LazyLib,
MagicLib)
Version Checker,
GraphicsLib and
Nexerelin)
DynaSector)
Description:
The following mod attempts to integrate a complete new faction into the base game that does not deviate wildly from it. This faction is formally known as the Tyrador Safeguard Coalition, or colloquially, as the Coalition.
The mod itself tries to introduce a “Forge World” fantasy into the game, where the Coalition faction is centered around a single heavily populated industrialized planet, in a heavily defended system.
And meanwhile the faction was not an interstellar megacorporation like the Tri-Tachyon, it surely was the home of several innovations, some of these creations being retconned to before the fall of the domain, as such many of the ships added by the mod have some vanilla faction skins, specially Tri-Tachyon skins, since the “natives” would have worked closely with them.
Style wise, the faction ships, overall, are flavored between midline and hightech, leaning more closely to the later.
In regards to gameplay, the faction is pretty much focused in larger ships, where destroyers and smaller vessels are mostly relegated to support functions. Many of the ships have severe downfalls, requiring the player to deploy well balanced fleets into battle. The exception to this is capital vessels, which are quite capable on their own.
The mod also adds a new kind of weapon, known as drone bays and drone racks, this weaponry enables a ship to provide a constant stream (1 wing per minute) of highly disposable drones, or just a single wing them, respectively. Considering the upcoming changes to fighters in the next update I avoided adding more variety of drone bays/racks, and depending on how they behave, I might add a larger variety of them, or scrap the concept.
Ship Catalog:
WARNING SEVERAL IMAGES!
Technology:
Lore:
Origins of the Coalition:
Grand Hegemonic Invasion/Founding of the Coalition:
Arydas Crisis:
Screenshots:
Changelog:
v.1.6.1c
v.1.6.0
v.1.5.1
v.1.5.0
v. 1.4.0:
v.1.3.0:
v.1.2.0
Version 1.1.0:
Version 1.0.0:
To-do:
Feel free to do so… actually that would be cool

Though I haven’t made any weapons yet, and meanwhile balance seems OK to me, I’m not quite sure it actually is… well, at least I don’t have capitals that easily destroy Paragons (if I control the Paragon, Halberds don’t last long; meanwhile if I control the Halberd, the Paragon lasts a while, and the Halberd gets some damage). On the otherside maybe the figthers are somewhat OP.
Well that was the point of this release, getting some balance feedback done, and bugtesting.
@SpainardSlayer:
Mostly kitbashed, I just tried to blend the pieces, it’s much more aparent when you turn them blue though.
I know the last post date from January, but i saw Machine posting on the forum so it means he is going to update his mod for 0.6 right? RIGHT?
I’m not planning to add a lot of weapons, just ones that work well with the current ships weaknesses, like the Plasma Lance, which is great on a Sabre, even if it’s basically a Plasma Cannon that’s unable to cause an overload in 1 shot but mantains its DPS (no burst but faster fire rate means it’s less likely to cause a sudden overload in the enemy but it won’t overload your Sabre either) or relatively weird weapons (like an explosive “laser”, yes, it sounds dumb but it will have a nice lore explanation).
However I’m still slightly busy with work; my current surge of activity is mostly due to noticing the update last week during our national holyday (I got the whole week free). Heh, it even managed to get me away from GTA V, and I thought that wouldn’t be possible.
In short, I should probably not be modding right now, but I’m still going to do it .
I’ve been away for quite a while, managed to finish my thesis, started working, and currently looking to get a Ph.D in Biochemistry, which I should be starting next year… if everything goes just as planned.
Hence why I’m not sure about the following, considering I have no idea if my free time will ever let me finish this mod properly.
I don’t expect to release anything soon, besides the sprites I’ve worked on. So consider this a preview of an update that’s not done. Whenever I do actually release something, I’ll update the first post.

Tyrador System Coalition
Lore:
Future Content:
Ships:
Weapons:
Discarded Content:
Well this concludes the future update content showcase, I hope you enjoy it. And please ask for my permission if you want to use any other content of this mod in your own .
Your ideas sounds pretty interesting, just a bit worried about the Halberd ship system. This would be moderately interesting to play with and the enemy bombers will love seeing a capital ship all by itself.
Also be careful about missile based ships. Nothing can break balance like mindless missile spam.
Anyway, i hope you’ll find the time to make it work.

Is it up to date?
greetings
Ahne
Not yet, hopefully sometime in the near future, at least before I need to update again. Latest update of the mod was when crew readiness was introduced, however that never left dev status and was unreleased… So yeah current release is kinda ancient.
@HELMUT:
In relation to the missile spam, I’ll keep it balanced, or at least I’ll try to. Anyway “big” missile barrages will be used as kinetic weapon replacements, as no Coalition ship will have those. The only thing that seems imbalanced so far is the Labrys, since it can deal with cruisers by itself, just by mounting several reapers, yet it’s really slow, like a cruiser, and fragile, like a frigate. Properly balancing it will require some playtesting.
But so far when I play against it, I just focus fire it, and it stops being a problem. When I play with it, it only seems useful 1 on 1 against cruisers. My current impression is that it might be underpowered.
If it was on relation to the “missile boats”, they also equip energy weapons, currently the Sagarys has only the large frontal and the 2 small frontal hardpoints designed as missiles, and it will not be a phase skimmer. The Ranseur’s 2 frontal and 2 side hardpoints are its missiles.
Also…
Tri-Tachyon skins
However i just noticed that the Sabre feel very… Work in progress? The smooth part around the prow and the two small turrets in particular, something’s definitely missing there. Maybe a few lines and/or bright spots like the one on its left?
Completely forgot about it thou and never thought someone would come back to modding after 2 years.
How do you like the game now?
Yeah it is meant as a new portrait.
And no the Sabre was meant to be finished, but I agree to your feedback. Honestly I think I read too much in David’s “The Trouble With Greebles” blogpost, and consequently went overboard with some ships, specifically the Pavise and the Sabre. Specially with the Pavise, heh… the new Pavise was built on top of the previous one. I smoothed it so much it became a green lump with some details, and then started making something new over the green mess.


Since I don’t want to fill my dropbox with several variants of each ship, I just updated the Coalition schemed Sabre with some extra details, left the TT Sabre as it was before; note that TT Sabre never had the grey sharpened blade border at the front, so that’s not a new detail on the normal Sabre, also that will be the only difference between the 2 versions, besides the color. And… additional feedback is always appreciated.
@Sabaton:
I kinda never left, I’m usually mostly a lurker and only post when I have something to post, in every single forum I’ve ever been part of. And since I was really busy doing my thesis, I had no time to do much, so no content to post, which meant no posts from my part.
Besides that I really like the game in its current state and honestly I would be happy if the game was released as it is with the addition of random sector generation just to add some replayability. If you’re reading this Alex, please don’t pay attention to this and keep doing your thing.
Portraits (so far):
Commodities: