Fractal Softworks Forum

Starsector => Mods => Topic started by: connortron7 on April 04, 2021, 02:23:30 PM

Title: [0.96a] Keruvim Shipyards (V:0.6.1) Fixed ships not spawning in indes hotfix
Post by: connortron7 on April 04, 2021, 02:23:30 PM
(https://i.imgur.com/kh6XRta.png)
DELETE THE OLD VERSION OF THIS MOD BEFORE UPDATING (do that for all mods)



Download for version 0.6.1: SAVE!!!! safe :)  https://github.com/connortron7/Keruvim-Shipyards/raw/master/Keruvim%20Shipyards%200.6.1.zip
if you find any problems or have some opinions on balance let me know here or on discord! (preferably discord)


Keruvim Shipyards were a once prominent construction company contracted by the Domain of Man before the collapse, building new and advanced ships for every walk of life and often butting heads with the Tri-Tachyon Corporation. Keruvim specialized in Midline warships and rose to power shortly after it became obvious that fighter-craft are the future of warfare, thus prompting Keruvim to start producing new and experimental battle-carriers able to be equipped for any situation.

After the collapse, Keruvim went into hiding in hopes of avoiding the ensuing chaos and keeping their planets stable. While it initially worked, it quickly became apparent that while Keruvim is near unmatched in ship design, they are lacking in governmental skills and are incapable of ruling over their worlds. Realizing this and not wanting the growing unrest to get out of hand, they decided change was in order, commanding their worlds to each pick 2 representatives to form a ruling council and oversee their future. To ensure peace would remain, Keruvim would stay as their de-facto rulers but would stay on the sidelines and focus on security and construction needs.

It was only until after the 2nd AI War ended that Keruvim revealed themselves to the rest of the Core-Worlds, seeing that the Core needed a factor of stabilization now more then ever, and seeing limitless demand for new ships and countless scrap to be recycled into new parts Keruvim decided to start a new generation of modular ship parts allowing them to quickly assemble ship after ship on the fly without dedicated shipyards. This can already be seen on most of their modern vessels as they contain dozens of repeating and recognizable parts inside and out.


Faction Features:
:a high focus on battlecarriers and fighter superiority 
:high industrial power
:near pristine midline ships


The bulk of Keruvims navy:
Spoiler
(https://i.imgur.com/QfBYbv4.png)
[close]


New ships found throughout the sector:
Spoiler
(https://i.imgur.com/nVCPCJk.png)
[close]


New Pirate ships found throughout the sector:
Spoiler
(https://i.imgur.com/BnBCSDR.jpg)
[close]




NEW AND EXCITING REVIEWS ARE IN!
(https://i.imgur.com/NHWa5kq.png)

things to note:
The some of the ship/weapon sprites are going to get more work but ive been very busy as of late so it will be awhile till they get done.
YES this has alot of anvil assets, NO it is not just "anvil 2", it is its own mod, anvil is dead and its never coming back, i took what i enjoyed and What was still half decent and brought it to Keruvim, most of which has been drastically updated and changed (Anvil Industries was my mod so no, i did not steal its assets)
and one last note, look at this:
Spoiler
(https://i.imgur.com/nZIhWHz.png)
[close]


Supported mods:
Nexerelin: https://fractalsoftworks.com/forum/index.php?topic=9175.0
Commissioned Crews: https://fractalsoftworks.com/forum/index.php?topic=16677.0
New Beginnings https://fractalsoftworks.com/forum/index.php?topic=15280.0

Credits:
Spoiler
Keruvims theme: https://www.newgrounds.com/audio/listen/508732
description help by yubbin#0763 on discord
myself for giving me anvil industries assets
[close]

Change Log:
Spoiler

V: 0.6.1: save safe

general:
fixed keruvim ships not spawning in independent fleets (forgot a "}")
fixed all axe's not having keruvim bulkheads
moved the keg to the keruvim_export_bp from the base_bp


V: 0.6: not save safe

general:
removed all reaver ships/fighters except cudgel (they will return some day in another mod )
fixed(?) quarry not deploying for combat
added New Beginnings support


ship changes:

empress:
added b-deck

catapalt:
added canister flak

cudgel:
removed reaver engineering
added advanced turret gyros
changed engine colors to lowtech
added to pirate_bp

both chariots:
decreased supplies a month/deployment points from 25 to 23
increased max cargo from 50 to 150
increased max speed from 45 to 55

chariot A:
increased max armor from 700 to 800 (to match B)
increased min crew from 100 to 120 (to match B)
updated center of sprite to match A's touch ups

chariot B:
increased base value from 12.5k to 14k (to match A)


V: 0.5: Reaver Begone!
SAVE BREAKER

general fixes/changes:
added 4 more reviews to the review board
increased spawn rate of pride ships from 0.5/10 to 1/10
moved keruvim systems near hegemony space (god sick of legio dunking on them every time plus more lore accurate)
fixed keruvim CC tip grammar
fixed keruvim ships not showing up in the nex start after hitting "randomize ships"
fixed a few description errors
fixed pride ships not spawning right
stopped the tsar cannon from spawning in pirate and independent fleets (found out why that was a BAD idea the hard way)
removed the catapult (P)
REMOVED THE REAVERS
added reaver ships to pirates under the "Pirate Inc" name (stop-gap till i figure out what to do with them)


general additions:

ship additions:
added the condor (Pirate Inc.)

ship changes:

hammerhead (Pirate Inc.):
increased deployment points/supplies per month from 10 to 12

outlaw:
increased deployment points/supplies per month from 45 to 50

lasher (Pirate Inc.):
increased deployment points/supplies per month from 4 to 5

cutless (Pirate Inc.):
increased deployment points/supplies per month from 5 to 6

cerberus (Pirate Inc.):
increased deployment points/supplies per month from 4 to 5


qaurry:
increased supplies a month/deployment points from 18 to 26 (idk why i had it so low)

catapult: overhaul time!
changed several parts of the sprite
changed mount style to match age
removed large ballistic turret
removed 2 small missile hardpoints
added 2 medium ballistic hardpoints
added 1 medium ballistic turret
removed shields
replaced keruvim bulkheads with rugged construction
increased max speed from 25 to 40
increased acceleration by 50%
increased max ordnance points from 150 to 165



V: 0.4.1: should be save safe
general fixes:
fixed cuidado and heritage not having patrol hq (will requre a new save for this to take effect)
fixed muck up in penger desc
fixed cutlass not having reaver hullmod

general addition:
added drugs and luxury goods to the reavers illigal commodities
added "hates ai" to faction traits with nex
refined nex alightments
added keruvim weapons and export ships to  scavanger fleets
added supership start to keruvim

ship changes:

lucerne:
added solor shielding
   beetlle drones:
  -increased fighter count from 3 to 6
  -formation from V to BOX

broadsword (RBV):
increased OP cost from 10 to 12

talon (RBV):
increased OP cost from 4 to 5

carrion:
bulked up sprite on right side


both catapults:
cut off some armor and added 2 small jets on each side (no stat changes)
reduced supplies a month/deployment points from 30 to 27
increased crew reqiured from 225 to 260
reduced pirates credit cost from 130000 to 120000 and reduced regulars credit cost from 130000 to 110000
halved spawnrate
added both versions to the sim battle

V: 0.4: SAVE BREAKER
general fixes:
fixed planet descriptions not showing up
fixed the stallion being classed as a destroyer instead of a frigate
fixed the catapult (P) spawning in keruvim fleets instead of pirate fleets
fixed the rapier not spawning
fixed keruvim showing up on the faction list even after death
fixed antlion needing 2 crew despite being a drone

general addition:
added the reaver blood cult faction with the ichor star system (has nex, indo evo and CC support)
added (re-added?) indo evo support (i swear i already did but could not find it so here we are!
changed the blueprint icon to match literally everyone elses
added  the best mod reviews to the forum page

ship additions:
added the bouncer class heavy defense frigate to pirate fleets
added the quarry class combat miner to independent fleets and rarely in pirate fleets
added the lasher, hammerhead, cerberus, broadsword and dominator (RBV)
added the chariot (Pride)


ship changes:

outlaw:
replaced both talons (RBV) with broadswords (RBV)
added the reaver military engineering hullmod

bandit:
renamed to mule (RBV)
added the reaver military engineering hullmod

bastion:
decreased spawnrate by 50%
now spawns in keruvim fleets/markets

duchess:
decreased supplies a month/deployment points from 55 to 45
did a few edits to the sprite

cudgel:
increased max burn from 7 to 9
removed civ grade hull
added the reaver military engineering hullmod

both axes:
increased max burn from 9 to 10

all zweihanders:
increased burn from 8 to 9

both chariots:
increased max burn from 7 to 8
increased max hull from 7500 to 9500

both catapults:
increased max burn from 7 to 8


V: 0.3: SAVE BREAKER
general changes:
changed the tech type of the outlaw, bandit, cudgel, talon (???) and cutlass to reavertech from lowtech
changed prefixes for all ships, weapons and hullmods from "anvil" to "keruvim" (now yall can shut up about the "dur dur its anvil" crap)
fixed carrion showing up blurry in the loadout screen

new ships:
added the flail light frigate
added the morgenstern light cruiser
added the stallion combat freighter frigate
added the glaive (pride)
added the paragon (P) (god help you)
added the catapult heavy missile cruiser (will appear in keruvim, hegemony, church and inde fleets)
added the catapult (P)

sprite changes:
both culverins received some touch ups
outlaw got its reaver coloring (for better or worse)
duchess received some touch ups
tsar cannon got some touch ups


duchess:
removed 2 medium missile turrets
reduced max ordnance points from 330 to 300
reduced max hullpoints from 13000 to 11500


outlaw:
decreased max speed from 65 to 35
decreased max ordnance points from 315 to 270
replaced modular fighter slots with 2 talons (???)
removed 2 medium mounts

flamberge:
decreased peak performance time from 400 to 250
decreased max speed from 155 to 120
increased max hull from 1000 to 1200
increased shield efficiency from 1 to 0.9

antlion:
replaced ion cannon with ion cannon (high delay) which it was supposed to be from the start

flea:
increased OP cost from 3 to 4

m21 light blaster:
increased flux to fire cost from 250 to 300

cudgel:
decreased max flux from 11000 to 9700

zweihander regular:
decreased max flux from 4600 to 4200

zweihander MK.II/MK.III:
decreased max flux from 6000 to 5500

zweihander MK.II/regular:
decreased max speed from 85 to 65

chariot MK.II/regular:
increased max hull from 6000 to 7500

all zweihanders:
increased max hull from 4400 to 5500
decreased max armor from 460 to 500
halved acceleration, deceleration and turn acceleration
decreased max turn rate by 1/3



V: 0.2: Save Breaker (for StarSector Version 0.95a)
general changes:
stopped the lucerne from spawning as a rare blueprint (ill add it as an HVB eventually, gotta fix em up)
descriptions looked over and patched up by yubbin#0763 on discord
changed all (A) and (B) variants to regular and MK.II variants
removed the chariot Triga
renamed the chariot Quadriga to just chariot
added "custom" portraits
added chem labs to crucible


moved all pride ships to a dedicated pride blueprint and decreased spawn rate
gave keruvim accese to midline ships (at a reduced spawn rate)

new ships/weapons:
added the ranger mining/salvage rig (can only be found in independent markets)
added the m21 mining blaster (can only be found in independent markets)
added the new and "improved" bastion class command rig (can only be found in independent markets)
added the brawler XIV to keruvim fleets, as of this release the hegemony's brawler spawns are borked so until the next starsector hotfix they will not have it (keruvim re-discovered its blueprint and gifted it to the hegemony)
added the zweihander (P)
added the Axe and Shotel pride variants (they are the same stat wise, ill be adding a unique hullmod to all pride variants down the line)
added the chariot MK.II
added the outlaw

all chariots:
replaced system with angel wing boosters
increased shield efficiency from 1.1 to 0.9
decreased shield upkeep from 0.7 to 0.6

angel wing boosters:
doubled recharge time

all zweihanders:
increased supplies per month/deployment cost from 10 to 12
[close]
Title: Re: [0.95a] Keruvim Shipyards BETA (V:0.2) Here we go again.
Post by: Psycho Landlord on April 04, 2021, 03:29:08 PM
I really dig the Duchess and Empress both, good stuff.


There is LGBT representation in this mod


Good.
Title: Re: [0.95a] Keruvim Shipyards BETA (V:0.2) Here we go again.
Post by: IonDragonX on April 04, 2021, 03:43:19 PM
I really like the art! It matches the original aesthetic very well.

You really should change the references to AA so newbs won't accuse you of stealing your own work. Or, write an old AA copyright into the Credits text file.
Title: Re: [0.95a] Keruvim Shipyards BETA (V:0.2) Here we go again.
Post by: Psyentific on April 04, 2021, 03:44:35 PM
hello yes where can i find the LGBT representation

on a more serious note i am definitely digging the battlecarrier/fighter tactics and midline aesthetic. definitely adding this to my next game.
Title: Re: [0.95a] Keruvim Shipyards BETA (V:0.2) Here we go again.
Post by: connortron7 on April 04, 2021, 04:16:30 PM
I really like the art! It matches the original aesthetic very well.

You really should change the references to AA so newbs won't accuse you of stealing your own work. Or, write an old AA copyright into the Credits text file.
I really dig the Duchess and Empress both, good stuff.


There is LGBT representation in this mod


Good.
hello yes where can i find the LGBT representation

on a more serious note i am definitely digging the battlecarrier/fighter tactics and midline aesthetic. definitely adding this to my next game.


thanks alot! i hope yall have fun with them in-game!

as for where to find the LGBT rep it is skins of keruvims ships that can be found rarely in their fleets/markets
Title: Re: [0.95a] Keruvim Shipyards BETA (V:0.2) Here we go again.
Post by: IonDragonX on April 04, 2021, 07:11:52 PM
After reading the Codex, the Zweihander looks a bit more powerful than the Hammerhead or Sunder. Basically because its stats are approximately the average between the two, it has the armament of the Hammerhead and it throws in a free (no malus) fighter bay. Over-tuned, I'd say.
Title: Re: [0.95a] Keruvim Shipyards BETA (V:0.2) Here we go again.
Post by: connortron7 on April 04, 2021, 07:19:34 PM
After reading the Codex, the Zweihander looks a bit more powerful than the Hammerhead or Sunder. Basically because its stats are approximately the average between the two, it has the armament of the Hammerhead and it throws in a free (no malus) fighter bay. Over-tuned, I'd say.

the hammerhead having AAF sets it apart as thats a powerful ship system
Title: Re: [0.95a] Keruvim Shipyards BETA (V:0.2) Here we go again.
Post by: IonDragonX on April 04, 2021, 07:54:59 PM
the hammerhead having AAF sets it apart as thats a powerful ship system
Yeah, I'm not trying to tell you how to do you. I just feel that a free (non malus) fighter bay in this particular case is a little overboard. Not broken by any means but could be a problem in numbers.
Title: Re: [0.95a] Keruvim Shipyards BETA (V:0.2) Here we go again.
Post by: connortron7 on April 10, 2021, 09:21:15 PM
the hammerhead having AAF sets it apart as thats a powerful ship system
Yeah, I'm not trying to tell you how to do you. I just feel that a free (non malus) fighter bay in this particular case is a little overboard. Not broken by any means but could be a problem in numbers.

wasnt ignoring this or anything just been busy, i agree that its very similar to a hammmerhead just with a fighter bay strapped on, while i wont be changing its weapons or anything i will be changing the stats to make it a slower and tougher ship to set it apart for the next update. (the sprite being quite thick and solid make it feel like a reasonable change)


said update will be out in a week or 2, i have a light cruiser and another frigate ready for it, gonna possibly make a destroyer but idk yet
Title: Re: [0.95a] Keruvim Shipyards BETA (V:0.2) Here we go again.
Post by: connortron7 on April 12, 2021, 04:14:58 PM
sorry but the updates gonna take awhile longer, works keeping me busy and well... change of plans for it, gonna be bigger then expected. gonna begin molding it into a state that won't be "beta" anymore, then move it to the main forum and add it to the index.


also added a poll

heres a lil treat at least (3 of the news ships)
combat freighter frigate with flea drones
light cruiser built to hunt smaller ships
very fragile frigate with more bite then bark
Spoiler
(https://i.imgur.com/tnD45aH.png)
[close]
Title: Re: [0.95a] Keruvim Shipyards BETA (V:0.2) Here we go again.
Post by: Flunky on April 12, 2021, 10:27:21 PM
Some scattered feedback on (in my opinion) outliers:

- Many of the capitals are a little too good, particularly the fast (60+ speed) ones. Duchess and Outlaw stick out particularly, having high speed, decent flux, high OP, and still pretty good durability.

- Antlion is way too good - 4 fighters with regular ion cannons and decent PD is just too handy. At least change the ion guns to high delay.

- Flea is maybe a tad too good compared to the Wasp, at least for being 2 OP cheaper.

- Bandit, Brute, Cudgel, Cutlass, and Buccaneer are generally fine & interesting, though the Cudgel may be a tad too good overall - maybe tone down its flux stats a tad?

- M21 light blaster is fun, but maybe a tad too useful for being a energy ballistic with high spike damage and relatively low OP/flux requirements.
Title: Re: [0.95a] Keruvim Shipyards BETA (V:0.2) Here we go again.
Post by: connortron7 on April 13, 2021, 01:21:10 PM
Some scattered feedback on (in my opinion) outliers:

- Many of the capitals are a little too good, particularly the fast (60+ speed) ones. Duchess and Outlaw stick out particularly, having high speed, decent flux, high OP, and still pretty good durability.

- Antlion is way too good - 4 fighters with regular ion cannons and decent PD is just too handy. At least change the ion guns to high delay.

- Flea is maybe a tad too good compared to the Wasp, at least for being 2 OP cheaper.

- Bandit, Brute, Cudgel, Cutlass, and Buccaneer are generally fine & interesting, though the Cudgel may be a tad too good overall - maybe tone down its flux stats a tad?

- M21 light blaster is fun, but maybe a tad too useful for being a energy ballistic with high spike damage and relatively low OP/flux requirements.

-where you doing 1v1 tests with the outlaw and duchess? because thats where they shine, as they are easily outflanked and overwhelmed. that being said ill shall give them some nerfs, outlaw will get a slight OP nerf and be put to 50 or 55 speed and duchess ill look into.

-yeah the antlions where supposed to have the high delays thats my bad

-ill increased its OP cost by 1 or 2, the wasp can actually leave the ship afterall.

-ill have a look, a flux nerf is prob on the table for the cudgel

-hmm noted, i might increase its flux cost somewhat.


thanks for the input!
Title: Re: [0.95a] Keruvim Shipyards BETA (V:0.2) Here we go again.
Post by: Flunky on April 13, 2021, 02:27:59 PM
Duchess was admittedly in simulator, but Outlaw was a situation of facing multiple Outlaws in a pirate fleet. While ultimately they were outflanked and overwhelmed, that was only after they barreled through my non-capitals with lower than 65 speed. They're durable and well-armed enough to shrug off anything less than a dedicated assault, while being fast enough to dictate engagements better than most capitals and chase down slower cruisers with relative impunity.
Title: Re: [0.95a] Keruvim Shipyards BETA (V:0.2) Here we go again.
Post by: connortron7 on April 25, 2021, 07:28:07 PM
Duchess was admittedly in simulator, but Outlaw was a situation of facing multiple Outlaws in a pirate fleet. While ultimately they were outflanked and overwhelmed, that was only after they barreled through my non-capitals with lower than 65 speed. They're durable and well-armed enough to shrug off anything less than a dedicated assault, while being fast enough to dictate engagements better than most capitals and chase down slower cruisers with relative impunity.

youll be happy to know that both have been nerfed (outlaw more-so then the duchess) heres the current changes to them
Spoiler
duchess:
removed 2 medium missile turrets
reduced max ordnance points from 330 to 300
reduced max hullpoints from 13000 to 11500

outlaw:
decreased max speed from 65 to 35
decreased max ordnance points from 315 to 270
replaced modular fighter slots with 2 talons (??)
removed 2 medium mounts
[close]



also i know its been a hot minute since the last update, lifes been busy and everytime i get back to this i wanna make some more light changes on top of my grander ones, i swear it will be out eventually!

for now heres another ship im working on (it is still a WIP but should install fear here and there when found in pirate fleets

Spoiler
(https://i.imgur.com/18RvxAR.png)
[close]
Title: Re: [0.95a] Keruvim Shipyards BETA (V:0.2) Here we go again.
Post by: ASSIMKO on May 08, 2021, 05:10:28 AM
I like new mods with new footprints in new hull physiology to test my skills and how much I can stress my PC Thanks, congratulations on this mod.
Title: Re: [0.95a] Keruvim Shipyards BETA (V:0.2) Here we go again.
Post by: Amoebka on May 08, 2021, 05:35:28 AM
Tfw it's another fighter bays on every single ship episode.  :-[ Still going to download, these are by far the best looking midline mod ships I've seen and just among the best looking ships in general. Great job.
Title: Re: [0.95a] Keruvim Shipyards BETA (V:0.2) Here we go again.
Post by: Hiruma Kai on May 08, 2021, 07:16:30 PM
Having played Anvil in the past, I wanted to say I'm glad to see some of the ship sprites alive and well here.  I always enjoyed their aesthetic.  I downloaded the mod and ran a Nexelerin run starting as Keruvim faction.

Overall the faction is fun to fly and the ships look great.  I am really enjoying the Angel Wings Booster ship ability.  A cross between plasma burn and burn drive.  It feels just short enough on many of the ships to go from long range to point blank.  Like burn drive, the AI isn't that great with using it in the middle of combat, but a player can make reasonable use of it when chasing appropriately.  Given the relatively low hull and armor on the Angel Wings Booster ships, the fact it lets you keep the shields up is essentially required.

As far as ships go, I like sprites on the sister ship designs, i.e. Chariot vs Chariot mk II, Zweihander vs Zweihander mk II and Axe and Axe mk II, as well as the concept of a faction re-purposing many of its designs.  Duchess and Empress also look nice.

As for campaign play, early to mid-game felt good before hitting DP deployment limits, late game the strength of the faction felt around that of my low-tech play through, which is not too bad a place for balance.  It gets the job done, although it can be a tough fight in the end game and I expect to see some destroyed allied ships on the recovery screen.  Easy to chase, but hard to retreat can cause issues with Remnants for example, kind of like with Dominators and Onslaughts.

They are also very forward focused and aggressive ships, like Dominators, but instead of high armor and hull, they have decent shields.  Speeds tend to be a tad slower than their mid-line counter parts, presumably to prevent too much kiting with oversized ballistic mounts or fighters.  I do wonder if the Chariot mk II is a bit too fragile for it's DP cost, when compared against a Champion or Eagle.

The Keruvim line up also has fair bit of reliance on vanilla logistic ships as many of the combat ships have fuel and cargo limits on the low side, as well as a good fraction having lower than average burn speeds.  On the other hand, the running costs aren't nearly as bad as low tech.

Thanks for putting it together and I look forward to the further evolution of the mod.
Title: Re: [0.95a] Keruvim Shipyards BETA (V:0.2) Here we go again.
Post by: connortron7 on May 23, 2021, 02:23:22 PM
Having played Anvil in the past, I wanted to say I'm glad to see some of the ship sprites alive and well here.  I always enjoyed their aesthetic.  I downloaded the mod and ran a Nexelerin run starting as Keruvim faction.

Overall the faction is fun to fly and the ships look great.  I am really enjoying the Angel Wings Booster ship ability.  A cross between plasma burn and burn drive.  It feels just short enough on many of the ships to go from long range to point blank.  Like burn drive, the AI isn't that great with using it in the middle of combat, but a player can make reasonable use of it when chasing appropriately.  Given the relatively low hull and armor on the Angel Wings Booster ships, the fact it lets you keep the shields up is essentially required.

As far as ships go, I like sprites on the sister ship designs, i.e. Chariot vs Chariot mk II, Zweihander vs Zweihander mk II and Axe and Axe mk II, as well as the concept of a faction re-purposing many of its designs.  Duchess and Empress also look nice.

As for campaign play, early to mid-game felt good before hitting DP deployment limits, late game the strength of the faction felt around that of my low-tech play through, which is not too bad a place for balance.  It gets the job done, although it can be a tough fight in the end game and I expect to see some destroyed allied ships on the recovery screen.  Easy to chase, but hard to retreat can cause issues with Remnants for example, kind of like with Dominators and Onslaughts.

They are also very forward focused and aggressive ships, like Dominators, but instead of high armor and hull, they have decent shields.  Speeds tend to be a tad slower than their mid-line counter parts, presumably to prevent too much kiting with oversized ballistic mounts or fighters.  I do wonder if the Chariot mk II is a bit too fragile for it's DP cost, when compared against a Champion or Eagle.

The Keruvim line up also has fair bit of reliance on vanilla logistic ships as many of the combat ships have fuel and cargo limits on the low side, as well as a good fraction having lower than average burn speeds.  On the other hand, the running costs aren't nearly as bad as low tech.

Thanks for putting it together and I look forward to the further evolution of the mod.


glad you like it! ive actually put effort into keeping up with a ship design/stat theme instead of the random grab bag of ships in anvil (which did fit its theme) and while there is a assortment of random ships in the mod they are not bloating the faction, making them feel like a proper faction.

the sister ship idea was originally just a way to fill the faction till i gave them a proper roster but eventually it grew on me and i decided to lean on it and so here we are lol


as for the chariot its to be getting a hull increase this update (which should be out by tonight!)


Tfw it's another fighter bays on every single ship episode.  :-[ Still going to download, these are by far the best looking midline mod ships I've seen and just among the best looking ships in general. Great job.

I like new mods with new footprints in new hull physiology to test my skills and how much I can stress my PC Thanks, congratulations on this mod.

thanks! heh yeah i know its not very original but i love combat ships that offer light fighter support and wanted to take my spin on it after ditching anvil industries, and sorry but no way are my ships the "best looking midline mod ships" my sprites are medicore, knight chases Mayasuran navy takes the cake for best midline faction sprites.

Title: Re: [0.95a] Keruvim Shipyards (V:0.3) Love it or hate it, it's here to stay.
Post by: connortron7 on May 23, 2021, 03:08:36 PM
aaaand new update is out! lotsa stuff, lotsa balance changes (for the worst prob)
not the fully fleshed out one i wanted with the new pather/pirate faction but since im moving soon im not gonna have the time to do that, so i released this mostly done version to at least get balance input on the new things and fix any problems that may arise.

a new menace to civilized space
Spoiler
(https://i.imgur.com/O4Iwalc.png)
[close]

change log
Spoiler
V: 0.3: save breaker
general changes:
changed the tech type of the outlaw, bandit, cudgel, talon (???) and cutlass to reavertech from lowtech
changed prefixes for all ships, weapons and hullmods from "anvil" to "keruvim" (now yall can shut up about the "dur dur its anvil" crap)
fixed carrion showing up blury in the loadout screen

new ships:
added the flail light frigate
added the morgenstern light cruiser
added the stallion combat freighter frigate
added the glaive (pride)
added the paragon (P) (god help you)
added the catapult heavy missile cruiser (will appear in keruvim, hegemony, church and inde fleets)
added the catapult (P)

sprite changes:
both culverins received some touch ups
outlaw got its reaver coloring (for better or worse)
duchess received some touch ups
tsar cannon got some touch ups


duchess:
removed 2 medium missile turrets
reduced max ordnance points from 330 to 300
reduced max hullpoints from 13000 to 11500


outlaw:
decreased max speed from 65 to 35
decreased max ordnance points from 315 to 270
replaced modular fighter slots with 2 talons (???)
removed 2 medium mounts

flamberge:
decreased peak performance time from 400 to 250
decreased max speed from 155 to 120
increased max hull from 1000 to 1200
increased shield efficiency from 1 to 0.9

antlion:
replaced ion cannon with ion cannon (high delay) which it was supposed to be from the start

flea:
increased OP cost from 3 to 4

m21 light blaster:
increased flux to fire cost from 250 to 300

cudgel:
decreased max flux from 11000 to 9700

zweihander regular:
decreased max flux from 4600 to 4200

zweihander MK.II/MK.III:
decreased max flux from 6000 to 5500

zweihander MK.II/regular:
decreased max speed from 85 to 65

chariot MK.II/regular:
increased max hull from 6000 to 7500

all zweihanders:
increased max hull from 4400 to 5500
decreased max armor from 460 to 500
halved acceleration, deceleration and turn acceleration
decreased max turn rate by 1/3
[close]
Title: Re: [0.95a] Keruvim Shipyards (V:0.3) Love it or hate it, it's here to stay.
Post by: BigBeans on May 23, 2021, 03:24:06 PM
Another nice update lad! Pirate Paragon looks appropriately cursed.
Title: Re: [0.95a] Keruvim Shipyards (V:0.3) Love it or hate it, it's here to stay.
Post by: Server_Corgi on May 23, 2021, 07:13:50 PM
i've had my trans little ship for 5 minutes but if anything happens to it I will kill everyone in this sector and then myself
Title: Re: [0.95a] Keruvim Shipyards (V:0.3) Love it or hate it, it's here to stay.
Post by: Nick XR on June 17, 2021, 09:16:34 AM
These ships look great, going to give them a go on my next playthrough!
Title: Re: [0.95a] Keruvim Shipyards (V:0.3) Love it or hate it, it's here to stay.
Post by: Hiruma Kai on June 27, 2021, 11:33:13 AM
Thought I'd leave some more comments on the latest Kervium. I was running a non-themed game with Underworld, ScalarTech, Kervium and Nexerelin.

Overall, Kervium as a faction currently feels like it's falling a bit further behind in faction effectiveness with the 0.3 patch, although with some notable exceptions.  Fighting against fleets with Kervium or Kervium export feels easier than fleets with standard vanilla faction ships (baring pirates that haven't gotten any good blueprints).  Now in some cases, what the ships are trying to do are unusual relative to the base game, which can be hard to balance.

For example, I'm not sure the Duchess is worth 55 DP in a DP limited fleet as it stands.  It's a good ship when it can bully smaller ships and when your fleet has the upper hand, and prior to hitting DP limits, feels OK, but any sort of hard to kill opposition or needing maxed DP fleets and it starts having serious problems. It essentially has low end cruiser armor with cruiser tier hull and goes down very quick for something that cost nearly as much as a Paragon in DP. It's extremely hard to justify in a late game fleet, since it needs escorting ships, but eats up such a large fraction of the DP budget so that it limits the number of escort ships you can have, especially if you are running 300 DP max deployment (180 DP per side in theory).  Putting one (or worse, two) into your fleet means you will be outnumbered and its weaknesses will show up.

The removal of 2 medium missile mounts, while reasonable, has moved it down to the missile punch of an Onslaught, which is close to average for a 40 DP capital. And while it has a lot of far forward firepower, the arcs on them are very narrow.  If it charges in, it doesn't take much for a smaller ship to side step.  Overall the actual number of guns wouldn't be out of place on a 40-45 DP ship.  Conquest has 2 large ballistic, 2 medium ballistic, 1 medium energy, 4 small energies that can all converge pretty well.  Assuming 1 Large (Storm Needler for example) is worth 2 mediums (2 heavy needlers say), it is basically only down a medium mount on the Duchess.  Admittedly, the Conquest's shield is terrible compared to that of a Duchess (1.4 vs 0.9 efficiency), but the AI Conquest has a ship system it will actually use to help back off and vent in a friendly line.  If the Duchess uses their system, they essentially reach point blank range and have to either win or die, because they won't be able to pull back to friendlies before their armor gives out.

I tried using it as a player flagship late game, but it just didn't pull it's weight.  Angel Wings was good against isolated ships, but the maneuverability and inability to do shorter charges meant I couldn't pull of things I do routinely in an Odyssey or Aurora.  I realize you're trying to balance a fast capital with ballistic range weapons, which is always tricky, but I'm thinking either it is currently too fragile to be a center piece of a fleet (which is what 55 DP kinda demands) or it needs to be cheaper in terms of deployment cost.  This may sound crazy, but I'd guess the ship is probably probably closer to being worth 45 DP (maybe even 40?) than 55 DP in it's current form.  Especially if you compare it to an Empress, which is also nominally 45 DP. I recommend getting a second opinion from others though.

For comparison, the Empress is arguably bringing to bear roughly a similar amount of fire power. 2 Large Composites, 2 medium composite is a fair bit of tracking missile potential.  Combined with 4 medium ballistics which can point front left (for example).  An asymmetric loadout of 4 heavy autocannons + mark IX + hurricanve MIRV + 2 Harpoons pods + 4 Cicada isn't crazy and not too much compared to its flux dissipation.  Combine it with ITU, expanded missile racks, ECCM, and Hardened shields, with the rest in vents and maybe some PD.  Such a loadout is capable of winning against the default simulator Duchess reliably in about 15 seconds under AI control.  Admittedly, 8+4 cicadas is kinda scary for an alpha strike.  But swapping to longbows produces similar results.

Speaking of the Empress it does feel like a different ship from the Kingdom, despite keeping the same sprite.  It's more carrier and less battle (as in front line).  The extra fighter bay pushes it in that direction, along with the change to composite large mounts from ballistic making a fighter + large tracking missile support option work well.  The advanced ground support and operations center feel thematic, more so than the old built in solar shielding.  It is slower than before, although surprisingly maneuverable, but I think that's probably for the best.  It still has a lot of OP for a carrier, but on the other hand, it has a lot of guns for carrier.    Overall it feels like a really solid package for 45 DP.  If reserve deployment has it's interaction with bombers fixed, you may want to consider a DP increase.

Another noticeable issue is when facing opposing Kervium fleets, they tend to be fairly easy to escape from or chase down given that half their frigate line up is burn 9 (Axe, Axe II), half their destroyer lineup is burn 8 (Zweihander, Zweihander II) and half their cruiser lineup is burn 7 (Chariot, Chariot II, Catapult).  Similarly, when picking ships for my own fleet, I find myself comparing those slower burn ships to the size tier above, often because they tend to be only a few DP for the next tier or more efficient for the same campaign speed.  Zweihanders (12 DP, burn 8 ) are really competing at a disadvantage against things like the Falcon (15 DP, burn 9), Fury (15 DP, burn 9), and  Morgenstern (14 DP, burn 9).  All 3 of those cruisers are faster (both tactically and on campaign map), and only 2-3 DP more.  The Chariots (25 DP, 7 burn) are competing against the Legion (40 DP, burn 7), Onslaught (40 DP, burn 7), and Empress (45 DP, burn 7).

Overall, I'm looking forward to what future patches bring to the faction and see how it evolves.
Title: Re: [0.95a] Keruvim Shipyards (V:0.3) Love it or hate it, it's here to stay.
Post by: connortron7 on July 12, 2021, 03:07:39 PM
Thought I'd leave some more comments on the latest Kervium. I was running a non-themed game with Underworld, ScalarTech, Kervium and Nexerelin.

Overall, Kervium as a faction currently feels like it's falling a bit further behind in faction effectiveness with the 0.3 patch, although with some notable exceptions.  Fighting against fleets with Kervium or Kervium export feels easier than fleets with standard vanilla faction ships (baring pirates that haven't gotten any good blueprints).  Now in some cases, what the ships are trying to do are unusual relative to the base game, which can be hard to balance.

For example, I'm not sure the Duchess is worth 55 DP in a DP limited fleet as it stands.  It's a good ship when it can bully smaller ships and when your fleet has the upper hand, and prior to hitting DP limits, feels OK, but any sort of hard to kill opposition or needing maxed DP fleets and it starts having serious problems. It essentially has low end cruiser armor with cruiser tier hull and goes down very quick for something that cost nearly as much as a Paragon in DP. It's extremely hard to justify in a late game fleet, since it needs escorting ships, but eats up such a large fraction of the DP budget so that it limits the number of escort ships you can have, especially if you are running 300 DP max deployment (180 DP per side in theory).  Putting one (or worse, two) into your fleet means you will be outnumbered and its weaknesses will show up.

The removal of 2 medium missile mounts, while reasonable, has moved it down to the missile punch of an Onslaught, which is close to average for a 40 DP capital. And while it has a lot of far forward firepower, the arcs on them are very narrow.  If it charges in, it doesn't take much for a smaller ship to side step.  Overall the actual number of guns wouldn't be out of place on a 40-45 DP ship.  Conquest has 2 large ballistic, 2 medium ballistic, 1 medium energy, 4 small energies that can all converge pretty well.  Assuming 1 Large (Storm Needler for example) is worth 2 mediums (2 heavy needlers say), it is basically only down a medium mount on the Duchess.  Admittedly, the Conquest's shield is terrible compared to that of a Duchess (1.4 vs 0.9 efficiency), but the AI Conquest has a ship system it will actually use to help back off and vent in a friendly line.  If the Duchess uses their system, they essentially reach point blank range and have to either win or die, because they won't be able to pull back to friendlies before their armor gives out.

I tried using it as a player flagship late game, but it just didn't pull it's weight.  Angel Wings was good against isolated ships, but the maneuverability and inability to do shorter charges meant I couldn't pull of things I do routinely in an Odyssey or Aurora.  I realize you're trying to balance a fast capital with ballistic range weapons, which is always tricky, but I'm thinking either it is currently too fragile to be a center piece of a fleet (which is what 55 DP kinda demands) or it needs to be cheaper in terms of deployment cost.  This may sound crazy, but I'd guess the ship is probably probably closer to being worth 45 DP (maybe even 40?) than 55 DP in it's current form.  Especially if you compare it to an Empress, which is also nominally 45 DP. I recommend getting a second opinion from others though.

For comparison, the Empress is arguably bringing to bear roughly a similar amount of fire power. 2 Large Composites, 2 medium composite is a fair bit of tracking missile potential.  Combined with 4 medium ballistics which can point front left (for example).  An asymmetric loadout of 4 heavy autocannons + mark IX + hurricanve MIRV + 2 Harpoons pods + 4 Cicada isn't crazy and not too much compared to its flux dissipation.  Combine it with ITU, expanded missile racks, ECCM, and Hardened shields, with the rest in vents and maybe some PD.  Such a loadout is capable of winning against the default simulator Duchess reliably in about 15 seconds under AI control.  Admittedly, 8+4 cicadas is kinda scary for an alpha strike.  But swapping to longbows produces similar results.

Speaking of the Empress it does feel like a different ship from the Kingdom, despite keeping the same sprite.  It's more carrier and less battle (as in front line).  The extra fighter bay pushes it in that direction, along with the change to composite large mounts from ballistic making a fighter + large tracking missile support option work well.  The advanced ground support and operations center feel thematic, more so than the old built in solar shielding.  It is slower than before, although surprisingly maneuverable, but I think that's probably for the best.  It still has a lot of OP for a carrier, but on the other hand, it has a lot of guns for carrier.    Overall it feels like a really solid package for 45 DP.  If reserve deployment has it's interaction with bombers fixed, you may want to consider a DP increase.

Another noticeable issue is when facing opposing Kervium fleets, they tend to be fairly easy to escape from or chase down given that half their frigate line up is burn 9 (Axe, Axe II), half their destroyer lineup is burn 8 (Zweihander, Zweihander II) and half their cruiser lineup is burn 7 (Chariot, Chariot II, Catapult).  Similarly, when picking ships for my own fleet, I find myself comparing those slower burn ships to the size tier above, often because they tend to be only a few DP for the next tier or more efficient for the same campaign speed.  Zweihanders (12 DP, burn 8 ) are really competing at a disadvantage against things like the Falcon (15 DP, burn 9), Fury (15 DP, burn 9), and  Morgenstern (14 DP, burn 9).  All 3 of those cruisers are faster (both tactically and on campaign map), and only 2-3 DP more.  The Chariots (25 DP, 7 burn) are competing against the Legion (40 DP, burn 7), Onslaught (40 DP, burn 7), and Empress (45 DP, burn 7).

Overall, I'm looking forward to what future patches bring to the faction and see how it evolves.

once again thanks for the input! ill be increasing the burn of the shipsat fault as after playing myself ive noticed the sluggishness aswell

as for the duchess ill put it to 45 and see how it goes, that thing has been the main topic of balance since keruvim released lol, the empress being so solidly balanced compared to it is thanks to a year of input from the kingdom, the duchess got no such luxury as im terrible at balancing new capitals.

and as do i, its gonna be awile before anything major as im moving soon and not gonna be able to use my computer for a good while, but down the line the Reavers will rise and shine and ill be adding a few more frgates and cruiser to the sector. (and adding a half joke/half serous review thing like junk pirates and varyas sector, as ive had some "colorful" comments about some of my ships lmao)


Another nice update lad! Pirate Paragon looks appropriately cursed.

These ships look great, going to give them a go on my next playthrough!

happy to hear it, always happy to know there are folks enjoying it.


i've had my trans little ship for 5 minutes but if anything happens to it I will kill everyone in this sector and then myself

hold it gentle like hamburger. also ill be adding more LGBT ships in the future after i move house and have the time to finish the duchess sprite and give it a lesbean flag skin, and give all the skins a unique hullmod!
Title: Re: [0.95a] Keruvim Shipyards (V:0.3) Love it or love it, it's here to stay!
Post by: UMA on July 17, 2021, 01:04:50 PM
the ships looks really good! amazing job on it. i'll definitely use this on my next playthrough
Title: Re: [0.95a] Keruvim Shipyards (V:0.3) Love it or love it, it's here to stay!
Post by: connortron7 on July 27, 2021, 04:45:16 PM
still not dead! wanted to give an update on progress, im about done with the new ships and changes to existing ones, still have to make a faction file and star system, do commissioned crew and nex support and make a custom hullmod for the Reavers (the new pirate/pather faction mentioned in the above poll) ships to give them some more flavor and prevent SO from being added


heres a peak at the new (RVB) (Reaver Blood Vessel) variants of vanilla ships (and the good old outlaw and bandit)
Spoiler
(https://i.imgur.com/6cgKrt9.png)
[close]
Title: Re: [0.95a] Keruvim Shipyards (V:0.3) Love it or love it, it's here to stay!
Post by: Ramiel on July 27, 2021, 08:19:33 PM
Neat! Glory to the mod maker!.....but not quite anime enough.....guess i'm still waiting for Yuri, Azalea and Aria.....
Title: Re: [0.95a] Keruvim Shipyards (V:0.3) Love it or love it, it's here to stay!
Post by: connortron7 on July 28, 2021, 03:57:54 AM
Neat! Glory to the mod maker!.....but not quite anime enough.....guess i'm still waiting for Yuri, Azalea and Aria.....
What are you on about.....
Title: Re: [0.95a] Keruvim Shipyards (V:0.3) Love it or love it, it's here to stay!
Post by: Nick XR on July 28, 2021, 01:34:23 PM
Looking forward to the changes!  The ships look great.
Title: Re: [0.95a] Keruvim Shipyards (V:0.3) Love it or love it, it's here to stay!
Post by: Hiroyan495 on August 03, 2021, 05:05:21 AM
These look fantastic and fresh. :)
Title: Re: [0.95a] Keruvim Shipyards (V:0.3) Love it or love it, it's here to stay!
Post by: KDR_11k on August 03, 2021, 06:55:11 AM
Keruvim's home system isn't considered claimed by the intel planet list and even their colonies show up on the unclaimed list?
Title: Re: [0.95a] Keruvim Shipyards (V:0.3) Love it or love it, it's here to stay!
Post by: Jagd on August 09, 2021, 07:45:58 AM
I've missed the LGBT ships since Anvil Got abandoned.





It gets boring blowing up Yardie ships and throwing their crews into the nearest black hole, need to mix things up sometimes ya know.
Title: Re: [0.95a] Keruvim Shipyards (V:0.3) Love it or love it, it's here to stay!
Post by: connortron7 on August 09, 2021, 04:31:28 PM
Keruvim's home system isn't considered claimed by the intel planet list and even their colonies show up on the unclaimed list?

ah weird, ill check it out
Title: Re: [0.95a] Keruvim Shipyards (V:0.3) Love it or love it, it's here to stay!
Post by: 6chad.noirlee9 on August 12, 2021, 11:42:28 AM
It wont let me respond to the poll so I'll do it here: DO IT
Title: Re: [0.95a] Keruvim Shipyards (V:0.3) Love it or love it, it's here to stay!
Post by: default on September 05, 2021, 02:06:10 PM
I just have one question. As a disclaimer, I am not trying to say it is right or wrong, and I will not state my opinion. I am also not trying to tell you what to or not to do. It is just a question.

Why would you feel the need to add LGBT ship skins? I do get that it's your mod and you choose what's represented, but it seems a little political in a place where politics seem out of place.
Title: Re: [0.95a] Keruvim Shipyards (V:0.3) Love it or love it, it's here to stay!
Post by: connortron7 on September 06, 2021, 12:06:28 PM
I just have one question. As a disclaimer, I am not trying to say it is right or wrong, and I will not state my opinion. I am also not trying to tell you what to or not to do. It is just a question.

Why would you feel the need to add LGBT ship skins? I do get that it's your mod and you choose what's represented, but it seems a little political in a place where politics seem out of place.

asking this question like this stated your opinion pretty clearly lol

nonetheless there seems to be a misunderstanding as i have not added anything political, as indeed this is no place to bring politics! we are just here to enjoy blowing up some ships. (mainly filthy Tri-Tach ships)

as for the LGBT ships i added it started as a silly rainbow hammerhead skin addition back when Anvil Industries was my main mod (rip), eventually pride month rolled around and i figured id do something more that was less of a joke and so the Culverin class missile destroyer came into existence and with it 4 pride skins, then a fair few people on discord mentioned genuinely appreciating the rep, so when Keruvim came to be i figured id do something a lil different and make rare skins of various ships instead of just all into one so if someone wanted they could have a proper rounded fleet, so here we are! still have a few more to make but they are on the back burner as im busy with work alot and what time i do have is spent finishing the new mini faction.




It wont let me respond to the poll so I'll do it here: DO IT

heh worry not! its on its way  8)
Title: Re: [0.95a] Keruvim Shipyards (V:0.3) Love it or love it, it's here to stay!
Post by: default on September 06, 2021, 06:50:50 PM
A couple comment on this and then I'll leave it alone as to not cause problems. First off:
Quote
asking this question like this stated your opinion pretty clearly lol

I would have to disagree with this. I would have asked the same question in the case of something else that could be taken political. I tend not to state my opinions to people anymore. It has caused several issues among other games I've played. Most of the time I just try to avoid politics or things that can be taken as such. I am also not going through the mods page looking for something that could be taken like that just to be a ***, I just so happened to look at your mod, see the skins, and was prompted to ask a question.

Quote
i have not added anything political

I'll have to agree to disagree on this, as it seems to be more of a matter of opinion. Personally I think representing LGBT and other groups like them tends to get political rather quickly. Note how I said it 'seems' political in my previous post. As long as it doesn't become like such, I have no quarrel.

Quote
we are just here to enjoy blowing up some ships. (mainly filthy Tri-Tach ships)

Tri-Tachyon good. Hegemony bad. I want my AI cores, dang it.

However, I am pleased to see that politics was not the intention.
Title: Re: [0.95a] Keruvim Shipyards (V:0.3) Love it or love it, it's here to stay!
Post by: JAL28 on September 25, 2021, 06:40:03 PM
A little bug: Most, if not all Keruvim-added Core Worlds don't seem to have a description. This seems to be due to the code calling a non-existent description(eg. anvil_afecto) instead of the extant one(keruvim_afecto).
Title: Re: [0.95a] Keruvim Shipyards (V:0.3) Love it or love it, it's here to stay!
Post by: connortron7 on September 25, 2021, 07:42:10 PM
A little bug: Most, if not all Keruvim-added Core Worlds don't seem to have a description. This seems to be due to the code calling a non-existent description(eg. anvil_afecto) instead of the extant one(keruvim_afecto).

Aye indeed i caught onto that aswell and has been fixed for next update, its mostly done just need to add a new star system and refine some nex/faction files, but who knows when ill have the time.  :'(
Title: Re: [0.95a] Keruvim Shipyards (V:0.3) Love it or love it, it's here to stay!
Post by: crudelegend on October 22, 2021, 01:27:49 AM
Love the mod. The Empress Battlecruiser is my idea of a flagship - I love having firepower with some fighters to back it up. Also, not sure if intended, but the Chariot Mk II description says it has 3 flight decks, but it only has 1. An easy fix either way, just thought I'd let you know.
Title: Re: [0.95a] Keruvim Shipyards (V:0.3) Love it or love it, it's here to stay!
Post by: connortron7 on October 22, 2021, 02:41:24 PM
Love the mod. The Empress Battlecruiser is my idea of a flagship - I love having firepower with some fighters to back it up. Also, not sure if intended, but the Chariot Mk II description says it has 3 flight decks, but it only has 1. An easy fix either way, just thought I'd let you know.

thanks for letting my know! that whole desc needs some work as i forgot to change it when i changed the ship, it used to have 3 decks but that was boring lol.

and good timing because im on the last stage of 0.4 here, only descriptions, commissioned crew and industrial evolution  support and a few bits and bobs left.
Title: Re: [0.95a] Keruvim Shipyards (V:0.3) Love it or love it, it's here to stay!
Post by: CianConnor on October 24, 2021, 02:12:01 PM
Hello,

I love your mod but I appear to be having a crash every time I enter the fleet purchase screen at a Keruvian planet. It crashes my game and I get :

Fatal: System with id [drone_pd] not found. Check starsector.log for more info.

Here is what I could find in the log files:

612525 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: System with id [drone_pd] not found
java.lang.RuntimeException: System with id [drone_pd] not found
   at com.fs.starfarer.combat.entities.Ship.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs.intsuper.super(Unknown Source)
   at com.fs.starfarer.title.Object.M.o00000(Unknown Source)
   at com.fs.starfarer.title.Object.M.render(Unknown Source)
   at com.fs.starfarer.coreui.OO0o.super(Unknown Source)
   at com.fs.starfarer.ui.newnew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.fleet.FleetMemberView.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.coreui.OOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.render(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.e.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.coreui.dosuper.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.coreui.V.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.class.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Oo0O.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.K.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Oo0O.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.for.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.Stringsuper.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

I assume it has to do with the flea PD drone? Maybe I need to check the Json files and modify somthing? Any help you can give would be much appreciated.
Title: Re: [0.95a] Keruvim Shipyards (V:0.3) Love it or love it, it's here to stay!
Post by: connortron7 on October 24, 2021, 02:55:45 PM
Hello,

I love your mod but I appear to be having a crash every time I enter the fleet purchase screen at a Keruvian planet. It crashes my game and I get :

Fatal: System with id [drone_pd] not found. Check starsector.log for more info.

Here is what I could find in the log files:

612525 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: System with id [drone_pd] not found
java.lang.RuntimeException: System with id [drone_pd] not found
   at com.fs.starfarer.combat.entities.Ship.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs.intsuper.super(Unknown Source)
   at com.fs.starfarer.title.Object.M.o00000(Unknown Source)
   at com.fs.starfarer.title.Object.M.render(Unknown Source)
   at com.fs.starfarer.coreui.OO0o.super(Unknown Source)
   at com.fs.starfarer.ui.newnew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.fleet.FleetMemberView.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.coreui.OOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.render(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.e.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.coreui.dosuper.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.coreui.V.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.class.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Oo0O.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.K.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Oo0O.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.for.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.Stringsuper.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

I assume it has to do with the flea PD drone? Maybe I need to check the Json files and modify somthing? Any help you can give would be much appreciated.

Hmm, im away from my computer atm but did you perchance download an update and overwrite the old version instead of deleting it? If not then ill have to see when i get home if i can replicate the issue! Thanks for lettin me know
Title: Re: [0.95a] Keruvim Shipyards (V:0.3) Love it or love it, it's here to stay!
Post by: CianConnor on October 24, 2021, 05:13:53 PM
Hello,

I am not sure. However, I did do so a while ago and there was no change. It seems to be a specific Keruvian planet in my game. I guess its a specific ship or peice of equipment on that planet's ship market causing the issue. I tried a clean install of the mod but it didn't work. I've just been avoiding Keruvim planets for the time being until you are able to figure out the problem. Shame, I love the mod and I want to use the ships :)
Title: Re: [0.95a] Keruvim Shipyards (V:0.3) Love it or love it, it's here to stay!
Post by: connortron7 on October 25, 2021, 11:23:07 AM
Hello,

I am not sure. However, I did do so a while ago and there was no change. It seems to be a specific Keruvian planet in my game. I guess its a specific ship or peice of equipment on that planet's ship market causing the issue. I tried a clean install of the mod but it didn't work. I've just been avoiding Keruvim planets for the time being until you are able to figure out the problem. Shame, I love the mod and I want to use the ships :)

now that im at my computer and had the time to investigate i realized that "drone_pd" is not part of my mod, the flea is not a ship system and the only drone system i have is "keruvim_m21_drone". so it is unlikely this is keruvim, but a mod that added midline ship to the base vanilla midline blueprint, that keruvim uses ontop of its own ships, the culprit ship just so happens to be spawning on said keruvim market at the time. so im afraid theres nothing i can do for ya, sorry.
Title: Re: [0.95a] Keruvim Shipyards (V:0.3) Love it or love it, it's here to stay!
Post by: CianConnor on October 25, 2021, 03:37:01 PM
Thats ok. Thank you for checking it out. I guess I will continue the search. Appreciate the quick response. Love the mod. I'll keep playing my game and just avoid markets that cause a crash until they cycle their ship selection or I find the culprit.
Title: Re: [0.95a] Keruvim Shipyards (V:0.4) The rise of the Reavers
Post by: connortron7 on October 27, 2021, 04:28:37 PM
OOOOH YEAH BROTHER WE ARE BACK AT IT AGAIN WITH A HOT UPDATE

changes
Spoiler
V: 0.4: blast from the past
general fixes:
fixed planet descriptions not showing up
fixed the stallion being classed as a destroyer instead of a frigate
fixed the catapult (P) spawning in keruvim fleets instead of pirate fleets
fixed the rapier not spawning
fixed keruvim showing up on the faction list even after death
fixed antlion needing 2 crew despite being a drone

general addition:
added the reaver blood cult faction with the ichor star system (has nex, indo evo and CC support)
added (re-added?) indo evo support (i swear i already did but could not find it so here we are!
changed the blueprint icon to match literally everyone elses
added  the best mod reviews to the forum page

ship additions:
added the bouncer class heavy defense frigate to pirate fleets
added the quarry class combat miner to independent fleets and rarely in pirate fleets
added the lasher, hammerhead, cerberus, broadsword and dominator (RBV)
added the chariot (Pride)


ship changes:

outlaw:
replaced both talons (RBV) with broadswords (RBV)
added the reaver military engineering hullmod

bandit:
renamed to mule (RBV)
added the reaver military engineering hullmod

bastion:
decreased spawnrate by 50%
now spawns in keruvim fleets/markets

duchess:
decreased supplies a month/deployment points from 55 to 45
did a few edits to the sprite

cudgel:
increased max burn from 7 to 9
removed civ grade hull
added the reaver military engineering hullmod

both axes:
increased max burn from 9 to 10

all zweihanders:
increased burn from 8 to 9

both chariots:
increased max burn from 7 to 8
increased max hull from 7500 to 9500

both catapults:
increased max burn from 7 to 8
[close]
Title: Re: [0.95a] Keruvim Shipyards (V:0.4) The rise of the Reavers
Post by: jyjakafe on October 28, 2021, 04:29:30 AM
thank you, this mod makes me happy
Title: Re: [0.95a] Keruvim Shipyards (V:0.4) The rise of the Reavers
Post by: GigaWizard on October 30, 2021, 11:20:22 AM
Got a Fatal error [keruvim_bandit] not found when loading a game.  Does this have something to do with the name change?
Title: Re: [0.95a] Keruvim Shipyards (V:0.4) The rise of the Reavers
Post by: JUDGE! slowpersun on October 30, 2021, 11:56:30 AM
Got a Fatal error [keruvim_bandit] not found when loading a game.  Does this have something to do with the name change?

I got same issue.  Kinda surprising such an obvious bug crept through, but QA/QC in modding kinda a crapshoot...
Title: Re: [0.95a] Keruvim Shipyards (V:0.4) The rise of the Reavers
Post by: connortron7 on October 30, 2021, 01:39:58 PM
Got a Fatal error [keruvim_bandit] not found when loading a game.  Does this have something to do with the name change?

Got a Fatal error [keruvim_bandit] not found when loading a game.  Does this have something to do with the name change?

I got same issue.  Kinda surprising such an obvious bug crept through, but QA/QC in modding kinda a crapshoot...

It didn't creep through, you guys just didn't read the big red letters above the download link that said "DELETE THE OLD VERSION OF THIS MOD BEFORE UPDATING" lol
Its there for a reason.

And yes, it has to do with the name change. Among a dozen other things from this update
Title: Re: [0.95a] Keruvim Shipyards (V:0.4) The rise of the Reavers
Post by: GigaWizard on October 30, 2021, 05:35:47 PM
Got a Fatal error [keruvim_bandit] not found when loading a game.  Does this have something to do with the name change?

Got a Fatal error [keruvim_bandit] not found when loading a game.  Does this have something to do with the name change?

I got same issue.  Kinda surprising such an obvious bug crept through, but QA/QC in modding kinda a crapshoot...

It didn't creep through, you guys just didn't read the big red letters above the download link that said "DELETE THE OLD VERSION OF THIS MOD BEFORE UPDATING" lol
Its there for a reason.

And yes, it has to do with the name change. Among a dozen other things from this update

The thing is I did delete the old version and I still got the message.
Title: Re: [0.95a] Keruvim Shipyards (V:0.4) The rise of the Reavers
Post by: connortron7 on October 30, 2021, 05:48:04 PM
Got a Fatal error [keruvim_bandit] not found when loading a game.  Does this have something to do with the name change?

Got a Fatal error [keruvim_bandit] not found when loading a game.  Does this have something to do with the name change?

I got same issue.  Kinda surprising such an obvious bug crept through, but QA/QC in modding kinda a crapshoot...

It didn't creep through, you guys just didn't read the big red letters above the download link that said "DELETE THE OLD VERSION OF THIS MOD BEFORE UPDATING" lol
Its there for a reason.

And yes, it has to do with the name change. Among a dozen other things from this update

The thing is I did delete the old version and I still got the message.
Did you update it mid save? Because this update breaks saves
Title: Re: [0.95a] Keruvim Shipyards (V:0.4) The rise of the Reavers
Post by: JUDGE! slowpersun on October 30, 2021, 07:41:13 PM
Got a Fatal error [keruvim_bandit] not found when loading a game.  Does this have something to do with the name change?

Got a Fatal error [keruvim_bandit] not found when loading a game.  Does this have something to do with the name change?

I got same issue.  Kinda surprising such an obvious bug crept through, but QA/QC in modding kinda a crapshoot...

It didn't creep through, you guys just didn't read the big red letters above the download link that said "DELETE THE OLD VERSION OF THIS MOD BEFORE UPDATING" lol
Its there for a reason.

And yes, it has to do with the name change. Among a dozen other things from this update

No **** Sherlock, I know how to update.  I can also read.  And English is my first language.  I also know that if a file is LITERALLY MISSING, it's at a minimum a bug.  Even if the file isn't missing, it's just misnamed.  Since a misnamed file isn't the right file.  So the right file is missing.  Perhaps I should impugn your ability to communicate next?  Or just compliment you on your ability to jump to conclusions...?
Title: Re: [0.95a] Keruvim Shipyards (V:0.4) The rise of the Reavers
Post by: Alex on October 30, 2021, 07:58:22 PM
No **** Sherlock, I know how to update.  I can also read.  And English is my first language.  I also know that if a file is LITERALLY MISSING, it's at a minimum a bug.  Even if the file isn't missing, it's just misnamed.  Since a misnamed file isn't the right file.  So the right file is missing.  Perhaps I should impugn your ability to communicate next?  Or just compliment you on your ability to jump to conclusions...?

This is completely uncalled for and is not acceptable behavior on this forum. Please make sure you're familiar with the forum rules (https://fractalsoftworks.com/forum/index.php?topic=2668.0) and consider this an official warning.
Title: Re: [0.95a] Keruvim Shipyards (V:0.4) The rise of the Reavers
Post by: connortron7 on October 30, 2021, 08:18:46 PM
No **** Sherlock, I know how to update.  I can also read.  And English is my first language.  I also know that if a file is LITERALLY MISSING, it's at a minimum a bug.  Even if the file isn't missing, it's just misnamed.  Since a misnamed file isn't the right file.  So the right file is missing.  Perhaps I should impugn your ability to communicate next?  Or just compliment you on your ability to jump to conclusions...?

Charming... its nothing to do with my end as I've been playing with the current version since i released it, hence why i assume (or just know for a fact) you and GigaWizard did something on your own ends....

There is literally 2 options as to why this crashes with that specific error and thats either overwrote the file or updated then loaded an old save. Both of which have warnings. So yes, i can jump to conclusions. If it truely was on my end i would be getting more reports from the start both here and on discord (on which ive seen people mention starting new runs with this update and have no problem)
Title: Re: [0.95a] Keruvim Shipyards (V:0.4) The rise of the Reavers
Post by: JAL28 on October 30, 2021, 09:39:36 PM
Interesting to see the Reaver’s evolution from a pirate subfaction to a Luddic cult rivaling even the Path in war crimes
Title: Re: [0.95a] Keruvim Shipyards (V:0.4) The rise of the Reavers
Post by: connortron7 on October 31, 2021, 11:41:38 AM
Interesting to see the Reaver’s evolution from a pirate subfaction to a Luddic cult rivaling even the Path in war crimes

Heh yeah i realized "pirate faction that likes blood and is evil" is maybe not the most original thing in the world, and while i dont strive for everything to be unique i at least wanted to add a lil more lore spice
Title: Re: [0.95a] Keruvim Shipyards (V:0.4) The rise of the Reavers
Post by: JUDGE! slowpersun on October 31, 2021, 12:15:35 PM
No **** Sherlock, I know how to update.  I can also read.  And English is my first language.  I also know that if a file is LITERALLY MISSING, it's at a minimum a bug.  Even if the file isn't missing, it's just misnamed.  Since a misnamed file isn't the right file.  So the right file is missing.  Perhaps I should impugn your ability to communicate next?  Or just compliment you on your ability to jump to conclusions...?

Charming... its nothing to do with my end as I've been playing with the current version since i released it, hence why i assume (or just know for a fact) you and GigaWizard did something on your own ends....

There is literally 2 options as to why this crashes with that specific error and thats either overwrote the file or updated then loaded an old save. Both of which have warnings. So yes, i can jump to conclusions. If it truely was on my end i would be getting more reports from the start both here and on discord (on which ive seen people mention starting new runs with this update and have no problem)

I'm assuming it was the "save breaker" in lower case tacked on next to the download...  But the easier way to solve the issue was to just delete your mod.
Title: Re: [0.95a] Keruvim Shipyards (V:0.4) The rise of the Reavers
Post by: connortron7 on October 31, 2021, 01:43:54 PM
No **** Sherlock, I know how to update.  I can also read.  And English is my first language.  I also know that if a file is LITERALLY MISSING, it's at a minimum a bug.  Even if the file isn't missing, it's just misnamed.  Since a misnamed file isn't the right file.  So the right file is missing.  Perhaps I should impugn your ability to communicate next?  Or just compliment you on your ability to jump to conclusions...?

This is completely uncalled for and is not acceptable behavior on this forum. Please make sure you're familiar with the forum rules (https://fractalsoftworks.com/forum/index.php?topic=2668.0) and consider this an official warning.


I'm assuming it was the "save breaker" in lower case tacked on next to the download...  But the easier way to solve the issue was to just delete your mod.


Yep! Glad you acknowledged thats its literally right next to the download. Hard to miss!

Also appreciate how you got an official warning by the maker of the game and still continue your charade
Title: Re: [0.95a] Keruvim Shipyards (V:0.4) The rise of the Reavers
Post by: onewhosaysgoose on November 02, 2021, 05:09:53 PM
The new planets in Keruvim actively degrade the core starsector experience of selling drugs because of that pirate planet that gets to produce tons of them.
Title: Re: [0.95a] Keruvim Shipyards (V:0.4) The rise of the Reavers
Post by: connortron7 on November 03, 2021, 03:55:11 AM
The new planets in Keruvim actively degrade the core starsector experience of selling drugs because of that pirate planet that gets to produce tons of them.
Are you on an older version? I replaced the drug production industry in 0.4
Title: Re: [0.95a] Keruvim Shipyards (V:0.4) The rise of the Reavers
Post by: CianConnor on November 05, 2021, 08:27:52 PM
Just wanted to get back to you. Turns out that the Drone_PD error on Keruvim planets definitely had nothing to do with your mod. It was an error with the "Deacon" cruiser from Weftin's ship pack. It just happened to be spawning in a Keruvim shipyard and causing me to crash. Weftin has since fixed the bug.
Title: Re: [0.95a] Keruvim Shipyards (V:0.4) The rise of the Reavers
Post by: connortron7 on November 10, 2021, 06:51:43 PM
Just wanted to get back to you. Turns out that the Drone_PD error on Keruvim planets definitely had nothing to do with your mod. It was an error with the "Deacon" cruiser from Weftin's ship pack. It just happened to be spawning in a Keruvim shipyard and causing me to crash. Weftin has since fixed the bug.

ah yeah not surprised as weftins are added the midline BPs, glad you figured it out, nothing more annoying then a generic crash that with no immediate clue as to whats causing it
Title: Re: [0.95a] Keruvim Shipyards (V:0.4) The rise of the Reavers
Post by: koprus on January 27, 2022, 12:40:30 PM
catapult is currently my favorite ship it screams vanilla, but my alltime favorite was the derelict dutchess from anvil industries any chance we will see that one coming back?
Title: Re: [0.95a] Keruvim Shipyards (V:0.4) The rise of the Reavers
Post by: wad78 on January 27, 2022, 05:04:59 PM
I almost downloaded this one!  8)
Title: Re: [0.95a] Keruvim Shipyards (V:0.4) The rise of the Reavers
Post by: JustThatGoo on January 28, 2022, 12:33:47 AM
Surprised this has flown under my radar! Very excited to try these out, my god that paragon. Just one request though. Could there be an option in config to disable The Reavers of Ludd? Only because I would either have these guys or Legio Infernalis in a game and the Legio can be disabled. I just wouldn't want both piratey factions at once due to their similar colours

I know they're not actually that similar, I just don't want to enable too many pirate factions :L
Title: Re: [0.95a] Keruvim Shipyards (V:0.4) The rise of the Reavers
Post by: Anexgohan on January 29, 2022, 03:37:22 AM
Does it work on 0.95.1a or wait?
Title: Re: [0.95a] Keruvim Shipyards (V:0.4) The rise of the Reavers
Post by: connortron7 on January 29, 2022, 08:48:43 AM
Surprised this has flown under my radar! Very excited to try these out, my god that paragon. Just one request though. Could there be an option in config to disable The Reavers of Ludd? Only because I would either have these guys or Legio Infernalis in a game and the Legio can be disabled. I just wouldn't want both piratey factions at once due to their similar colours

I know they're not actually that similar, I just don't want to enable too many pirate factions :L

Im not really sure how to go about doing that, down the line ill take a look at how tahlan does it.

catapult is currently my favorite ship it screams vanilla, but my alltime favorite was the derelict dutchess from anvil industries any chance we will see that one coming back?

Im afraid not, nor is the original remnant onslaught. Those are behind me these days.

Does it work on 0.95.1a or wait?
Should work just fine!


An update is in the works, i did forget to put patrol HQs on 2 reaver worlds and will add another shop or 2 to them. Aswell as some minor fixes and balancing as always
Title: Re: [0.95a] Keruvim Shipyards (V:0.4) The rise of the Reavers
Post by: vok3 on March 16, 2022, 04:44:33 AM
I like a lot of stuff in this mod (and I REALLY like Exalted) but the Catapult is pushing me to drop Keruvim entirely.  It has comparable mobility to pirate Falcons and way more firepower; similar role to a Gryphon but close to uncatchable - ends up infecting fleets everywhere to the point that it largely replaces pirate Falcons.  You have the choice of hunting it down with multiple destroyers (the only things that stand a reasonable chance of catching it, with the firepower to do something about it - if I send anything heavier it just kites them) or focusing most/all your fighters on it, or just letting it pound you.  The ones I run into seem to always have safety overrides and heavy armor, zipping all over the place while pouring an endless torrent of missiles in my face.  Really annoying. 

I salvaged 4 from pirates, slapped on whatever random crap I had, and used them as an expendable first wave to attack a star fortress with the idea that they'd soak up a lot of fighters and missiles while my heavies got into position, and when they'd explode I could bring in my glass cannons.  The damn things survived the whole fight and did about half the total damage needed to kill the station.  Just for a start it ought to lose Burn Drive, or have its maneuverability and/or hull/armor cut significantly.
Title: Re: [0.95a] Keruvim Shipyards (V:0.4) The rise of the Reavers
Post by: connortron7 on March 18, 2022, 06:25:08 PM
I like a lot of stuff in this mod (and I REALLY like Exalted) but the Catapult is pushing me to drop Keruvim entirely.  It has comparable mobility to pirate Falcons and way more firepower; similar role to a Gryphon but close to uncatchable - ends up infecting fleets everywhere to the point that it largely replaces pirate Falcons.  You have the choice of hunting it down with multiple destroyers (the only things that stand a reasonable chance of catching it, with the firepower to do something about it - if I send anything heavier it just kites them) or focusing most/all your fighters on it, or just letting it pound you.  The ones I run into seem to always have safety overrides and heavy armor, zipping all over the place while pouring an endless torrent of missiles in my face.  Really annoying. 

I salvaged 4 from pirates, slapped on whatever random crap I had, and used them as an expendable first wave to attack a star fortress with the idea that they'd soak up a lot of fighters and missiles while my heavies got into position, and when they'd explode I could bring in my glass cannons.  The damn things survived the whole fight and did about half the total damage needed to kill the station.  Just for a start it ought to lose Burn Drive, or have its maneuverability and/or hull/armor cut significantly.

Im genuinely sorry about the catapult, its been everything but mobility has been addressed for the next update and ill look into its mobility this sunday! I had planned on releasing a quick fix for the spawnrate sooner but as ideas for the next update grew i postponed it a little bit, but then time became a problem, and usually when i had the time i was just too tired to work on anything, this hasn't changed much but i will see to it that the catapult is cleaned up fully and the update is released soon!
Glad to hear you like the mod otherwise tho!

EDIT: are you sure the base falcons a good comparison? It has 80 speed plus maneuvering jets, the base catapult has 25 speed with burndrive, does not feel like speed is an issue after testing personally. otherwise tho the ship will be... well ship shape as they say by next update.

EDIT 2: ah you mean pirate ones with SO installed, yeah thats a problem child lol.
Title: Re: [0.95.1a] Keruvim Shipyards (V:0.4.1) The Culling of the Catapults
Post by: connortron7 on March 20, 2022, 10:08:07 AM
new update! mostly minor but hey better then nothing!

changes
Spoiler
V: 0.4.1: updating from 0.3 will break your save (but those on 0.4 are fine)
general fixes:
fixed cuidado and heritage not having patrol hq (will requre a new save for this to take effect)
fixed muck up in penger desc
fixed cutlass not having reaver hullmod

general addition:
added drugs and luxury goods to the reavers illigal commodities
added "hates ai" to faction traits with nex
refined nex alightments
added keruvim weapons and export ships to  scavanger fleets
added supership start to keruvim

ship additions:

ship changes:

lucerne:
added solor shielding
   beetlle drones:
  -increased fighter count from 3 to 6
  -formation from V to BOX

broadsword (RBV):
increased OP cost from 10 to 12

talon (RBV):
increased OP cost from 4 to 5

carrion:
bulked up sprite on right side


both catapults:
cut off some armor and added 2 small jets on each side (no stat changes)
reduced supplies a month/deployment points from 30 to 27
increased crew reqiured from 225 to 260
reduced pirates credit cost from 130000 to 120000 and reduced regulars credit cost from 130000 to 110000
halved spawnrate
added both versions to the sim battle
[close]
Title: Re: [0.95.1a] Keruvim Shipyards (V:0.4.1) The Culling of the Catapults
Post by: BigBeans on March 20, 2022, 08:37:04 PM
Where war wagon
Title: Re: [0.95.1a] Keruvim Shipyards (V:0.4.1) The Culling of the Catapults
Post by: connortron7 on March 24, 2022, 03:52:28 PM
Where war wagon
War wagon dumb, wait long time.
Title: Re: [0.95.1a] Keruvim Shipyards (V:0.4.1) The Culling of the Catapults
Post by: connortron7 on May 01, 2022, 06:08:02 PM
so small mod update (not actual update yet, more of a update of what im doing with it) i plan on separating the reavers of ludd from keruvim as to not have an extra unnecessary faction that has nothing to do with the main faction of the mod and unneeded bloat.
dont worry i wont be repeating history like the exalted exodus from anvil that was followed by anvil indsutries deletion lol, i also plan on doing a complete overhaul of their lore, no more edgy ludd cult, perhaps a pre-collapse food manufacturer turned independent military power house once the gates stopped, ship sprites will likely get some changes outside of a hue shift, aswell as some proper unique weapons for em, tho it will be some time coming as im often too busy to work on keruvim as is rn and separating a faction and all its odds and ends is a headache for me.
Title: Re: [0.95.1a] Keruvim Shipyards (V:0.4.1) The Culling of the Catapults
Post by: envenger on June 22, 2022, 05:54:08 PM
One weird thing is noticed with nex, i went into a war with and alliance having Keruvim, i got sent bounty hubters from next but none of the capital ships were present in those fleets. Other similar bounty hunter fleets had 10 capitals but Keruvim fleets just had destroyers and a few smaller ships.
Title: Re: [0.95.1a] Keruvim Shipyards (V:0.4.1) The Culling of the Catapults
Post by: connortron7 on September 12, 2022, 08:18:38 AM
One weird thing is noticed with nex, i went into a war with and alliance having Keruvim, i got sent bounty hubters from next but none of the capital ships were present in those fleets. Other similar bounty hunter fleets had 10 capitals but Keruvim fleets just had destroyers and a few smaller ships.
Strange, ill have a look next chance i get
Title: Re: [0.95.1a] Keruvim Shipyards (V:0.4.1) The Culling of the Catapults
Post by: connortron7 on September 12, 2022, 08:22:47 AM
so small mod update (not actual update yet, more of a update of what im doing with it) i plan on separating the reavers of ludd from keruvim as to not have an extra unnecessary faction that has nothing to do with the main faction of the mod and unneeded bloat.
dont worry i wont be repeating history like the exalted exodus from anvil that was followed by anvil indsutries deletion lol, i also plan on doing a complete overhaul of their lore, no more edgy ludd cult, perhaps a pre-collapse food manufacturer turned independent military power house once the gates stopped, ship sprites will likely get some changes outside of a hue shift, aswell as some proper unique weapons for em, tho it will be some time coming as im often too busy to work on keruvim as is rn and separating a faction and all its odds and ends is a headache for me.

Another small update on the state of things, i know i have not posted in awhile, my job has been straining me mentally and have rarely been in good enough mood to mod, but i plan on starting work on keruvim again very shortly as ill also be quitting soon.

And as always my mind is as fickle as ever and i have decided just to delete the reavers all together, the ships may find themselves some love down the line but for the next update they will be gone. If it would let me remove the poll i would.
Title: Re: [0.95.1a] Keruvim Shipyards (V:0.4.1) The Culling of the Catapults
Post by: Eidolon on September 12, 2022, 10:13:34 AM
I'm not attached to the Reavers as a faction but their ships are cool. From your phrasing, it sounds like there's going to be an interim where the ships will be out of action. I'd appreciate if you'd just chuck the ships to the pirates for the time being (or something similar) so we can still use and fight against them. Cheers!
Title: Re: [0.95.1a] Keruvim Shipyards (V:0.4.1) The Culling of the Catapults
Post by: connortron7 on September 14, 2022, 02:07:03 PM
I'm not attached to the Reavers as a faction but their ships are cool. From your phrasing, it sounds like there's going to be an interim where the ships will be out of action. I'd appreciate if you'd just chuck the ships to the pirates for the time being (or something similar) so we can still use and fight against them. Cheers!
aye thats prob for the best, ill toss em as a very rare sight in pirate fleets till i do something with em.
Title: Re: [0.95.1a] Keruvim Shipyards (V:0.5) REAVER BEGONE (and balance changes)
Post by: connortron7 on September 16, 2022, 03:25:56 PM

new smallish update! better then the nothing ive been doing recently. will break your saves ah well.

changes
Spoiler

V: 0.5: Reaver Begone!
SAVE BREAKER

general fixes/changes:
added 4 more reviews to the review board
increased spawn rate of pride ships from 0.5/10 to 1/10
moved keruvim systems near hegemony space (god sick of legio dunking on them every time plus more lore accurate)
fixed keruvim CC tip grammar
fixed keruvim ships not showing up in the nex start after hitting "randomize ships"
fixed a few description errors
fixed pride ships not spawning right
stopped the tsar cannon from spawning in pirate and independent fleets (found out why that was a BAD idea the hard way)
removed the catapult (P)
REMOVED THE REAVERS
added reaver ships to pirates under the "Pirate Inc" name (stop-gap till i figure out what to do with them)


general additions:

ship additions:
added the condor (Pirate Inc.)

ship changes:

hammerhead (Pirate Inc.):
increased deployment points/supplies per month from 10 to 12

outlaw:
increased deployment points/supplies per month from 45 to 50

lasher (Pirate Inc.):
increased deployment points/supplies per month from 4 to 5

cutless (Pirate Inc.):
increased deployment points/supplies per month from 5 to 6

cerberus (Pirate Inc.):
increased deployment points/supplies per month from 4 to 5


qaurry:
increased supplies a month/deployment points from 18 to 26 (idk why i had it so low)

catapult: overhaul time!
changed several parts of the sprite
changed mount style to match age
removed large ballistic turret
removed 2 small missile hardpoints
added 2 medium ballistic hardpoints
added 1 medium ballistic turret
removed shields
replaced keruvim bulkheads with rugged construction
increased max speed from 25 to 40
increased acceleration by 50%
increased max ordnance points from 150 to 165




[close]
Title: Re: [0.95.1a] Keruvim Shipyards (V:0.5) REAVER BEGONE (and balance changes)
Post by: Dadada on September 16, 2022, 06:48:29 PM
<3 Bless :D
>fixed pride ships not spawning right
I've never seen them spawn but got to see them through console commands, now that explains it. Cheers!
Title: Re: [0.95.1a] Keruvim Shipyards (V:0.5) REAVER BEGONE (and balance changes)
Post by: vok3 on October 11, 2022, 07:25:53 PM
That's too bad, Reavers are the main reason I keep Keruvim in my modlist.  Their lore is more than a little over the top and unbelievable, but the ships are cool.  I can understand the decision tho, currently they act like just a generic minor faction instead of something scary lurking in the dark.

I'll keep the previous version for now, but looking forward to see what you come up with.
Title: Re: [0.95.1a] Keruvim Shipyards (V:0.5) REAVER BEGONE (and balance changes)
Post by: hugedude on January 04, 2023, 02:23:53 AM
Hey y'all,

I am loving the idea of this faction... but I am having some serious problems...

I have been struggling to beat fleets and stations with the ships from this faction from the start of the game. I have an Empress, two Chariot mkIIs, a Zweihander mkII, two Artillery ships, and a couple Axe mkIIs and I still cannot beat an 80k pirate base. They seem to lack any punch to get shields down and then get through the armour and so many of their medium weapons point backwards so are essentially useless which I think might be one of the problems I am having... I have tried conventional weapons like hyeprvelocity and heavy maulers to give that little extra distance but it only seems to marginally increase their effectiveness. On top of the apparent poor damage output and consistency, they all seem to want to just beyblade around in circles focussing on missiles and fighters with all their main weapons (just bought an Empress and she spent the entire fight vs an 80k bounty pirate base spinning in circles...) and exposing their behinds and also just ignoring otehr ships sometimes.

Am I doing something wrong? This has made me quit playing three times in the last two days.... Unfortunately, Im an addict and quitting is meaningless... >.< so I am hear asking for any advice from the pros.

Thanks for any help!

Cheers.
Title: Re: [0.95.1a] Keruvim Shipyards (V:0.5) REAVER BEGONE (and balance changes)
Post by: connortron7 on May 16, 2023, 12:00:23 PM
yeah keruvim ships mostly lack alot of punching power on their own and prefer support roles and relying on swarm tactics


new update out, mostly balancing and bringing it to the newest version of SS


Spoiler
V: 0.6: not save safe

general:
removed all reaver ships/fighters except cudgel (they will return some day in another mod )
fixed(?) quarry not deploying for combat
added New Beginnings support


ship changes:

empress:
added b-deck

catapalt:
added canister flak

cudgel:
removed reaver engineering
added advanced turret gyros
changed engine colors to lowtech
added to pirate_bp

both chariots:
decreased supplies a month/deployment points from 25 to 23
increased max cargo from 50 to 150
increased max speed from 45 to 55

chariot A:
increased max armor from 700 to 800 (to match B)
increased min crew from 100 to 120 (to match B)
updated center of sprite to match A's touch ups

chariot B:
increased base value from 12.5k to 14k (to match A)

[close]

Title: Re: [0.96a] Keruvim Shipyards (V:0.6) Back in action baby! [Everyone disliked that]
Post by: sajberhippien on May 18, 2023, 12:31:10 AM
What's the intended use for the Gust Micro Cannon? It seems like just a very expensive Light Mortar, paying 4 OP and 60% more flux to get a slight increase in accuracy. Am I missing something?
Title: Re: [0.96a] Keruvim Shipyards (V:0.6) Back in action baby! [Everyone disliked that]
Post by: connortron7 on May 18, 2023, 01:23:22 PM
What's the intended use for the Gust Micro Cannon? It seems like just a very expensive Light Mortar, paying 4 OP and 60% more flux to get a slight increase in accuracy. Am I missing something?

you are not missing anything, if anything i was, it should not be a worse mortar, i remember i was gonna take a look at it but then went on hiatus so maybe i started but forgot about it.  ill give it a rundown and make proper changes to it for the next update, thanks for bringing it to my attention! tho it wont be for a bit, my focus is on the next exalted update for now.
Title: Re: [0.96a] Keruvim Shipyards (V:0.6) Back in action baby! [Everyone disliked that]
Post by: Xzaven on May 18, 2023, 02:35:34 PM
Aww the Reaver ships have been purged after all. And here I was frantically searching for the mod that added those ships as I was really enjoying them.

Is there any chance you could release them just as a little pirate addon somehow? Would love to continue playing with the reaver ships :)

I will hence continue enjoying the main part of the mod!
Title: Re: [0.96a] Keruvim Shipyards (V:0.6) Back in action baby! [Everyone disliked that]
Post by: connortron7 on May 22, 2023, 08:26:57 AM
Aww the Reaver ships have been purged after all. And here I was frantically searching for the mod that added those ships as I was really enjoying them.

Is there any chance you could release them just as a little pirate addon somehow? Would love to continue playing with the reaver ships :)

I will hence continue enjoying the main part of the mod!

yeah sorry just had to rip that band-aid off,

but i do plan on making a ship pack in the future with them in it! on the fence about re-adding them to the pirates or making them elite independent exclusive ships



also quick hotfix!

V: 0.6.1:

general:
fixed keruvim ships not spawning in independent fleets (forgot a "}")
fixed all axe's not having keruvim bulkheads
moved the keg to the keruvim_export_bp from the base_bp
 
Title: Re: [0.96a] Keruvim Shipyards (V:0.6.1) Fixed ships not spawning in indes hotfix
Post by: Simbach Vazo on December 31, 2023, 04:13:02 PM
Incomprehensibly based.
Title: Re: [0.96a] Keruvim Shipyards (V:0.6.1) Fixed ships not spawning in indes hotfix
Post by: hidefreek on March 09, 2024, 11:04:30 PM
Hello.
In Mod Index it said Keruvim is 0.97a vversion.
But the download page is still 0.96a.
Title: Re: [0.96a] Keruvim Shipyards (V:0.6.1) Fixed ships not spawning in indes hotfix
Post by: connortron7 on March 14, 2024, 10:23:08 AM
Hello.
In Mod Index it said Keruvim is 0.97a vversion.
But the download page is still 0.96a.

The title of this forum post and the mods actual version are 0.96a, i dont know why the index says 97.
The mod does swork with by just changing the mod info file. Tho i definitely have not updated it.
Title: Re: [0.96a] Keruvim Shipyards (V:0.6.1) Fixed ships not spawning in indes hotfix
Post by: hidefreek on March 16, 2024, 11:20:35 PM
Hello.
In Mod Index it said Keruvim is 0.97a vversion.
But the download page is still 0.96a.

The title of this forum post and the mods actual version are 0.96a, i dont know why the index says 97.
The mod does swork with by just changing the mod info file. Tho i definitely have not updated it.
thank