Adds an additional faction to Starsector's campaign mode, the high tech Tyrador Safeguard Coalition. The mod includes its own ships, weapons, star systems, and a new type of missile weaponry that spawns autonomous drones.
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File credits
Tartiflette and Dark Revenant for letting me use some of their scripts in my mod. Mesotronik for providing general help, feedback and sounds. Alexfor being a great dev, honestly I never expected a dev to solve my modding issues, nor was it his job to do so.
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Fixes potential crash bug related to vanilla mission generation.
Version 1.6.1b
Fixes the unmutable flux dissipation stat for ships with a Ram Drive.
Version 1.6.1
Nexerelin compatibility changes.
Improved the tooltip of Arcon's retrofitting submarket.
Added IPC (Integrated Particle Conduits) "skins" (technically, they still use the same sprite) to some high tech ships, this allows them to mount the IPC dependant hullmods and fleet server.
Added the ability to transform some vanilla ships into their IPC skins, via the retrofitting submarket at Arcon.
Fixed a potential gamecrash issues related to a pair of ship skins with a pre-applied D-overlay.
Fixed linux gamecrash related to case sensitivity.
Fixed a gamecrash issue when refitting the ship skins of ships with modules.
Removed modules from all ships that had a Ram Drive shipsystem; the shipsystem no longer depends on it. Can't do the same for Burst shield though.
Adarga (P), is no longer a skin of the Adarga, this won't be apparent to the player, but is part of the gamecrash bugfix.
Replaced Vanguard Halberd shipsystem with fortress shield, a sad consequence of the bugfix.
Removed all Dmods from pirate skins, with the exception Damaged Particle Conduits.
Fixed doubled ruins planetary conditions bug from appearing in procgen planets.
Reduced drop chance of TSC individual ship, fighter and weapons blueprints. This also increased very slightly the drop chance of the TSC blueprints packages.
Reduced the beam width of the Strategic Laser and removed its flare effect, to make it more visually consistent with its power.
*****Balance Changes*****
Halberd (Vanguard)-class Battleship: -Replaced "Shield Burst" shipsystem with "Fortress Shields".
Medusa (D)-class Destroyer: -Removed blueprint tags, was wrongly added to the pirate tag.
Ram Drive shipsystem: -No longer requires a module to work. -Shield activation happens very slightly later, about 0.5 seconds. -Shield remains on after the system finishes. -Since the system uses now the ship's own shield, AoE damage shield bleed through should followe the same exact rules as with shields.
Dedicated Launch Bays hullmod: -Made incompatible with phase ships from the "Shadowyards" mod.
Integrated Particle Conduits hullmod: -Made incompatible with "Shield Bypass" hullmod from "Ship and Weapon Pack" mod.
Shielded Plating hullmod: -Made incompatible with ships without shields.
Version 1.6.0
Compatibility changes needed for 0.9 RC10.
Missions "Knowing Yourself" and "Knowing your Enemy", removed... temporally.
Moved the CSV Andes from the asteroid belt in Arydas to Akvan.
Moved the CSV Himalayas from the asteroid belt in Magec to Chaxiraxi, added conditions to Chaxiraxi.
Added market conditions to all the planets in the Penelope's Star system.
Added custom "space stations" industries for the CSV Andes and CSV Himalayas, from now on the unique forgeships are part of the campaign layer.
Added the CSV Andes "industry" to Akvan with an added Beta core.
Added the CSV Himalayas "industry" to Chaxiraxi with an added Beta core; Chaxiraxi is now under Coalition control.
Added the Orbital Manufactorum industry, an upgraded version of "Orbital Works", requires a pre-existing Orbital ring to be built.
Added the Orbital Manufactorum industry to Arcon with an added Corrupted Nanoforge.
Arconian Orbital Ring custom entity is no longer interactable.
Added the Arconian Naval Reconstruction, a custom retrofitting submarket, to Arcon. It offers ships reconstruction (IE converts pirate/TT/... ship variants to their equivalent TSC variants), and upgrade services (it can install the IPC hullmod to some non-TSC ships), it does so free of charge, as long as you paid the "entry fee" and the ship is in pristine condition (has no dmods).
Added the Artesian Market, a custom military submarket that sells both independent and faction equipment and ships without requiring a commission, to Atrio. Also removed the existing military submarket and the old extra independent market.
Added custom icons to the following shipsystems, Ram Drive, Drone Swarm, Shield Burst, Mega Shield Burst, Phase Minelayer, Booster Jets, Kamikaze and Deploy Drones.
Added custom icon to Low Resolution Sensors hullmod.
Added the Mantlet Platform built-in hullmod, it allows the parent ship to mount hullmods that upgrade Mantlet-class defensive platforms.
Added the Mantlet Armor Plating hullmod, it adds 3 armor plate modules to (spawned) Mantlet-class platforms.
Added the Mantlet Weaponry Upgrade hullmod, replaces the built-in Heavy Burst Laser of (spawned) Mantlet-class platforms with a built-in Glass Cannon.
Added the Coalition Vanguard built-in hullmod, it increases the ship's manoeuvrability and flux venting speed.
Added the Dedicated Launch Bays hullmod, an upgraded version of converted hangar that has docking requirement and takes a logistic slot.
Added the Modular Launch Bays hullmod, it adds dedicated fighter launch bays to ships with a Modular Cargo Bay.
Added the Sliver Gun weapon, a small sized somewhat inaccurate energy weapon that fires 3 projectiles; does area damage in a very small radius.
Added the Glass Cannon weapon, a medium sized energy weapon that fires a single projectile; does area damage in a small radius.
Added the Hive Launcher weapon, a large sized missile weapon that fires 5 2-stage "smart missiles/dumb suicide drones"; the weapon benefits from the effects of the Drone Swarm shipsystem.
Added the Mantlet Dronepod Launcher weapon, a large sized built-in drone spawning weapon, spawns a dronepod that eventually deploys into a Mantlet-class modular defense platform.
Added the Scanner Array weapon, a small sized built-in beam weapon used by the Kabura-ya-class drones and Arambai-class corvette, applies a debuff to the target ship defensive stats as long as the beam hits its armor or hull.
Added the Plasma Burst Lance, a large sized built-in upgraded version of the Plasma Lance, can store and fire up to 3 shots, otherwise it keeps the same fire rate as the normal Plasma Lance.
Added the Strategic Laser, a huge sized built-in long range laser.
Added the Corseque-class destroyer, a though front line combatant, equipped with the ram drive shipsystem.
Added the Labrys Mk.II-class destroyer, a pirate version of the Labrys that keeps its original concept.
Added the Pernarch-class troop transport, a military crew transport, equipped with the missile autoforge shipsystem.
Added the Pernarch Mk.II-class siege cruiser, modified for long range firepower, equipped with the high energy focus shipsystem.
Added the Mantlet-class defense platform, a small frigate sized station spawned by the Mantlet Dronepod Launcher weapon, it equips the Shield Burst shipsystem and a Heavy Burst Laser by default.
Added the Arambai-class Corvette, a large phase-capable single fighter wing designed for battlefield distortion.
Added the "REDACTED" constellation, a randomly located and randomly named constellation offering a "REDACTED" challenge experience and "epic loot".
Added unique variations of the Halberd, Atlatl, Kestros, Amentum.
Updated the sprites for... pretty much every TSC combat ship, ranging from small color alterations (reducing pure gray areas) for most of the sprites, to almost complete re-spriting for some like the Atlatl and Labrys.
Updated the sprites for all the pirate variants.
Updated the sprites for most of the portraits.
(Alex) Fixed an issue with ship spawning, reinforcement spawn area is no longer pushed back by every spawned ship, only by proper reinforcements. This affected all mods, however only mine is the one that goes bonkers with this mechanic.
Fixed a potential gamecrash source found in the drone spawning script, the crash was related to an engine oddity with simultaneous projectile removal and station spawning.
Improved the performance of shield module scripts, unified the modules into a single module.
Renamed "Drone" variants to "Dronehost".
Ship variants updated.
*****Balance Changes*****
Atlatl-class Carrier: -Re-sprited for an overall size increase. -Added "Mantlet Platform" hullmod. -Replaced built-in "Kulbeda Drone Bay" weapon with a "Mantlet Dronepod Launcher". -Weapon positions altered to match new sprite, loadout remains mostly the same. -Lateral large sized missile turret mounts changed to front facing hardpoints.
Threshal-Class Freighter: -Re-sprited for an overall size increase. -Reduced base cargo capacity to 400. -Designation changed to "Transport". -Added "Modular Cargo Bay" hullmod. -Weapon positions altered to match new sprite. -Central large sized energy turret mount changed to frontal hardpoint. -Downgraded frontal large sized missile mounts to medium size. -Downgraded back medium sized missile mounts to small size. -OP total updated to reflect changes (185).
Threshal (S): -Added back the back-facing missile mounts. -Designation changed to "Construction Ship". -OP total updated to reflect changes (140).
Lance-class Cruiser: -Reduced base cargo capacity to 175.
Angon-class Transport: -Reduced base cargo capacity to 200. -Reduced max speed to 50. -Reduced turn max rate to 20. -Reduced turn acceleration to 20.
Angon Mk.II-class Modified Transport: -Reduced cargo capacity to 200. -Reduced max speed to 50. -Reduced turn max rate to 20. -Reduced turn acceleration to 20.
Angon Mk.III-class Modified Transport: -Reduced cargo capacity to 200. -Added additional launch bay. -OP adjustment set to -10. -OP total updated to reflect changes (95). -Reduced max speed to 50. -Reduced turn max rate to 20. -Reduced turn acceleration to 20.
Sabre-class Destroyer: -Reduced overall abundance in Coalition fleets.
Sagaris-class Destroyer: -Replaced "Maneuvering Jets" shipsystem with "Drone Swarm". -Replaced large missile hardpoint with a built-in "Kulbeda Drone Bay" weapon. -Upgraded lateral small sized missile mounts to medium size. -OP total updated to reflect changes(80). -Sprite updated to reflect changes. -Reduced overall abundance in Coalition fleets.
Sagaris (P): -Replaced built-in "Kulbeda Drone Bay" weapon with a carrier's modular launch bay. -Replaced "Drone Swarm" shipsystem with "Maneuvering Jets". -OP adjustment set to 15 (10 less than standard Sagaris). -OP total updated to reflect changes (80). -Sprite updated to reflect changes and made more pirate-like.
Labrys-class Destroyer: -Re-imagined ship as a combat support vessel capable of deploying forward turrets (Mantlet-class defense Platforms). -Added "Mantlet Platform" hullmod. -Replaced large missile hardpoint with a built-in "Mantlet Dronepod Launcher" weapon. -Replaced "Burn Drive" shipsystem with "Drone Swarm". -Sprite redone following its original shape.
Labrys (P): -Removed.
Adze-class Transport: -Reduced base cargo capacity to 75. -OP total updated to reflect "Modular Cargo Bay" changes (30).
Ranseur-class Frigate: -Reduced max speed to 110. -Reduced acceleration to 90. -Reduced turn max rate to 50. -Reduced turn acceleration to 85.
Scimitar-class Corvette: -Replaced Disruptor Burst Beam with Glass Cannon.
Buckler-class Shield Drone: -Shield type change to frontal permanently active shields.
-Kabura-ya-class Scout Drone: -Conceptually re-imagined to be closer to its intended role (long range probe) and namesake (a Kabura-ya is a type of signal "whistling" arrow). -Added frontal shields. -Replaced "Kamikaze" shipsystem with "Booster Jets". -Replaced "Mining Laser" weapon with "Scanner Array". -Reduced speed by 50 (set to 100). -Sprite redone.
Anvil-class Forgeship: -Added to the campaign layer.
Ram Drive shipsystem: -Bonus to max turn rate and turn acceleration removed.
Modular Cargo Bay hullmod: -Renamed to "Modular Hold". -Made incompatible with "Converted Hangar". -Altered function, now upgrades some logistical hullmods improving their bonuses, and removing their penalties. -Shows relevant information about its dependent hullmods in its tooltip.
Integrated Particle Conduits: -Shows relevant information about its dependent hullmods in its tooltip.
Sand Caster hullmod: -Added 15% EMP damage reduction. -Grants 50% sensor strength reduction. -Grants 100% sensor profile reduction to frigates and fighters. -Grants 80% sensor profile reduction to destroyers. -Grants 60% sensor profile reduction to cruisers. -Grants 50% sensor profile reduction to capitals.
-A lot of minor stuff I tweaked/re-tweaked and forgot to take note of.
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 spawners, this type of weaponry enables a ship to provide a constant stream of highly disposable drones, that act similarly to standard fighters.