Colt_SCW 发表于 2026-8-22 18:57:16

[0.98]威胁科技 THREAT TECH v1.8b

本帖最后由 Colt_SCW 于 2026-8-28 11:06 编辑

原版内容剧透警告!加入了'极具威胁'的舰船/武器/???
如果你认识这个势力标志,放心继续看。(本Mod可以在存档中途添加,但不可以中途卸载。前置Mod: MagicLib)



这些船将会在超空间深渊里的威胁舰队中少量随机出现,且本Mod的新船均可打捞。但本Mod为威胁添加的主力舰可能挤占仿织单元的刷新率,这在部分情况下会让战斗体验变得容易许多。
每艘威胁船都会装备1-2件新武器。
请记住,开拓者无人舰(以及格伦德尔、小精灵和其中一种攻势Mk.I变体)是全自动舰船,如果你没点技能的话是捞不了的。
请注意:以下为实验性功能,未来作者可能会删除或修改。
当你与 威胁 势力声望降低到一定程度,至多-90,会出现一项特殊悬赏。如果你成功打通,会获得一件物品,可解锁本Mod新增的所有飞船、本Mod以及原版威胁武器的蓝图。作者认为这可能会稍微破坏你的游戏体验,但考虑到你经历的战斗,这是一项值得的奖励。
作者旨在对原版低科飞船进行直接(但不是无脑按0)升级,类似于 十四战斗群变体(尽管它们各种意义上比十四战斗群的变体更强)。
它们内置了 碎片集群 和 威胁船体 船插,幅能属性略有提升,峰值时间极高,且武器布局有大幅变动。部分飞船的速度/机动性略有提升。作为平衡,所有飞船的部署点都有所增加,具体增加幅度取决于它们与原版船相比的强度/修改程度。
大多数飞船的炮塔槽位总数有所减少(尤其是那些装点防的小槽炮塔);这是因为这些飞船现在被设计为使用易爆碎片、伏打放电器等威胁碎片武器用于点防,而这些武器根本不需要炮塔射界。
作者认为,原版许多小/中槽威胁武器装配点数占用太高了,与其把新船的装配点数无脑拉高,或者默认配装都留一堆空的武器槽,不如重新设计每艘船的武器槽位,以充分利用其每个槽位,同时不至于显得无脑加强;例如,两个小槽本应分别装两个轻型质量投射器(2x10装配点),作者将其合并为一个中槽,用于装一门重型质量投射器(1x16装配点),因为直接拉高装配点数会增加可以同时装的船插数量,从而产生意想不到的叠叠乐效果。因此,由于威胁系武器的可选数量较少且作战能力相似,它们是默认装满这些船槽位的最佳选择。
Update v1.8b (2026-08-20)
Changed all Composite mounts to Universal, to be in line with the previous Synergy mounts changed to Universal.
Reduced the Flux Cost of the Threat Adjudicator back to vanilla. Didn't really test this one enough before release.
Update v1.8a (2026-08-19) She On my Slaught till I Mk.I(1.8a hotfix: fixed Threat Mk.Is not having the variants showing up. whoops.)
Additions:Added the Onslaught Mk.I to the Threat Tech roster (twice).There's an automated version and a crew-able version, that are otherwise identical aside from minor logistical differences and an obvious visual signifier.Aside from the expected Threat Hullmod and Fragment Swarm, it has 40 less OP, and 8 out of it's 11 Medium slots were downsized to Small Slots, and it's Adjudicator has twice the flux cost of the original. It's DP is unchanged at 50, so it's a proper side-grade to the OG, especially since the automated version still requires the Automated Ships skill, and the crewable version does not have infinite PPT. The Threat-ified versions also have a lower cargo and fuel capacity, making them less useful in early-to-mid game.
Rebalances/Fixes:
Replaced every Synergy Slot with a Universal Slot. Because vanilla Threat ships do not have Synergy Slots.
Changed the Expurgator's ship system to a modified Fragment Volley that does not require Energy Lash. Has a heft upfront flux cost and only lasts long enough for a single volley, but a much shorter cooldown than the original. As this is a massive buff to it's long-range potential, I replaced it's Advanced Targeting Core with an Integrated Targeting Core, reduced base flux dissipation to 400, and it's capacity to 10000. It also has a much less efficient shield, but received a decent Armor buff. It now must be piloted with much more caution, but is more forgiving for mistakes.
Reworked the Damocles Supercannon: refire delay to 7 (was 10), buffed 1500 (total 2400 with ITU, same range as pre-nerf to the Expurgator), changed to a magazine weapon with a capacity of 2, with a reload size of 1 per 30 seconds (because it was way too spammable). Tweaked the backend and updated it's info; it now explodes on contact with hull or generates a large amount of EMP arcs on hitting a shield (or when it hits some parts of very large hulls, like Astral, Invictus or Fabricator). This does also happen to make the Damocles much more potent as an EMP weapon, so despite it's comparatively low dps against shields and armor, it is more useful against them. Reduced it's EMP damage to 500, since it actually benefits a lot now.
Reworked the Hound: changed ship system to a modified Incursion Mode that does not require Energy Lash. Has a 10 second duration, with 15 seconds of downtime, and forces autofire on all weapons while active. (Big thanks to Massacre for pulling extracting the Incursion Mode script and removing the forced reckless behavior!) Remade the sprite and added 1 small synergy hardpoint and buffed it's flux dissipation a small bit, and buffed it's armor/hull to be similar to the original Hound. Removed the Escort Fighter as it's strong enough without it now.
Reworked the Charybdis' Ship System; it still grants +50% energy damage, but for a 5 second duration (identical to Ammo Feeder), and grants +50 Top Speed and doubled Ammo Regeneration to better synchronize with the intended double Voidblaster loadout.
Changed the Twincoil to be a (very slow) continuous fire weapon. Total DPS unchanged.
Increased the Eradicator's OP by 5.
Update v1.7a (2026-04-14) IntegrationQuick fix for the bounty crashing the game. Whoops.
Update v1.7 (2026-04-14) Integration
!!!THIS VERSION IS INCOMPATIBLE WITH PREVIOUS VERSIONS!!!
ADDITIONS:>NEW CUSTOM SHIP: Expurgator (Threat)!A Capital Ship intended for player use as an Artillery / Fleet Command Center. Has built-in Operations Center and Advanced Targeting Core, 2 fighter bays, and a long-range artillery cannon (with an immense flux cost)-- but has a terrible shield arc, unimpressive armor/hull, and low speed. Designed to support from the backlines and confirm kills.
>NEW CUSTOM SHIP: Chrysalis (Threat)!An automated Cruiser Carrier with 4 fighter bays. Extremely slow and fragile, relies on it's maneuvering jets system to avoid combat. Very efficient DP-to-Fighter-Bay ratio, and has decent cargo/fuel capacity.
>Domain Derelict Drones added to Threat-Tech roster (minus Guardian).All got Hull/Armor buffs, 1-2 additional mounts, more ordnance points and a Damper Field in lieu of a Shield, but a slight DP cost increase.
>Gremlin and Grendel added as automated ships.They are no longer phase ships, and have a regular shield for defense. They have a unique version of Phase Skimmer that does not store charges and only jumps 100su base, but has a cooldown of 1 second. Aside from the usual ordnance points, they have a slight Armor buff and a boost to their maneuverability, and Gremlin gets an extra medium hybrid turret. Grendel loses it's distributed fire control hullmod.
>NEW WEAPON: Neoferric Twincoil!Fires a 4-round burst with the same downtime as the original Quadcoil.Originally wasn't gonna add this, but I really liked the sprite I made on a whim. So cool factor won me over.
>Lastly, BIG GAMEPLAY CHANGE!All ships and weapons have been added to the Threat's loadout, meaning they spawn naturally in game as enemies, and can be acquired without needing to complete the bounty and then built at a forge, albeit unreliably. I also added 1-2 new variants for each of the regular Threat ships (minus Hive Unit) kitted with a lot of Threat Tech weapons.
Threat fleets will still be mostly composed of vanilla threat ships, but will rarely spawn a few Threat Tech ships. This does occasionally result in the Fabricator slots being taken by Threat Tech Capitals, potentially making some fights easier. I think this is a nice way to spice up Threat encounters as well, with some more dynamic loot in the form of usable ships that have to be defeated first.
This is still technically an experimental change, as I to use some roundabout means to get the Threat to actually field carriers and capitals.
Rebalances/changes:
Updated Vanilla threat weapons to current projected 0.98.5a changes:(Voidblaster magazine 12 > 8 and less use against shield on autofire, Voltaic Cannon recharge time 60 > 40, Heavy Mass Driver OP cost 15 > 16.)
Reworked basically every combat ship. I made changes on a case-by-case basis, mostly removing unused mounts in the variants, but some are very drastic changes compared to vanilla. This does often result in turrets typically meant for PD options are now gone, meaning you have to primarily must utilize the Threat PD options (which, conveniently, do not require turret arcs at all), and now have to balance fragment use offense or defense. Some mounts were changed to better utilize exclusively threat weapons without significant OP buffs, which mostly means multiple smaller mounts being traded for fewer larger mounts (or medium missiles slots being made into multiple smalls), and most ships now having equivalent OP capacities to the XIV variants (+5~10 OP), with frigates generally getting a larger buff over vanilla compared to larger ships. DP costs are now also done case-by-case, but all are higher than vanilla counterparts.
Removed Mudskipper's Advanced Targeting Core, ship system changed (back) to Lidar Array. Reduced DP to 9.
Took away all the Buffalo's weapon slots, and gave it cargo capacity instead since it's not really intended for direct combat anyway.
Gave the Hound a special version of the Chelicera fighter that serves as a fire-support escort (like it originally did), and gave it a buff to top speed.
Updated the sprites for the Onslaught's Heavy Voidblasters, to look like actual Voidblasters.
Updated the sprites for the Quadcoil Mass Driver, Voltaic Amplifier, Neoferric Monocoil and Neutron Pod.
Reworked the Quadcoil Mass Driver: It's now a magazine-based weapon that is pretty bad without the Expanded Magazine Hullmod, as it reloads the full Magazine with the hullmod installed. Think of it as a midway point between the Mark IX and Storm Needler, having a burst DPS closer to the Storm Needler, but a much worse sustained DPS, being a bit worse than the Mark IX even with S-modded Expanded Magazines.
Reworked the Voltaic Repeater: no longer a magazine weapon, and instead fires 1 projectile with a total downtime of 5 seconds, but reduced it's turn rate drastically. Removed the "USE_LESS_VS_SHIELDS" tag since it no longer has ammo to conserve. Since this is technically a huge buff, I increased it's OP cost up to 20.
Increased the Hyper Mass Driver to work a bit differently than the HVD it's compared to. It now does much more damage-per-hit and better flux-per-shot, but a slower fire rate, resulting in a very minor DPS increase and a marginally better flux efficiency, at the cost of 3 more OP cost and no EMP when compared to the HVD.
Increased the Fragmentation Driver's refire delay to 2 seconds, increased it's individual projectile damage to 60 (was 50).
Replaced the Elytra fighter's Frag Driver with a Light Mass Driver, so it now does both kinetic and HE damage (and made it actually an automated fighter like it's description says). Increased the refit time of the Mandible and Thorax fighters, and increased the OP cost of the Orthoptera wing to 6 (was 2) and buffed their hull to 250, armor to 50 and reduced it's refit time to 2. Changed the fighter-sized Voidpulser into a magazine weapon, with very high burst damage that falls off very quickly. Reduced the Mandible's and Elytra's armor to 250 (was 300).
Removed "Strike" tag from Voidpulser, so the AI should use them more liberally while still not wasting them on shields.
Changed the Monocoil back to a single shot weapon (last time, I swear). Total DPS unchanged.
Reduced Voltaic Amplifier's range to 700 (was 800).
Increased the Neutron Lance's EMP damage a bit so it's description makes more sense (and increased it's range), and buffed the Charybdis' Flux Capacity/Dissipation and Shield Efficiency.
Buffed the bounty target itself and gave the ship an actual name instead of just "NULL". Due to the new ability to get threat tech weapons/ships before the bounty, I'm raising the negative reputation requirement and making the signicantly fleet stronger.
---
Update v1.6 (2026-02-15) THE "NERF" UPDATE
Changed the conditions for the bounty to become available; no level requirement, just -75 reputation with Threat. If you've beaten enough Threat fleets to get your rep that low, you probably are high level and have a pretty good fleet. At least, I hope you do.
Fixed the Bounty Target's image not appearing, and added a custom portrait (art by me).
I also nerfed the bounty fleet a bit and added more Threat Tech weapons to their loadouts. It's a bit easier now, but you'll still need a very powerful fleet to take it on.
Updated a few of the ship sprites, particularly the older ones that I did while still getting used to making these. Most noticeable changes were to the Onslaught, Legion Retribution and Eradicator. A few others were changed, but only very slightly.
Also, very important: THIS VERSION IS INCOMPATIBLE WITH PREVIOUS VERSIONS!!! Please be sure to delete the old folder and it's contents before installing.In an effort to decrease potential conflicts with other mods, I changed the names of a lot of stuff in the code, to have the prefix "tt_", so instead of just "monocoil" it is now "tt_monocoil". This of course makes previous saves with the old names unusable.
ADDITIONS:WEAPON: Voidpulser (a mini Voidblaster)WEAPON: Fragmentation Driver (a budget PD needler)FIGHTER: Elytra Support Fighter Wing (Sarissa)FIGHTER: Mandible Heavy Fighter Wing (Warthog)
Loads of Rebalances:SHIPS>>>-Changed the types (and in some cases size) of various ships mounts, typically reducing the amount of missile (synergy and composite included) mounts overall, or trading medium missile mounts for more small missile or composite/synergy mounts. Most significant change is the Onslaught, which trades it's four medium missiles for 4 small missiles, and 2 other medium turrets being made into composites, and two more small mounts into composites. This is, in most cases, an overall nerf.
-Reduced Flux stats of most ships closer to their vanilla counterparts; capacity is the same as vanilla, while dissipation is +20~50 over vanilla.
-Reduced the maneuverability buffs to frigates and capitals to more reasonable values, and gave the Dominator a slight maneuverability buff. Onslaught, Legion, Retribution and Dominator now have extra visual thrusters, and a very small top-speed buff to go along with it.
-Reduced the DP/Supply cost of all ships by 1~4, depending on hullsize (with more variance based on changes compared to vanilla counterpart).
-Reduced the fuel/ly of most ships, making them more comparable to high-tech ships.
-Added "Attack Drive" ship system, an improved Burn Drive that allows shield use and is immune to flameouts, and gave it to Onslaught, Legion and Dominator. Vanguard and Enforcer still have Plasma Burn.
-Changed the Mudskipper's Ship System to Ammo Feeder, and it's Lidar Dish is now a small Synergy Slot, gave it 10 more Ordnance Points, and reduced it's DP cost to 18 (was 22).
-Increased the crew requirement and capacity of all combat ships; now half of vanilla counterparts. Reduced the Mule's crew capacity to 200 (was 400).
-Gave Eradicator 10 more ordnance points; brining it closer to the Dominator's increase over vanilla, and lowered Mora's Ordnance Points by 15.
-Gave the Hound 15 more ordnance points, made Expanded Magazines built-in, and buffed it's flux capacity and dissipation, changed it's small turret mount to a "hybrid", and added a small Synergy hardpoint to it's rear.
-Reverted the Manticore's Ship System back to Canister Flak (was EMP Emitter).
-Reverted the Retribution's Ship system back to Orion Device (was Nova Burst).
-Buffed the Charybdis' maneuverability (a lot).
WEAPONS/FIGHTERS>>>-Reworked/renamed the nanoferric quadcoil; it is now the "Quadcoil Mass Driver". It is now a continuous fire weapon (rather than burst), with an increase to it's firerate but lower damage per hit and overall DPS. It is now closer to being a proper sidegrade to the Mark IX; doing notably less damage overall with a higher OP cost, but having perfect accuracy, better range and flux efficiency.
-Buffed the Neutron Lance; more damage and impact (aka the graviton slowing effect), and reduced it's flux cost a small amount.
-Reduced the Voltaic Amplifier's damage to 40 (was 80) and EMP to 80 (was 120), and decreased it's flux cost to 40 (was 80).
-Tweaked the Heavy Voidblaster; reduced it's flux-per-shot to 150 (was 200) to compensate for the Onslaught's flux nerfs, and changed it's reload size to 4 (to be more similar to the base Voidblaster), while keeping the same ammo-per-second.
-Reduced Thorax Wing's OP cost to 15 (was 18), buffed it's replacement rate to 12 (was 15) and buffed it's maneuverability, and gave it a modest shield.
-Reworked the Monocoil; it is now a 2-shot burst with 200 HE damage per projectile, but a longer 5-second refire delay, and costs only 5 OP now. Effectively, it is now (literally) 1/4th of a Quadcoil; installing 4 monocoils is the same DPS/OP/flux of a single Quadcoil, but with a shorter range at 700su, to compensate for the convenience of using a small slot.
-Buffed the Voltaic Repeater's range to 800 (was 600), and reduced it's OP cost to 14. Probably changed it in other ways? I forgot, I've been tweaking it a lot.
-Reworked the Orthoptera Fighters: replaced Vulcan Cannon with the new Fragmentation Driver, and replaced Swarmer Missile with a Mini Voltaic Discharge, as well as increase wing size and replacement rate, and lowering OP cost to 2 (was 3), and lowered it's attack run offset closer to fighters. No longer is it just a reskinned Talon.
-Increased the Chelicera Fighter's attack run offset, making it much less suicidal, instead letting less valuable fighters go in first.
---
Update v1.5 (2025-11-08)Added Hound, Mudskipper mk2, Phaeton, and Invictus Threat Hulls.Added 1 new fighter wing: Thorax Bomber (Perdition that wants to be a Cobra).Added 2(3) new weapons: Neoferric Monocoil (small mount ballistic HE), and Voltaic Repeater (large mount hybrid EN).Redid the sprites for the Voltaic Amplifier and Nanoferric Quadcoil, and gave the Hyper Mass Driver a unique firing sound.
Added a new original* pilotable threat ship: the Charybdis, with a unique built-in weapon. Slightly overpowered; but you wouldn't guess that by watching the AI pilot it.It was designed for player use as a wolfpack flagship, and balanced around it's default loadout.
Gave Enforcer(THREAT) 10 more ordnance points, to match the Manticore's OP increase over vanilla.Redid variants for most ships, giving most ships 2 separate variants; typically themed around "Offense" (Locust) and "Defense/Support" (Pest).
Added "MagicLib" as a dependency; THE BOUNTY NOW WORKS! The BP package can now (technically) be obtained without cheats. The fight is very hard.(Though, I couldn't figure out how to get a custom portrait to work, so if the bounty target shows up blank for you, I'm aware, and I'm stumped.)
!!!THIS VERSION IS INCOMPATIBLE WITH PREVIOUS VERSIONS!!!
Update v1.4 (2025-10-18)Added Colossus (cargo/fuel/salvage hybrid), Mule (Troop Transport + Ox), and BuffaloMkII (you know why) Threat Hulls, for a full logistical package.Added custom versions of Plasma Burn, Damper Field, and Ammo Feeder, that are functionally identical to vanilla but glow white instead.Onslaught, Legion, Dominator, Enforcer, and Vanguard now have Plasma Burn instead of Burn Drive for their ship system.Rebalances: changed DP costs of all combat ships, greatly buffed the maneuverability of Vanguard and Lasher (because lowtech frigates suck), and slightly buffed onslaught/legion maneuverability (so it's easier to ram people with Plasma Burn), and completely reworked Voltaic Amplifier: it now requires a fragment swarm and functions like the vanilla Voltaic Discharge, but fires in a delayed bursts and has longer range, hit strength and DPS, but the same flux efficiency of 1.
I probably changed some other things but it's been a while and I forgot...
Update v1.3 (2025-08-16)Added Retribution, Mora and Condor Threat Hulls.Added 2 new Fighter wings: Chelicera Heavy Fighter (Super Broadsword), and Orthoptera Interceptors (literal reskin of Talons, but automated).Added 3 new weapons: Hyper Mass Driver, Voltaic Amplifier, Neutron Torpedo Pod.Redid the color of the Nanoferric Coil, making it more visually distinct from the original.Loads of Rebalances; everything from changing mount types, OP capacity, and Flux stats.Added 1 default loadout for every ship.
Update v1.2 (2025-08-10)Fixed some errors.Added alternate version of the neoferric quadcoil that does kinetic damage instead.Might look into making custom fighters next...
Update v1.1 (2025-08-09)Added a BP package that also includes the vanilla threat weapons! So you can finally bankrupt Zunya lmao.
Q: 你会给Mod里增加更多原版船吗,比如中科或高科船?
A: 不会。只会做低科的。如果我要用中科/高科改什么,那我会选择做渊幕原种/欧米茄的,而不是威胁的东西。
--
Q: 你会做原版 威胁 船的可捞版本吗?
A: 不会。原因请见下文。
--
Q: 你能做(*任意需要真正懂Java编程的操作*)吗?
A: 我真的不会编程。这个Mod里的所有东西都是原版素材的拼接,加上画一些船,以及反复开关游戏来试验。我一直用的记事本来手搓所有内容。所以我不会做可捞的原版威胁船,它们不是为玩家设计的,也不是我能做到的。我相信更有经验的模组作者们最终会做出可捞的 仿织单元,所以请去麻烦那个人吧。
兼容性:如果有其他Mod对原版 威胁 势力的默认 武器/飞船配装 进行修改,将与本Mod产生冲突。
如果你下载过旧版或英文版的 威胁科技 并想升级,请注意本Mod与旧版本不兼容。记得安装前删除旧文件夹,不要直接覆盖。
这个Mod的Tips非常雷霆,如果雷到你了请告诉我,我在考虑要不要和谐下{:tieba_23:}

鸣谢Aktriaz000 本Mod的作者。远星汉化组 本Mod大量使用了远行星号原文,感谢远星汉化组一如既往地为我们带来游戏本体的高质量汉化。zaz168 感谢鱼雷佬对我的帮助。
此Mod是我自己初次独立进行Mod汉化,存在脑补过多/牵强附会/文不达意等诸多问题,若有问题/错漏也欢迎提醒,感激不尽。

zaz168 发表于 2026-8-22 19:08:42

瓦,居然还做了中文版的海报和预览图(x

等骤雨汉化更新了我要给骤雨帖子也安排上(

mobius1 发表于 2026-8-22 22:46:01

这个是不加阵营纯粹增加野怪种类的mod嘛

Colt_SCW 发表于 2026-8-22 22:51:55

mobius1 发表于 2026-8-22 22:46
这个是不加阵营纯粹增加野怪种类的mod嘛

对,不过含蓝图{:tieba_12:}

mobius1 发表于 2026-8-23 02:19:20

Colt_SCW 发表于 2026-8-22 22:51
对,不过含蓝图

这我倒是没啥所谓,不出现什么奇怪阵营我就行(

nyking 发表于 2026-8-23 14:18:31

和侵染威胁https://www.fossic.org/thread-17204-1-1.html   这个有冲突不?

先驱者堡垒 发表于 2026-8-23 15:29:24

留名,支持

Colt_SCW 发表于 2026-8-23 19:27:53

nyking 发表于 2026-8-23 14:18
和侵染威胁https://www.fossic.org/thread-17204-1-1.html   这个有冲突不?

改变原版威胁舰队配置的应该会有冲突,会不会是导致赏金出错或者游戏爆炸这种程度的我还没试{:tieba_11:}

轮式进攻 发表于 2026-8-23 21:10:17

Colt_SCW 发表于 2026-8-23 19:27
改变原版威胁舰队配置的应该会有冲突,会不会是导致赏金出错或者游戏爆炸这种程度的我还没试 ...

应该不会,那个mod为了实现威胁船可打捞,给所有船都做了单独一个mod版的,原版威胁船还留在文件里的
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