Avorion

Avorion

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Killer Classes
   
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Mods: Mod
File Size
Posted
Updated
958.618 KB
14 Oct, 2024 @ 3:54pm
17 Oct, 2024 @ 1:21pm
2 Change Notes ( view )

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Killer Classes

Description
Adds 12 New Captain Classes


Warlord
Perks:
+2 Fighter Squads
+2 Excess Processing Power Steps
+2 Armed Turrets
Description: A master of combat and strategy, the Warlord excels in leading fleets, enhancing the ship's fighting capabilities.

Engineer
Perks:
+20 Engineers
+10% Production Capacity
+10% Shield Durability
+10% Shield Recharge
-10% Time Until Shield Recharge After Hit
-10% Time Until Shield Recharge After Depletion
+2 Unarmed Turrets
+2 Point Defense Turrets
+2GW Generated Energy
Description: The Engineer is skilled in ship maintenance and efficiency, boosting production, enhancing shield durability, and managing energy recharge times.

Warden
Perks:
+10% Production Capacity
+50 Pilots
+50 Mechanics
+10 Automatic Turrets
+2 Point Defense Turrets
Description: The Warden ensures the ship runs smoothly with ample crew and firepower, maximizing production while overseeing resource management.

Blockade Runner
Perks:
+40% Hyperspace Cooldown Reduction
+20% Velocity
+20% Acceleration
Description: A specialist in stealth and speed, the Blockade Runner is adept at maneuvering through hostile territories quickly.

Profiteer
Perks:
+15% Hyperspace Cooldown Reduction
+15% Cargo Hold Capacity
+4 Arbitrary Turrets
Description: The Profiteer excels at maximizing cargo capacity and reducing cooldowns for faster travel, making them a valuable asset for trade.

Racketeer
Perks:
+10% Velocity
+30% Acceleration
+3,000 Loot Collection Range
+2 Armed Turrets
Description: The Racketeer focuses on speed and looting efficiency, enhancing the ship's ability to collect resources quickly.

Scout
Perks:
+10% Hyperspace Cooldown Reduction
+10% Hyperspace Reach
+25% Radar Reach
+2 Unarmed Turrets
Description: The Scout is skilled in exploration and reconnaissance, improving the ship's radar capabilities and hyperspace efficiency.

Arbitrator
Perks:
+30% Cargo Hold Capacity
+10,000 Loot Collection Range
Description: The Arbitrator is a master of logistics, enhancing cargo capacity and extending the ship's loot collection capabilities.

Corsair
Perks:
+10% Hyperspace Cooldown Reduction
+1 Fighter Squads
+1,000 Loot Collection Range
+10% Velocity
Description: The Corsair is adept at piracy and speed, enhancing the ship's offensive capabilities while improving travel efficiency.

Tactician
Perks:
+10% Velocity
+10% Hyperspace Cooldown Reduction
+15% Radar Reach
+2 Armed Turrets
Description: The Tactician excels in battlefield strategy, boosting ship speed and firepower while enhancing radar capabilities.

Vanguard
Perks:
+20% Velocity
+2 Armed Turrets
+20% Shield Durability
Description: The Vanguard leads the charge into battle, improving speed and shield resilience while enhancing the ship's armament.

Overseer
Perks:
+25% Shield Durability
+25% Production Capacity
+25 Engineers
+25 Mechanics
+25% Cargo Hold Capacity
Description: The Overseer is a master of resource management, maximizing the efficiency of the station systems and crew while ensuring robust defenses.

This is a spin off of Joe Staff's Extended Captains mod made with his permission.
Check out the Original here
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3296627306&searchtext=extended+captains

Try using with Real Captains and my Image pack for the full experience!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3347972166

Planned Features
Assigning default attributes to captains like Ruthless to warlord and such.
18 Comments
Sköll Drachen 19 Jun @ 2:48pm 
does this still work?
Palynium 29 Apr @ 8:21am 
These classes don't seem to be tagged correctly to be recognised by the ship command interface.
Pain 4 Apr @ 10:30am 
Warlord doesnt work with other type of class combined sadly
mashtong54 11 Dec, 2024 @ 10:12am 
and that acatly minuim range also scale larger with the more trator beam max distace as well. the best tractor beam distace is normaly 40-90km but any higher and the tractor beam will be a pin bescue it will need your ship to move alot if it goues any higher bacly.
mashtong54 11 Dec, 2024 @ 10:10am 
well from my tests there is no upperlimit for tractor beams but the longer range tractor beams will requre more of you ship to move a certain distace before the tractor beam acatly turns on. bascly you have to move a cetnain distace between tactor beam acatvations to get the tractor moveing but the larger tractor beam range the far more your ship needs to move to actvate the tractor beam due to how the game tractor hit scaing of loot drops works. so bacly theres no upper limt for tractor beams but thers a minuim distace you ship needs to move before it will actavate.
Synthawk 28 Oct, 2024 @ 4:29pm 
Roger that, thank you. It *seems* to be okay with a 5km range, but I don't know what the actual upper limit is and if that might break if I have a tractor beam on a ship. I know that with the tractor beam upgrade mod I've used in the past, the game was fine with 7km tractor ranges, so 5km is probably fine as long as it's not also used with increased tractor beam ranges.
KillingSystem  [author] 28 Oct, 2024 @ 4:15pm 
Ill update soon ty
Synthawk 28 Oct, 2024 @ 8:58am 
Just updating on this that if a captain is in the system with Arbitrator, either primary or secondary, it actually kills the AI for every friendly in the system. Mining stops, salvage stops, everything comes to a standstill until the captain is removed, and then everything goes back to normal immediately. I fixed this temporarily by adjusting the config files for your mod to lower the range on it, but it updates the file later on and breaks again, so a permanent fix would be nice.
Synthawk 24 Oct, 2024 @ 12:04pm 
Arbitrator appears to be broken. I just got a T3 Merchant/Arbitrator and while they are equipped to my ship, my loot range is actually 0, like I cannot pick anything up. If I swap back to another captain it goes back to normal, but putting them back on disables looting again.
KillingSystem  [author] 17 Oct, 2024 @ 1:46pm 
Fixed please let me know if you encounter any other issues.