up mod is used in combat ie. adjusted the recharge rate and active duration of some systems and the decay rate of Epta Shield engineering.

– Fixed Meiyo’s double spawn when a legacy save was loaded.
– Fixed Shield Redirection Adaptation’s reducing weapon to nerf.
-Epta now compatible with Nex random mode, Meiyo will no longer spawn during random mod.

– Nerfed Conflictor:
* Reduced speed to 195.
* Increased DP to 15.
* Composite large slot changed to Hybrid.
* Hybrid small slots changed to Composite.

1.4.2 – Hotfix n2

– Artifact 333s pilot is now reckless. Also drastically reduced its missile range, but increased its damage.
– Makes Epta hardcapped to be vengeful towards hegemony and Luddic Church/Path.
– Buff Epta in campaign by giving it some more colony items and AI cores.
– Changed ships with the Intercept Burn system.
– Hardcap relations with Persean League and Tritach: lore-wise, League should not attack Epta.
– Changed Laskaris Blaster’s efficiency to 1.1.
– Tweaked epta phase ships: They no longer have hull regen, but their microshields have higher base capacity.
-Fix Masamune’s shotguns not firing.
– Fix Takeshido’s starsystem having Kesseki very close to Oashisu.
– Re-added Eagle (7s) with a new sprite and system.

1.4.1 – Hotfix n1

Changed the Shield Redirection hullmod to affect weapon cost instead of flux.

Nerfed Epta Commissioned Crews bonus.

Nerfed Takeshido spawn rate in pirate/black markets.

Storm Pulser no longer spawns in caches.

Reduced OP cost of Filghtdeck Overhauling and Overcapacity Missile Racks.

AI integration should be compatible with all ships now.

Epta now has the “Likes AI” trait.

Fixed blueprint packages not containing weapons.

1.4.0 – Starring, Epta Consortium

New sprites for Epta ships.
New graphics for Epta Ships.
New ships: Aeolus, Buffalo (7s), Phaeton (7s) and Odyssey (BHD).
New phase cloak system.
New Epta weapons.
New Takeshido gear shift engine system.
Takeshido is now a pirate subfaction.
New ship system for Sever.
Added Epta and Takeshido blueprint packages.

Fixed Agrios’s ship system.
Fixed spawn from Epta ships.
Fixed Alicerce and Meiyo starsystems.
Fixed and remade most of the descriptions in this mod.
Fixed starts with Epta not having reputation.
Fixed preset variants being over OP.
Misc other bug fixes.
New music.

Officially, the balance changes will be tracked, starting from this update.
Conquest (7s) now have a new sprite, ship system and weapon mounts. DP changed to 43.
Agrios now have 200 OP and reduced DP to 25.
All Takeshido ships got changes by the new engine mechanic.
Epta Phase cloak system not have phase coil stresses anymore.
Adjusted gun flux efficiencies across the board.
Buffed emergency teleport system.

1.3.0 – Great Changes

– New mod name: The Epta Technologists.

– Resprites for:
Kataigida
Instigator (Rhada)

– Changed names:
Instigator -> Rhada
Windflow -> Anemoi
Sparrowed -> Acanthis

– New ships:
Agrios class cruiser – Devastating burst damage through use of its Fast Loader system.
Selene class destroyer – One of the fastest destroyers of the sector; it can use an Epta-unique Engage Drive system to pressure even the fastest frigates.
Theraphon class phase freighter – Best described as a combination of the Colossus freighter and Revenant Phase Tender. It can also use its emergency teleporter to escape from unwanted encounters.
Tychon class phase tanker – A multipurpose tanker designed to support ground forces with its built-in weaponry and store enough fuel storage to supply an entire fleet. It can also use its emergency teleporter to escape from unwanted encounters.

– Rebalanced ships:
Anemoi – Reduced DP to 6 (was 10) and reworked flux stats (now has 4000 capacity and 220 dissipation.)
Rhada – Reworked flux stats (now has 2400 capacity and 300 dissipation) and reduced max speed values (from 180 to 145.)
Kataigida – Reduced DP to 11 (was 14) and reworked flux stats (now has 6500 max capacity and 500 dissipation.)
Acanthis – Reduced DP to 5.
Ransom: Reduced mobility (including max speed and acceleration) and changed its system to “Fast Missile Racks.”
Masamune: Reduced DP for 25, changed the range and fire rate for its shotguns.
Sever: Increased DP to 30, it is incredibly strong, matching even capital terms of firepower, justifying this increase.

– Rebalanced Hullmods:
Polarized Shields: Increases flux stats up to 25% with a 50% of hull penalty (no more armor penalty), and increases CR decay rate.
Overcapacity Missile Racks: Now reduces missile fire rate by 25% and speed by 15/10/5/5 depending on hull size

– Campaign level:
Fixed phase ship spawn rates.
Ship prices got adjusted.
Variants changed.
Fixed Magic Bounties, now Masamune and Sever can be fought directly.

-Misc:
New theme music for Epta.
Remade variants for Epta ships.
New animations for the Acanthis.
Rewrote the text of most hullmods.

1.2.0 – Epta Changes

Hullmods:

New Layout for hullmods: now they appear with more useful information and are simpler to understand.
Fixed Systems Alteration – Cooldown not longer incompatible with itself, my goodness XD.
Hullmod changed – Forced Shield extender: Renamed to Upgraded Shields. Oncreases the unfold arc and speed.

Balancing:
Epta Shield Engineering: Reduced flux buffs to 40%, reduced shield debuff to 55%.
Takeshido Overhauling: Increased time to reload missiles to 2 minutes per reload.
Overcapacity Missile Racks: reworked – now increases missile capacity by 35% for every 100 cargo holds removed to a maximum of 100%, also changed its Ordnance Points cost.
Epta Phase Ops: Modified hull regeneration: 2% for frigates, 1% for destroyers, 0.5% for cruisers, 0.25% for capitals.
Instigator: new sprite and modified weapon mounts – now has 2 mediums and 1 small, and reduced flux capacity and price in markets.
Sparrowed: Reduced price in markets.
Windflow: Reduced price in markets.
Ontos: new sprite and variant;
Masamune: increase supply cost and fleet points. Its system now drastically increases its speed for a short duration and then lets it use its new built in shotguns.
Burst Siege System: Removed the range bonus.

New Ships:
Kataigida destroyer, a very pretty ship that packs a hefty punch.

New Magicbounty Bounties:
Masamune, Sever, and Ransom are now all obtainable through bounties.

Graphics:
Original Epta vessels now have new animations for shields and thrusters (with more animations coming for systems and other ships from epta, takeshido, and beyond).
Campaign contrails adjusted.

Descriptions:

Shortened planet descriptions so that they no longer take up 5 pages.
Fixed more nitpicky details.

Musics:
Epta Tech now has its own music;
nixine does vgm’s Stardust Speedway – Bad Future – US version, author allowed it usage
KingMeteorStudios’s Stardust Speedway – past – a music for Sonic CD, author allowed it usage

1.1.4 – Here we go:

Fixed:
More descriptions.

Rebalanced:
Competitor’s Bright Burn – Fixed.
ER device – Now increases flux cost from energy weapons.
Heavy Fighter Ordnance – Nerfed damage and fire rate. Increased speed penalty.
Flight Deck Overhauling – Increased debuffs.
Forward Focus Thrusters – Guidance degradation reduced, speed reduced to 75%.
Shield Redirection Adaptation: Increased shield efficiency penalty to 35%.

Added:

Kyma MRMs – small missiles that discharges EMP bolts.

1.1.3 – Another fix.

Fixed more hullmod descriptions.

Competitor’s Bright Burn ship system, fixed (thanks to how are baguettes even real)

Fixed more descriptions for planets and ships.

Added weapon: Moerbeke Rainmaker
Added ships:

– Ontos gunship destroyer
– Conflictor phase modified frigate

Hullmod rebalance: Scatter Device:

Now reduces energy weapon range by 25%, but increases damage by 35%.

1.1.2 – Another fix:

Fixed known Takeshido fighters.
Fixed planet descriptions.

Added a new vessel, Overloud (BHD)

1.1.1 – “hot”fixes and remakes:

Modified ship sprites from Takeshido

Fixes in hullmod descriptions.

ER Targeting device rebalanced:

Applies to energy weapons only, increasing base range by 200 but reducing RoF by 20%. Intended to balance energy weapons against ballistics.

1.1.0: Great changes coming along:

-Added Bushido, a faction derived from Need for Speed Carbon, that focuses in speed, missiles, LPCs and sleek modified ships. The second faction of this mod comes with
11 more hullmods, enhancing your refit possibilities. Happier Falcon (P)s are now possible.

-New System: Meiyo. Can be found in the core worlds, with 4 Bushido markets containing new hullmods and ships.

-Forum topic post polished.

fixes:

Planet descriptions from Alicerce star system in process to be remade

Weapon descriptions remade.

1.0.2 – Another fixes and rebalance:

Hullmods:

– Shield Redirection Compensation: Yenamed to Epta Shield Engineering. Description remade to reflect this.
– Epta Phase Ops: Removed cloak activation and upkeep costs. Description remade to reflect this.
– Hullmod descriptions remade by Jameson.

– Rebalances:

Shield Redirection Adaptation: Was a 50% shield efficiency reduction, now changed to 25%
Stabilized Phase Coils: Was a 20% reduction in phase sustain cost, now changed to 25%.
Polarized Shields: Was a maximum of 35% flux capacity and dissipation increase, now changed to 50% respectively. Significant buff, shown in 3rd preview video.
Forced Shield Extender: Was a 50% buff to unfold and turn rates of shields, now changed to 25%
ER Targeting Device: Was an increase of flux cost by 5/7/12/20%, now changed to 2/3/5/8%, energy weapons are flux hungry already XD
Scatter Targeting Device: Was a range reduction of 15%, now changed to 10%

Description Changes:

Lore: Faction lore tuneup, lots of new writing.
Ships: Sparrowed, Windflow, Competitor, Instigator and Shadowpry.

3rd preview video containing new changes.

1.01 – Fixes below:

Several text proofreading made in hullmods, made by Jameson. Made a great help, since now the descriptions is way better. Changes occurred in;

Scatter Targeting Device
Automated Mothball
Forced Shield Extender
Polarized Shields (reflecting stat changes listed below)
Systems Overflow – Accelerator
Stabilized Phase Coils
Stress Redirection

Ships and systems;

Instigator: Added Shield Redirection Compensation to match other Epta vessels.
Burst Siege (Sparrowed): Increased cooldown to 16.

Polarized Shields hullmod rebalance;

Hull and armor penalty reduced from 50% respectively to 25% respectively.
Flux capacity and dissipation bonus nerfed from 50% respectively to 35% respectively.
Removed weapon cost increase.

Stress Redirection: increased speed compensation, up to 85%

2nd preview video containing new changes.

Campaign:

Changed spawn rates of ships, hullmods and weapons;

Tired of seeing several dooms everywhere? It is, in theory, fixed. Fewer phase ships appear now.
Increased weight of Epta Tech hullmods relative to vanilla hullmods.
Nexerelin faction mining ships dealt with.

First reveal: Added the Epta Technologies. Preview below:

Credits:
xSevenG7x - Mod Creator, Spriter, Semi Coder, Lore keeper
Jameson and Aliyah - Text Guardians
Dalton - Advanced Coder, Dark Magician of the Java Lands
HuginBlar, Omega - Spriters Extraordinaire, Frontline Testers
NuclearStudent - Campaign Code Dudeguy
Avanitia and sheeptato - Beta Guardians

More acknowledgements in readme file!

Musics:
Epta friendly: Frogger's Adventures The Rescue OST - Metro-Mayhem 3
Epta Neutral: Legend of Zelda Remix, Lost Memories~ Sacred Grove - Lil Bounder
Epta Hostile: Sonic 3D Blast (GEN) - Volcano Valley [Bad Future Remix] - KingMeteorStudios

Disclaimer: DELETE THE OLD MOD FILES AFTER UPDATING, THANK YOU^^

P.S: Both Epta and Takeshido factions and contents are toggeable in data/config/ModSettings, if you not want some of the factions, that is a way to do so.


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Ships and hull mods look good. Its also an interesting concept, will try it on my next session.

Ships and hull mods look good. Its also an interesting concept, will try it on my next session.

Nice that you like, my plan is doing more factions, with more concepts of hullmods, soon, this mod will have another faction, the name of it is mentioned somewhere in the preview, try to discover it


Ships and hull mods look good. Its also an interesting concept, will try it on my next session.

Nice that you like, my plan is doing more factions, with more concepts of hullmods, soon, this mod will have another faction, the name of it is mentioned somewhere in the preview, try to discover it

Commodore Jensulte?


Ships and hull mods look good. Its also an interesting concept, will try it on my next session.

Nice that you like, my plan is doing more factions, with more concepts of hullmods, soon, this mod will have another faction, the name of it is mentioned somewhere in the preview, try to discover it

Commodore Jensulte?

This one is mentioned in the lore from Persean Sector, check out:

https://fractalsoftworks.com/2017/08/16/a-true-and-accurate-history-of-the-persean-sector/

A tip for find the name of the faction, check the names that appear meanwhile the video continues, you will find it


I'm not a big fan that most hullmods have strong negatives. They are competing with OP that can be used with the good, flat bonus vanilla hullmods and/or flux. I feel that custom hullmods need try following on the footsteps of SO, strong negatives require strong positives, otherwise I'll just skip on the hullmod.

I'm not a big fan that most hullmods have strong negatives. They are competing with OP that can be used with the good, flat bonus vanilla hullmods and/or flux. I feel that custom hullmods need try following on the footsteps of SO, strong negatives require strong positives, otherwise I'll just skip on the hullmod.

In this sense, I tried to balance the hullmods, for not making them overpower, I tested everyone against vanilla vessels, and the results was good. But, I can rebalance for better so, thanks for the feedback.


Update! Version 1.1.0, adding a new faction

 ??? ... isn't 'Travel Customization' simply a better form of 'Augmented Drive Field'?

As in, +3 burn for 30 OP instead of +2 burn for 40 OP (assuming a large capital ship).


These ships look pretty interesting. Also a Doom variant that heals itself slowly? That's absurdly broken. I want it.
Bushido has a nice color scheme to it and speed focused ships don't seem to bad. I'll give this mod a try since I'm starting a new run pretty soon anyway.

I'm not a big fan that most hullmods have strong negatives. They are competing with OP that can be used with the good, flat bonus vanilla hullmods and/or flux. I feel that custom hullmods need try following on the footsteps of SO, strong negatives require strong positives, otherwise I'll just skip on the hullmod.

I do sort of agree with this though. To an extent. I looked at the hullmods and some seem reasonable, others are a little too far in my opinion. More missiles for the removal of cargo holds? Wouldn't be all that bad, but that's still a somewhat variable price to pay. A non-combat price at that. Sometimes somewhat steep depending on the ship. I would think that combat hullmods should have only combat pros and cons, not out of combat ones. As for the armored missiles, reduced damage by a hefty 25% is a pretty hefty price to pay on your very limited ammo, even if you opt out of having cargo holds. Seems like adding more armor would make more shrapnel, so maybe it would be fair to just replace a portion of the damage with fragmentation damage? Still not a cool thing to pay, but it's not outright deleting damage.

The scatter targeting device seems like it would be a bit too good though. It's quite uncommon for anything to have a flat damage boost in a hullmod. I haven't tried it out, so who knows, but 25% more damage for 10% less range on any energy weapon seems like it would make energy weapons sling way too much pain better than anything else could dream of. Especially with some of the large energy weapons. Then use high energy focus, it would just melt basically anything.

Although I will give all this mod a shot and more than likely write another long winded comment about my experience. Also if all of the things I have said about your hullmods are exactly the way you want them to be, that's okay. All the ones I have not mentioned seem relatively in the right place or I would have to try them out before saying anything on it.


So is no one going to mention that the Bushido symbol is directly ripped from NFS: Carbon? Is this even allowed?

These ships look pretty interesting. Also a Doom variant that heals itself slowly? That's absurdly broken. I want it.
Bushido has a nice color scheme to it and speed focused ships don't seem to bad. I'll give this mod a try since I'm starting a new run pretty soon anyway.

I'm not a big fan that most hullmods have strong negatives. They are competing with OP that can be used with the good, flat bonus vanilla hullmods and/or flux. I feel that custom hullmods need try following on the footsteps of SO, strong negatives require strong positives, otherwise I'll just skip on the hullmod.

I do sort of agree with this though. To an extent. I looked at the hullmods and some seem reasonable, others are a little too far in my opinion. More missiles for the removal of cargo holds? Wouldn't be all that bad, but that's still a somewhat variable price to pay. A non-combat price at that. Sometimes somewhat steep depending on the ship. I would think that combat hullmods should have only combat pros and cons, not out of combat ones. As for the armored missiles, reduced damage by a hefty 25% is a pretty hefty price to pay on your very limited ammo, even if you opt out of having cargo holds. Seems like adding more armor would make more shrapnel, so maybe it would be fair to just replace a portion of the damage with fragmentation damage? Still not a cool thing to pay, but it's not outright deleting damage.

The scatter targeting device seems like it would be a bit too good though. It's quite uncommon for anything to have a flat damage boost in a hullmod. I haven't tried it out, so who knows, but 25% more damage for 10% less range on any energy weapon seems like it would make energy weapons sling way too much pain better than anything else could dream of. Especially with some of the large energy weapons. Then use high energy focus, it would just melt basically anything.

Although I will give all this mod a shot and more than likely write another long winded comment about my experience. Also if all of the things I have said about your hullmods are exactly the way you want them to be, that's okay. All the ones I have not mentioned seem relatively in the right place or I would have to try them out before saying anything on it.

Heyo, thanks for your feedback! So, the armored missile warheads (the one that reduces damage by 25%), it allows more chance to the missile hits the target, it doubles missile hitpoints, at cost of some damage reduction, I think thats fair. About hullmods that have pros in combat, and cons in logistic, thats a way to not make it overpower, you can expand even more missile racks, but you need to remove the cargo holds for the munition, for example.

And about the Doom, its not broken, it trades the whole armour for hull regeneration, if it encounter kinectic or fragmentation weapons, you are screwed, and there is a hullmod that compensates the phase coil stresses from normal phase ships. Those variations are not compatible with it.


So is no one going to mention that the Bushido symbol is directly ripped from NFS: Carbon? Is this even allowed?

Yeah, I wanted to praise this game with this addon, just this bro, and I talked already with people about this, gotta remove the music, symbol and even the name I gonna change. If thats legal? The images and such, yesh, the music? Is better to remove it.

Edit: Already removed things related to EA and/or Need for Speed Carbon, the faction is now called Takeshido, and new versions will fix the ship paintjobs out there, removing any symbol from Bushido

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