
As soon as I could get the anti-missile AI to work, I'll add another PD missile - an MIRV! DONE
Just yuri mod sprites full#
A full range of LARGE missiles, for one. and probably more that have slipped my mind. An issue with the Commissioned Crews integrated mod, where you don't actually get the faction hullmod when entering a market - if this happens please add the "Commissioned Crews" hullmod to your ships, and this issue will be corrected. The net effect is that all ships are terribly cheap in fleet cost. No matter what I set in their ship_data, the game seems to set its own fleet point cost to them. The fleet points cost of each ship is behaving strangely. A certain line of drone motherships are - placeholders- until I could figure out the above station_module issue.
Just yuri mod sprites how to#
I'm still learning how to script so I can give it a good Anti-Missile AI. (Works in simulations but disappears in real battles - why!?) DONE A certain capital ship's activated ability is just a placeholder, because I can't seem to make station_modules work. A certain ship's built-in missile racks are terribly OP but I haven't gone back to rebalance it. But I don't have the time to play SS anymore! The irony! Some significant balancing has been done! But playing just by the ear, I might have fumbled on some stuff. The balance is probably wack if you try to mount any other missile types in the available slots in these ships. Some dialogue rules are leaking to other factions Crashing problem when setting an Aether Shawl to spawn as a part of your colony-spawned fleets. develops weapons of mass destruction as a final deterrent. V.1.8.0: In response to increasing hostilities across the sector, Caparice Trade Co. V.1.6.0: Tensions between the Yuri and the locals are rising. Bounties have been placed on certain Yuri.

V.1.5.0: Some technological exchange between Yuri and Independents. Missions chronicle events that transpired involving Pirates and the Persean League/Hegemony. V.1.4.0: Some limited interaction between the Yuri and the wider sector. In addition, powerful area-denial and BALLISTIC point defense systems keep your ships safe against enemy missiles.īut overall, this mod is not about how powerful missiles are, but how p r e t t y they look when fired in a concentrated volley. Or if there isn't, there should be a combination that will do the job. Saturation, Shield Suppression, Point Defense, Anti-Fighter, Long-Range Bombardment - you name it, there's a missile that can do it. The weapon list features missiles for every occasion. I highly recommend Haze's Girls Frontline Portrait Pack and VJNL's Azur Lane Portrait Packs to get in the correct mood! The ships are also themed with itasha-style decals atop a base coat. The larger ones depend on armor and heavy firepower - destroy the enemy before they destroy you. The smaller ships survive using their speed and maneuverability. Instead, every ship is outfitted with a certain capacity for long-range support. No generalist ships to be seen in this roster, though one theme runs at their very core - none of them come with shields as standard equipment. Their ships are specialized around specific, different roles. To accentuate this, their ships do not have native access to shield tech and instead rely on speed or armor. Their core ships are centered around the "glass cannon" concept, with a focus on missiles and other stand-off weapons. in the Sola system in the eastern fringe of the sector. This mod adds the new faction, Caparice Trade Co.

"yrxp_EnableVFX":false,Just set that false to true.
