Starpoint Gemini Warlords

Starpoint Gemini Warlords

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Marauder Ship Expansion
   
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GAME OBJECTS: Ships
SYSTEMS, ITEMS, COMMODITIES: Light weapons, Enhancements
File Size
Posted
Updated
10.637 MB
13 May, 2018 @ 1:58am
5 Jun, 2018 @ 10:29am
3 Change Notes ( view )

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Marauder Ship Expansion

Description
This expansion will add new ships in varying classes that specialize in boarding. Each ship has a special buff unique to its size, and all ships have a 10% base shield resistance as well as much faster acceleration, speed, and agility than other ships of their class. They all also feature a natural 20% Evasion bonus (to simulate turret transversal due to orbit velocity) A common theme is low hull hp but very strong shields.

TLDR: Ships that have their hull and heavy weapons gimped but have been buffed in other ways to make diving into a fleet, nabbing a big boi, and making it out still alive much easier.
Lore:
The Rogues have been trying for years to make a line of ships more specialized to their usual battle tactics, to no avail - until now.
The Rogues have been grouping together and capturing ships of other pirate factions, stripping their innards and re-designing a whole new line of craft specialized in surviving against escort fleets long enough to pillage industrials and freightliners alike to great effectiveness. The sight of the iconic Rogue Marauder Frigate is more than enough to make a civilian fleet turn the other way - if they can escape, of course.

Currently Included:
Raider Corvette - A very fast corvette that's easier to obtain than the Marauder | Unique: 20% Increased Evasion (Yes, this stacks with the natural evasion bonus)

Marauder Frigate - The most versatile Rogue hull | Unique: Supercharged Weapons Capacitor

RAVAGER Teleporter Enhancement - a very expensive enhancement that increases troop endurance by 30.

Invader Teleporter Enhancement - A much more affordable teleporter enhancement that increases troop endurance by 5 and readiness by 10%

Coreli Light Shield Booster - A Basic Shield Booster that is stronger in every way to its counterpart. 3,000 Shield recharged over 5 Seconds, 10 Second cooldown

Coreli Light Adaptive Invulnerability Field - A redone Defense Field that has half the resistances of the vanilla field but lasts MUCH longer. 15% Resistances to Plasma, Projectile, and Energy Weapons - lasts one minute.

Stats:
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Raider - 1.75M Credits
Transporter: 10k U
Propulsion: 800 U/s - .5 Second Sublight Charge
Maneuverability: 31d/s
Shields: 3.2k HP - 27.0 e/s Recharge - 35% Biometric Shielding
Sensors: 15k U - 22% Detection
Grappler: 8k U
Module Healthpoints: 100 HP
Weapons Capacitor - Power: 55 - Recharge: 7.50 - Power Down Time: 6.00
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Marauder - 8M Credits
Transporter - 10k U
Propulsion: 600 U/s - 1 Second Sublight Charge
Maneuverability: 20d/s
Shields: 10k HP - 80.0 e/s Recharge - 40% Biometric Shielding
Sensors: 30k U - 30% Detection
Grappler: 10k U
Module Healthpoints: 200 HP
Weapons Capacitor - Power: 95 - Recharge: 10.50 - Power Down Time: 2.00
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To Learn
Adding unique factions
Adding unique ship classes
Adding unique weapons
Automatically adding a teleporter enhancement when equipped on a mod vessel
^For whatever reason I'm having a very difficult time add these to the game, if anyone wants to help I'd appreciate it^

To Do
Add more ships
Add varying transporter enhancements
Add min-maxing enhancements
Systemize stats format
Rebalancing

Changelog Version 1.4

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Invader teleport enhancement added (5 Endurance, 10% Readiness regen, 500k Credits)
Coreli Light Shield Booster added (3,000 Shields recharged over 5 seconds, (600/s), 60k credits per, 12 available at Concordia)
Coreli Light Adaptive Invulnrability Field added (15% Projectile, Energy, and Plasma resistances, lasts for 60 seconds, 150k Credits per, 3 Available at Concordia)
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HOW TO UPDATE TO NEXT VERSION
{It seems like a lot of people don't know how to make sure that the mod updates, just follow these easy steps to a Tee and it's guranteed to update your mod version if steam doesn't do it for some reason (it should, anyways)}
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1. Unsubscribe from Steam Workshop
2. Wait around 20 Seconds or so for steam to "remove" the workshop files
3. Start the Starpoint Gemini Warlords launcher
4. Click the mods tab
5. Check to see if the mod is showing on the list, if so, uncheck it and continue with the steps. If not, resubscribe, wait for it to install, and you're golden :D
6. Uncheck the mod in the launcher and exit the launcher
7. Go to your steam library, find Starpoint Gemini Warlords, right-click and select Properties
8. In the local files tab, click Browse Local Files
9. Open the Mods folder
10. Find the Marauder_Ship_Expansion Folder, find Marauder_Ship_Expansion.sgwm, Find Marauder_Ship_Expansion.sgwma and delete them
11. Exit the file explorer, re-subscribe to Marauder Ship Expansion, wait for it to install and you're golden :D
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Features planned for update 1.5
Possibly rebalancing Raider-class corvette
Adding more unique shield booster equipment
Adding higher tier inulnerability fields
Adding even more transporter enhancements
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Special Thanks to GEEK - Gemini Warlord For pointing out some problems with my code o7

EXTRAS:
Feel free to report a bug or suggestion below :D
If you like it, cliky cliky that nifty little like button - encourages me to keep working on it (legit)
Share it with your friendos, and by all means if something seems unbalanced lemme know
10 Comments
falsetruth1988 7 May, 2023 @ 12:38pm 
where was that lrge update that never came? Such a tease
Hollenwülf-TTV  [author] 31 Jul, 2018 @ 8:43pm 
I'm a month late but expect a nice, big update sometime after the 1st of August!
Hollenwülf-TTV  [author] 30 Jun, 2018 @ 12:50am 
yeah it has to do with the script that adds the ships to Concordia - long story short the game automatically adds it to a table with their own numbers, but if a mod is running a hard-coded version of the file it can create conflicts. Glad you were able to get it fixed (^.^) Enjoy!

P.S. I will continue looking out for mod conflictions and will look at making a compatibility patch if it's a consistant issue
Dragon Crisis Core 29 Jun, 2018 @ 4:17pm 
Just the numbia mod i managed to fix it by altering load order, was weird as it only happend sometimes.
Hollenwülf-TTV  [author] 27 Jun, 2018 @ 10:42pm 
are you running any other mods that add ships to concordia? I'll do some testing myself as well
Dragon Crisis Core 27 Jun, 2018 @ 2:33pm 
Has a tendancy to cause game to crash when opening shipyard at concordia.
Hollenwülf-TTV  [author] 27 May, 2018 @ 8:23pm 
as a side note the ERROR enhancement's proper name is RAVAGER and should display as such in Concordia, if not, let me know please :D
Hollenwülf-TTV  [author] 27 May, 2018 @ 8:22pm 
@afederowicz unsubscribe, make sure the mod folder is no longer in your mods section (Including th sgwma and sgwm files) and re-subscribe, I fixed the ERROR teleporter enhancement on the 17th :D
afederowicz 27 May, 2018 @ 6:30pm 
Eagerly awaiting a confirmation that you fixed the mentioned below on May 16 !!! Will Use it and rate as soon as you can address this known issue !
Geek 16 May, 2018 @ 7:22am 
ERROR means bad or missing reference in text files.
It seems you used the keyname instead of the name.
Note that fleet ships need an entry in misc.txt