Blood-thirsty pirates for some, ruthless slavers for others, treacherous spies for the rest... The Sector is a tough place to live in, and like many others the Scyan people have been forced to compromise their principles in order to survive.
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Music by Cycerin, aka Fastland: https://soundcloud.com/fastland
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Cluster Torpedo Launcher: Added 3s arming time to the carrier missile.
Fixed various crashes due to 0.95.1 API changes.
Removed the civilian and raider hullmods from all logistic ships.
Renamed the Manticore-class to Androphagos-class.
Version 1.64rc6
Fixed Nexerelin Random mode crash.
Version 1.64rc5
Nemean Lion system now behaves properly under AI control.
Acheron's generation tweaked so that there is no longer so much empty space with the next procgen system.
Miniguns no longer listed as benefiting from energy modifiers (they still do, but the mount type shenanigans broke the refit screen).
Hopefully plugged the last memory leak from Scy.
Added Civilian and fake Militarized Subsystems hullmods built-in to all civies, as a horribly convoluted workaround to the skill thresholds issue.
Version 1.64rc4
Singularity Torpedo: . Removed from all variants and from Scy's available blueprints. . It is now only available from rare salvage, and will probably be moved to Seeker/TaDA at some point along the Light Plating, Reactive Armor and Economical Maintenance hullmods.
Phased Missile Launcher: Ammo increased to 15 from 12.
Cluster Torpedo Launcher: Ammo increased to 10 from 6.
Arc Missile: . Hp raised to 400 from 200, . Damage stats messed with (but not the arcs), . Rack OP cost lowered to 3 from 4.
KAcc mk.1: . Damage per shot reduced to 150 from 160, . DPS increased to 150 from 140, . Flux to fire reduced to 165 from 173. . Overall slightly more efficient with a cleaner stat card, fits better as a third alternative between the Railgun and LDA.
KAcc mk.2: . Flux to fire reduced to 480 from 500, . Now fires in bursts of 2 rounds. . A smidgen more flux efficient, half the burst damage of the Heavy Needler, but a decent armor pen and causes very long overloads.
KAcc mk.3: DPS increased to 333 Kinetic dmg/s from 300.
HEMor mk.1: Flux to fire reduced to 210 from 235.
HEMor mk.2: Flux to fire reduced to 600 from 700.
Light Energy Blaster: Flux to fire reduced to 360 from 400.
Most PD weapons received the NO_TURN_BOOST_WHILE_IDLE tag with adjusted turn rates.
Balius-class freighter: Cargo capacity increased to 350 from 250.
Balius-class tanker: Fuel capacity increased to 600 from 500.
Restored Nexerelin random mode compatibility for 0.95a.
Fixed *many* memory leaks. (Can't say how significant they were, but every bit helps I suppose)
Slight code optimization.
Fixed some typos here and there.
Cross-mods compatibilities updated.
Every single weapon was redrawn to ensure they are displayed sharp in the game. Lots of reworked muzzle and glow effects.
Version 1.63
Barebone compatibility update for 0.95a
Akhlys escort wing: Wing size reduced to 3 from 4.
Acheron's second star now properly show up in the planet list
Amity Freeport: . Discount market ship selection vastly improved in variety. . Now uses modSettings.json
Version 1.62
Phased Torpedo Launcher: Fixed NPE when mounted in hidden mount (because hidden large missile slots are a thing in some mod apparently)
Version 1.61
Added Panotti grenadier wing: . Small and cheap, . Limited payload but much faster than your average bomber, . Imagine a Piranha that could hit reliably (isn't that terrifying).
- Added support for Industrial Evolution.
Erymanthian Boar rework: . Lost one large missile hardpoint, but gained a medium missile turret, . System changed to Missile Forge Vats from Radar Ping, . Now has permanent double sensor range.
Nemean Lion rework: . New system allowing to trade range increases between offensive and defensive weapons, . Holding fire toggles the "Lion's Hide" with improved damage reduction. (AI ships won't use that yet)
Ker bomber OP cost raised to 22 from 18.
Corocotta deployment cost raised to 20 from 16.
ORION Artillery has yet again changed: it is now "just" a smart gun with weak tracking. (probably a coping measure before I remove it entirely)
Phase Torpedo Launcher now deploys a mine with significant AOE when emerging from phase.
Arc Missile Rack OP reduced to 4 from 5.
Arc Missile Pod no longer has any flux cost to fire.
Anti-missiles Pad: . Increased burst firerate to 2 rpm from 0.66, . Increased ammor regen rate to 2 every 5s from 1 every 5s, . OP reduced to 10 from 12.
Nano-needle Minigun Mk3: . Fragmentation dps increased to 1000 from 800, . Extra damage raised to 300 energy dps from 200, . Range increased to 900 from 800.
Laser Torpedoes will now detonate on direct impacts for half its rated damage.
Ultra-Heavy Energy Blaster: . Range extended to 750 from 700, . Fires in volley instead of staggered salvos, . Flux efficiency improved to 1.2 from 1.33.
Ricochet Gun flux efficiency improved to 1.33 from 1.5.
Heavy Modular Swarmer's Ammo raised to 600 from 360.
Coasting Missile Pod: . Ammo raised to 20 from 16, . Range increased to 10k from 6.
Version 1.60
- Triple Energy Blaster: . Range increased to 600 from 500.
- HeMor mk3: . OP increased to 18 from 16. . Damage per shot decreased to 500 from 650, flux reduced to 600 from 700.
- Dracanae-class cruiser: . Deployment cost reduced to 15 from 19.
- Campaign faction fleets: . Auto-resolve battles for the AI fleets now more even and consistent with player battles.
- Externalized all compiled strings to ease translations
- Alternate skin pack now provided as an independent addon mod
- Nosos interceptor can fire its swarmer.
- Definitely fixed the modular ship death upon deployment.
Version 1.58RC4
Singularity Torpedo: . Ammo now limited to 15. . Pull intensity reduced by 80% but duration increased by 600%.
Fixed ORION Artillery max skill lightspeed bug
Fixed a few descriptions.
Version 1.58
Added Starship Legend compatibility.
Added Commissioned Crew compatibility.
Added Ruthless Sector compatibility.
Added New Beginnings compatibility.
Added Vayra Sector compatibility.
Improved Nexerelin integration.
Prism Freeport removed (fully transferred to Nexerelin), replaced with Amity Freeport and its Discount Seller.
Burn rate of several ships increased by 1
Scyan Engineering hullmod Stealh/Signature effect slightly toned down to -25/+25% when still/moving from -33/+33%.
Orion Artillery rework: . Range reduced to 1000 from 1500. . Projectile acceleration massively reduced. . Removed HE to KE damage conversion (now fully KE). . Added slight target tracking. . Ammo reduced to 4 from 8, clip size reduced to 2 from 8.
Siren's system cannot move stations anymore (sorry).
Economy slightly reduced in regard to other larger factions.
Version 1.57
Significantly nerfed the Nosos Interceptor: . Halved the beams DPS. . Gave them a 10 deg arc to improve the time-on-target against other fighters. . Missile swapped to 4 swarmers from single kinetic rocket.
Eris Interceptor buff: . 6 fighters per wing from 4 . OP raised to 3 from 2.
Interception gun ammo regen slowed by 30%.
Dramatically reduced the base value of Intelligence Data Chips (10000 from 50000).
Improved the Intelligence Command reveal rate of Pirate and Pather bases.
Fixed Singularity Torpedo making fighters taking off invincible.
Fixed missing package illustration.
Fixed undercrewed Nexereling start.
Removed Acheron's abandoned mining station.
Version 1.56
Added alternate skin pack
Frigates and some destroyers buffed (longer PPT, slightly more armored...)
Minimal Preparation Hullmod no longer use a Logistic Slot.
Scy now uses an improved vanilla station for Elysee's defense.
Miniguns chargeup time increased by 50%.
Manticore system switched to Engine Jumpstart from CIWS drones.
Massive VRAM optimization.
Removed Prism military market.
Vastly improved High-End Seller weak weapons selection,expanded the ship selection too. (only for non Nexerelin games)
Hopefully fixed retreat bug using ships with modules (please report to me if it still happen regardless of the ship's mod).
Clarified some (in)compatibilities between hullmods.
Added a third blueprint package dedicated to weapons.
Slightly raised the Antimatter Station orbit to avoid fleets bumping into the star's corona and unable to reach it.
Version 1.55
Ship prices raised to 0.9.1 levels, some fleet points and deployment costs reductions.
Deployment and Maintenance costs normalized to each-other.
Scyan ships now have their monthly maintenance halved when flying under burn 3 instead.
Industries shuffled around according to 0.9.1 rules.
Custom industries prices and maintenances adjusted for 0.9.1.
Prism's Ship Market heavily nerfed as an industry all around.
Interception Gun: . Now can reliably hit ships and fighters too. . Added 50 EMP damage (25 sustained dps).
Scyan blueprint packages prices lowered to vanilla levels.
Acheron system moved a bit away from the core.
Astrapios: . Trail now renders below the explosion. . Projectile now passes through missiles.
Anaplekte CIWS drones now use Interception Guns instead of Miniguns.
Akhlys escort fighter Micro Flak replaced with Active Flare system.
Nemean Lion large mounts now turrets instead of hardpoints.
Keto modules now equipped with Interception Guns instead of Vulcans.
Version 1.54
- Added Vesperon Combine compatibility.
- Keto main gun significantly reworked: . Now warmed-up beforehand (takes up to 10s). . Chargeup reduced to 1s from 5. . Cooldown increased to 20s from 10 when counting the warmup phase. . Cooldown reset to 10s after venting or overloading. . Splash damage significantly raised both in EMP damage and radius.
- Fixed most cases of the module retreat bug.
- Added trails to a few relevant projectiles.
- Added UI feedback for the Kalkotauroi beam and the Stymphalian Bird system.
- Siren teleporting system now consume its ammo each time it is fired instead of each time it teleports.
All fighters got the "no_weapon_flux" hullmod like vanilla, flux stats adjusted accordingly.
Minimal Preparation hullmod now incompatible with Militarized Subsystems and Efficiency Overhaul.
Large weapons costs reduced (still on the expensive side).
Shuffled some blueprints, neither package contains any capital ship like the vanilla packages.
Deactivated the "material maps" for GraphicLib, that had only a minor visual impact but significantly increased VRam usage.
Version 1.52
Fixed lack of production for Scy's custom industries.
Intelligence Command will now notify the player when a pirate base is discovered.
Fixed possible crash with the Laser Torpedo and Cluster Torpedo.
Version 1.1
Singularity Torpedo: . Removed from all variants and from Scy's available blueprints. . It is now only available from rare salvage, and will probably be moved to Seeker/TaDA at some point along the Light Plating, Reactive Armor and Economical Maintenance hullmods.
The Scy Nation literally emerged from the ashes of the ""Science Colony of Yggdrasill"". Before the Collapse, the S.C.o.Y. was a nomadic colony built inside an asteroid to travel the stars and study the universe one system at a time. When the Great Collapse occurred and the gate system shutdown the colony became trapped in the Sector, its inhabitants found themselves at the unfortunate center of attention of the Tri-Tachyon Corporation, the Hegemony and the Luddic Church, all eager to get their hands on Yggdrasill's mini-autofactory and its intact pre-collapse UAC library. Using the gigantic ship as a Cryo-arch, two thirds of the population would escape the crossfire while the rest were put to the stake by Ludd fanatics for worshipping the "demonic autofactory".
They tried to rebuild their life in a remote system, away from the core worlds Collapse, but circomstances always seems to pull them back, always forcing them to take further extremes measures to ensure their survival.
This faction mixes all techs in a melting pot of advanced engineering craziness, producing ships and weapons unlike any others. It features ships with modular armor, teleporting guns, phase missiles, laser torpedoes, all sorts of miniguns and more.
GAMEPLAY
Skirmisher to the core, Scyan ships have a deep flux pool to make the most out of an hit-run, and slightly better speed to manage to disengage. On the other hand they have slightly more fragile hulls, narrow shields, terrible flux dissipation (relying on venting instead) and fewer weapon mounts. They have to rely on wolf pack tactics to kill isolated targets while the bigger enemies are tied up pursuing smaller prey. Their weapons usually have worse range than vanilla one but superior damage, making even the smallest ship a potential threat if left completely unchecked. When pursued however, they can fold very quickly due to their exposed sides and low staying power.
CONTENT SHOWCASE
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Bug Tracker and Feedback form: You have some feedback to share and want to make sure I do not miss it? You can use this google form to leave me a comment.
This mod is quite packed with content. When used with other large mods you may need to allocate additional memory. Visit the Modding troubleshooting guide on the official forum for guidance, or join the Unofficial Discord server.
Big thanks to all the modders that helped to create this mod: Cycerin, Debido, Mesotronik, Dark Revenant, Silentstormpt, Histidine, SniZupGun, Deathfly, 19_30, and many others.
You like the mod? Help to make it better: Donations will be used to commission content I cannot create myself, such as illustrations or music. Additionally, if you would enjoy playing with a custom paint job I also take commissions for a reasonable rate. PM me for more details on the Forum or Discord.