This mod was (not so) recently split and formerly contained both
Vayra’s Sector and
Vayra’s Ship Pack. If you’re looking for those, please follow the links in the previous sentence.

Download now!
Or click here for the last 0.9.1a version.
REQUIRES LAZYLIB. GET IT
HERE
REQUIRES MAGICLIB. GET IT
HERE
WARNING: This mod contains foul language, cuss words, anarcho-communist propaganda, dubious game design choices, amateur-at-best art, incoherent java scripts, and updating it WILL break your saves!

So what’s in the mod?
- New starting options when used with Vayra’s Sector, including a starting option aligned with the Kadur Remnant
- A small collection of High-Value Bounties when used with Vayra’s Sector, offering access to unique, one-of-a-kind ship hulls including the Caliph-class Superdreadnought
- The Kadur Remnant faction, including many new ships and weapons
- Two new core star systems
Show Me the Ships
Edit: perhaps some stripes or a banner, or symbols to go along with their blind faith.
I was considering adding some colored accents, though. Maybe in a purple or blue.
edit: That's a job for tomorrow though. While I was working on getting this thing together it somehow turned 5:45 AM. Goodnight, internet.
Will play your mod soon, nice sprites though hehe
I also see no problem with the colour. Suits them fine.

These are some pretty nice bashes. Not just "an Onslaught without the wings" bashes or Eagles within Eagles within Eagles within a Conquest.
Hah, thank you. To be fair though, most of them are Falcons within Falcons within Falcons under an Atlas.
I like the gold paintjobs a lot! Reminds me of the Amarr.
Thank you! I never really played EVE for more than a week, but the Amarr remain one of my immediate inspirations whenever I think about anything good-looking in space. Upon looking them up again, I guess they have some conceptual similarities too, which is kind of cool.
They look good, a little bit symilar to Valkyrians maybe?
Thanks! I think this might have been unavoidable due to us both mainly kitbashing big triangular ships out of Falcon/Eagle parts. It is something I've noticed though, and I'm going to try to push the design a little further away from them.
In my opinion behemoth doesn't seems to fit to the rest of the ships design
The Behemoth is the ship I'm least happy with the sprite for, so that's something I plan on working on. Good to know others see it too and I haven't just gone crazy staring at these images for hours. Any suggestions for how to fix it? So far I've come up with that it needs bigger engines, and a sort of more gradual curve to the rear corners so it's a little less sharp-edged at the back.
I like the gold paintjobs a lot! Reminds me of the Amarr.
You slave driver.
Where's my Hurricane.
First, the Jackal class frigate seems to have really expensive logistic stats - light destroyer level, instead of teeny scout frigate:
Supplies per day = 3 - It has 1 gun and it's almost as weak as a Shadowyards Seski - 1 per day or even 0.75 per day would probably be better?
Supplies to fully repair = 150 - You can fully repair a Falchion for less
Repair rate = 10% - seems reasonable given how much of it is just a big engine.
Deployment cost = 40% - Way too high. consider 15%, like the Hyena?
CR Deterioration = 0.5% - same
Everything else looks okay, though I'd consider upping the fuel per LY - this thing goes to 11, it's not going to be at full thrust much of the time
The second bug, rather a bit more serious:
Every time I load my save, this mod seems to regenerate its system, which results in a LOT of overlapping systems, and a LOT of Kadur fleets. Looks cool, but very broken.
Observe:
Entirely unrelated, I have concerns that the Vulture may be a bit too useful - I realize that 0.5 flight decks is not an easy possibility, but have you considered adding some code that reduces the number of reinforcements it can launch? It's a tiny little thing and yet it can support as many fighters just as quickly as most cruisers, while travelling at burn 8. Sadly I have no good suggestions for how to remedy this without something complex. (That said, the Rukh goes 7 - but at least it costs a bucketload of fuel and supplies while doing so.)
Idea: Maybe turn the peak deployment time for the Vulture way down, to say.... 60 seconds? I'm unsure if carriers can still service fighters when their CR hits 0% - let's find out. Either way this would provide a limiting factor as to why two or three of these shouldn't be used instead of any other carrier ever.
...
Hey, did you perhaps mistakenly swap the logistics statline of the Vulture and the Jackal? That would explain a lot
Fun playing with this mod so far, but I have a few minor bugs to report:
First, the Jackal class frigate seems to have really expensive logistic stats - light destroyer level, instead of teeny scout frigate:
Supplies per day = 3 - It has 1 gun and it's almost as weak as a Shadowyards Seski - 1 per day or even 0.75 per day would probably be better?
Supplies to fully repair = 150 - You can fully repair a Falchion for less
Repair rate = 10% - seems reasonable given how much of it is just a big engine.
Deployment cost = 40% - Way too high. consider 15%, like the Hyena?
CR Deterioration = 0.5% - same
Everything else looks okay, though I'd consider upping the fuel per LY - this thing goes to 11, it's not going to be at full thrust much of the timeThe second bug, rather a bit more serious:
Every time I load my save, this mod seems to regenerate its system, which results in a LOT of overlapping systems, and a LOT of Kadur fleets. Looks cool, but very broken.
Observe:Entirely unrelated, I have concerns that the Vulture may be a bit too useful - I realize that 0.5 flight decks is not an easy possibility, but have you considered adding some code that reduces the number of reinforcements it can launch? It's a tiny little thing and yet it can support as many fighters just as quickly as most cruisers, while travelling at burn 8. Sadly I have no good suggestions for how to remedy this without something complex. (That said, the Rukh goes 7 - but at least it costs a bucketload of fuel and supplies while doing so.)
Idea: Maybe turn the peak deployment time for the Vulture way down, to say.... 60 seconds? I'm unsure if carriers can still service fighters when their CR hits 0% - let's find out. Either way this would provide a limiting factor as to why two or three of these shouldn't be used instead of any other carrier ever.
...
Hey, did you perhaps mistakenly swap the logistics statline of the Vulture and the Jackal? That would explain a lot
Thanks for the feedback! The Jackal is actually intended to be that hard to maintain -- It's super high-technology compared to most of the other ships in the fleet and I thought the ridiculous repair profile would be a good way to balance its speed rather than giving it short legs and forcing a superfast scout ship to travel with a slow tanker escort. I'll consider dropping the supplies per day and maybe the full repair cost, too, and maybe increasing the fuel/LY a little to compensate. I don't think I'll lower the deployment cost much though; it's meant to be used in more of a fleet support role to chase down fast fleeing ships or jump on control points in the beginning of a battle.
For the Vulture, I have a few ideas. I was considering making it a little slower and more lightly armored so it could be easily caught and killed by Hounds and other fast frigates -- right now it's the same speed as one, being built on the same chassis, but I could see the flight deck slowing it down a little. I also might redesign it entirely in the future to fit with the overall aesthetic a little better.
As for generating the system over and over again, well, that's bad. I'll look into that, I think it might be being caused by the new ModPlugin system?
edit:
Great mod, I'm not entirely sure about the short phase jump system on the larger ships though- in cruiser battles they trigger it, ending up facing the wrong way and waste a bunch of time rotating back to face the front line.
Thanks! Functional AI for that system is on my to-do list, for now I'm thinking of just disabling it for the AI.
