Fractal Softworks Forum

Starsector => Mods => Topic started by: King Alfonzo on November 29, 2021, 01:04:05 AM

Title: [0.95.1a] Holy Covenant of Kemet 0.0.2h (Fiddling, Fire and Phase Ed.)
Post by: King Alfonzo on November 29, 2021, 01:04:05 AM
(https://i.imgur.com/c4ffNLK.png)

"...Their culture is bizarre - they truly believe that elaborate Holos are manifestations of supernatural beings, that space travel is the domain of magicians and wizards, and what they communicate with in their prayers to their comms systems are literally gods. And this information alone was painful to extract as they have this fervent religious belief that we're soulless beings seeking to entrap them and seperate them from the guidance of their 'gods'. From the data we've got it's difficult to determine exactly to what degree these 'gods' are artificial intelligences or avatars of a sophisticated police state, but it's my opinion that the Hegemony should immediately investigate - the risk to the Sector is too great if these 'gods' they're so enslaved to are alpha-level artifical intelligences."
~Intelligence Report on the Kemet System, Unnamed Hegemony Analyst


The Holy Covenant of Kemet is a small isolationist polity ruling a trinary system situated on the fringe of the Core systems. With a culture that appears to have been inspired by ancient Egypt, and using surprisingly advanced (and possibly AI influenced) technology, they are fervent in remaining isolated from the 'corrupted' Sector at large. However, encroaching Hegemony suspicion of AI misuse has forced the Covenant to seek allies in the Persean League to survive, and day by day the Covenant is finding itself thrust more and more into Sector politics against it's will.

Covenant weaponry is mostly based on their unique plasma technology, which have access to Kinetic and High Explosive damage types, making Covenant weaponry incredibly flexible. These weawpons are divided into three lines, with Ma'at weapons being the most common. Ma'at weapons are either slow firing but powerful, or fast firing and weak per shot, however once the initial capacitors are used up the rate of fire is drastically reduced. Ka weapons are more effective, with greater punch and better ranges, but are restricted by their awkward magazine fed systems, often being unable to fire while waiting toi recharge a magazine. Finally Ba weapons are the Covenant's missile weaponry, and are poorly developed; the Covenant focus on utilising their plasma weaponry has left serious deficiencies in their 'solid' projectile line.

The Holy Covenant of Kemet utilises ships that while undersized, are technologically advanced and powerful for their weight classes. All Covenant ships have Seshat Systems, a hullmod that rewards using Covenant weaponry but has severe drawbacks when dealing with missile weaponry. Further, all ships posses the Skin of Heka, an improved form of Solar Shielding derived from the blazing hot trinity of stars that regularly bake the system.
Spoiler
(https://i.imgur.com/yhmkCrN.png)(https://i.imgur.com/3aBcz5a.png)
[close]

The ships of the Covenant are divided according to their combat style, and well known for being vibrantly, almost garishly coloured.

The People of Kemet craft are their civilian vessels; what they lack in specialisation they make up for in logistical flexibility. While a conventional Buffalo and a Dram may be better than two Khepris, a single Khepriswill always be better than just a Buffalo or just a dram.
Spoiler
(https://i.imgur.com/gvn3FBu.png)
[close]

Safflower vessels are nimble and fast strike craft, designed to use their system to quickly get in and deal damage, before using their system to quickly withdraw and vent. If caught out, they are quickly overloaded and destroyed.
Spoiler
(https://i.imgur.com/eHRkPlM.png)
[close]

The Lapis vessels of the Covenant are brawlers, with a focus on entering into combat and fighting their way out of trouble. With a system that vastly improves their energy weaponry, they are let down by sluggish movement.
Spoiler
(https://i.imgur.com/QokGohC.png)
[close]

Composed of close support vessels, the Uat-Ur line are the carrier arm of the Covenant. While weak in direct combat, they are a logistcally effective way to flood the battlefield with fighters and bombers.
Spoiler
(https://i.imgur.com/gkEpQ2J.png)
[close]
Spoiler
(https://i.imgur.com/dYIoLRP.png)
[close]

Elegant in their brutality, mysterious in function, the Deshr line are the phase arm of the Covenant. With a time acceleration boost on emergence from phase and a passive system that recharges weapon charges in phase, these ships lack subtlety but make up for it in graceful simplicity - unphase, unload, rephase, restock.
Spoiler
(https://i.imgur.com/Qr2EvOC.png)
[close]

Finally, the elite of the Covenant of Kemet are the Kermes craft; advanced and refined designs with powerful flux systems and frightening ship systems. However, these vessels are incredibly demanding logistically and often falter in prolonged combat situations.
Spoiler
(https://i.imgur.com/B6llwZF.png)
[close]


This mod requires LazyLib, MagicLib and GraphicsLib to work.


>>Download HERE.<< (https://bitbucket.org/King_Alfonzo/i-will-make-sindria-great-again/downloads/holy_covenant_of_kemet_0_0_2h.zip)

---

After making and maintaining GMDA, HMI, Brighton Federation, HMI Supervillians and Luddic Enhancement and FPE, I made this mod, because I cannot stop bloating I must bloat Covid left me with ample time to make it. Originally this faction came about from wanting to draw in an opalescent style divorced from the vanilla artstyle (similar to how shadowyards isn't precisely vanilla adjacent), with weaponry inspired visually (and in some cases mechanically) by the Halo franchise. Please give me a yell if anything breaks, but I'm pretty sure it's in a good state to be released in.
Title: Re: [0.95a] Holy Covenant of Kemet 0.0.2c (Space Egypt!? Ed.)
Post by: Watchin_Life_Go_By on November 29, 2021, 02:05:18 AM
Another Mod to add to my collection. Love your mods man.
Title: Re: [0.95a] Holy Covenant of Kemet 0.0.2c (Space Egypt!? Ed.)
Post by: dcong89 on November 29, 2021, 02:23:55 AM
Beautiful and unique ships !
Title: Re: [0.95a] Holy Covenant of Kemet 0.0.2c (Space Egypt!? Ed.)
Post by: n0 on November 30, 2021, 03:21:01 PM
I love how their fleets look like someone poured out a bag of skittles.
Title: Re: [0.95a] Holy Covenant of Kemet 0.0.2c (Space Egypt!? Ed.)
Post by: this_is_a_username on December 01, 2021, 01:25:54 PM
Who needs volatile particle drivers when you have this?

(https://i.imgur.com/T8hMSFk.png)
Title: Re: [0.95.1a] Holy Covenant of Kemet 0.0.2d (Space Egypt!? Ed.)
Post by: King Alfonzo on December 17, 2021, 10:06:04 PM
Minor quick update to 0.95.1a compatibility, might have fiddled with one or two stats, nothing major. Please download from the main link in the OP!
Title: Re: [0.95.1a] Holy Covenant of Kemet 0.0.2d (Space Egypt!? Ed.)
Post by: Zalpha on December 21, 2021, 12:24:25 AM
I found this mod when seeing the update for HMI in Discord. I had my HMI system invaded by these guys and constantly felt under pressure for them. I was thinking the whole time while fighting them that these guys are over powered by the shear amount of fire power coming from them, in a constant spam. Fast projectiles with low to no cool-down. Causing my ships to end up overloaded and sitting ducks.

EDIT - The system being attacked here is the HMI capital station. Just so you know how strong it obviously is.

I did lose half my fleet to them, however they didn't even manage to take down a single shield on the station, so that left me feeling unsure if these guys are OP or not. I know the HMI station is kinda OP with the mines taking out the back line and my fleet was used to keep them off the station and they played their part in the conflict well. So in the end I do not know. I think in a straight up fight of my fleet vs their fleet I would have been owned. I think the deciding factor in that conflict would be my the my ships ending up being overloaded and sitting ducks for them to take out.

Edit 2: Just giving feedback on my first encounter with them and my thought of that encounter. Also on a side note that spinning missile was wack and seemed kinda useless to me, I mean it seemed illogical to me (so used to missiles flying straight that anything else just seems wrong to me) but if it hits is fine I guess. I don't, I just found it weird. 

On a side note the ships are lovely and psychedelic, especially the yellow one with the dreamy after image shadows. I liked the large weapons seemingly overly large, I don't know, they just feel satisfactory installing them. I guess I am weird.
Title: Re: [0.95.1a] Holy Covenant of Kemet 0.0.2d (Space Egypt!? Ed.)
Post by: hydremajor on December 21, 2021, 07:25:52 AM
any chance we could get a weapons free version ?
Title: Re: [0.95.1a] Holy Covenant of Kemet 0.0.2d (Space Egypt!? Ed.)
Post by: Wyvern on December 27, 2021, 03:25:33 PM
While I don't feel this is exactly the most balanced of factions...

...It is very pretty, the weapons are interesting, and overall I quite like it. Especially the Ammit class. A very predatory flying gemstone.
Title: Re: [0.95.1a] Holy Covenant of Kemet 0.0.2h (Fiddling, Fire and Phase Ed.)
Post by: King Alfonzo on April 17, 2022, 09:20:27 PM
A (much belated) Update: Fiddling, Flames and FPhase Ed.

Changes with Version 0.0.2h:

-Added the Deshr range of ships; brawler phase ships that regenerate weapon charges faster when in phase, and gets a time boost when emerging from phase.
-Added the AMun Ra, a Kermes-style Phase Ship with an interesting built-in weapon.
-Added the Net launcher, a short range Ka weapon that fires HE explosive projectiles.
-Added the Acacia, a cheap Ba weapon that fires guided HE plasma grenade.
-Added the Vine Projector, a cheap, short-ranged Ba fragmentation flamethrower for finishing enemies.


-Fiddled with the stats of the Safflower ships to have better flux and worse armour.
-Khonsur has been reworked a touch to be more combat and less carrier, but still mostly carrier.
-Small ships have been reworked to be better.
-Just about all weapons and fighters have seen minor tweaks to be more balanced.
-Fixed several campaign layer things.
-Added more to ship descriptions.
-Quietened ship sounds even more.

Download Here. (https://bitbucket.org/King_Alfonzo/i-will-make-sindria-great-again/downloads/holy_covenant_of_kemet_0_0_2h.zip)
Title: Playing: Raindrop Prelude, Belive Mix Next: Warthog Run OST
Post by: Network Pesci on May 07, 2022, 12:39:12 PM
I'm loving this mod.  The ships are amazingly colorful and visually stimulating and the audio is pretty great too.  I haven't actually owned a Halo game since the Red Ring of Death took my save file from Halo 3 but I played a lot of hours on the series over the years.  Just finishing up a modded campaign where I added this mod to this mix, going to play another one soon once I finish up the last few really tough fights and see all the special bounties.

Man, am I seriously the only person that's played enough of this faction to comment about it lately?  There's a couple of minor balance issues but only one major issue. 

Major Issue:  The one glaring imbalance that I've found is that in my opinion the cooldown is too short on the Amun Placement system.  When combined with Systems Expertise, you basically never stop golden shadow drifting.  On paper, the speed of the Onuris is 120 and the Nemty is 100, but in battle with an officer or player pilot, it's more like 300.  You have a destroyer and a heavy destroyer with the speed of an ultrafast frigate.  Strangely, the computer never seems to take advantage of this.  At least it doesn't feel imbalanced when I fight against or alongside them, only when I'm piloting them.  If the cooldown was extended a little bit so that an Onuris or Nemty had the systems downtime of a Medusa or Wolf, it wouldn't be a problem.  To be fair, taking a tricked-out Nemty up against some local pirate band solo does bring back that classic Halo gameplay feel of the first time I carjacked a Ghost and ran riot through a Covenant outpost using the boost to be untouchable.

A minor note:  As already mentioned, the weapons in this mod are "vanilla balanced" if you consider the ultra-redacted fifth-dimension tech part of vanilla.  You can do some pretty heinous things with vanilla high-tech loaded out with kinetic and high-ex energy weapons. this_is_a_username already mentioned the Volatile Particle Driver, but also, who needs the Disintegrator (my favorite of the vanilla superweapons) when you have Literally The Needler From Halo on a medium or large energy mount?  Unlike the superweapons though, even if I'm not friends with the Covenant I can just go to the local shady guy in a dark alley with military-grade plasma weapons in his trenchcoat.  I don't mind paying double, I'd pay triple.  Most vanilla weapons that do huge fragmentation damage are inaccurate, slow, or short-ranged.  This mod has Amphora Rifles and Vine Projectors.  In an unmodded run of vanilla, whether I get a couple of Minipulsers or Shock Repeaters from the secret stash at level 2 or 3 is going to determine my flagship build until I'm into cruisers.  Running with the Covenant I can just stock up on Kiln Pistols or Light Amphora Rifles and get the same general effect.

Another minor note, I don't feel that the "penalty" for using non-Covenant weapons is meaningful.  In theory, Seshat systems encourages mostly Covenant weapons, but I've found that apart from the 25% beam distance loss the penalties never matter.  The missile OP penalty means I hardly even use missiles on Covenant ships, but that doesn't matter because Covenant energy weapons fill the roles I'd want missiles for, but more efficiently and without running out of shots.  (And with a beautiful sight and a delightfully hideous racket to boot.)  I have never noticed the energy penalty, putting something like 25% Covenant weapons on a craft is enough to get the full flux bonus and then I can fill it with vanilla tech.  I'm more likely to use Covenant missiles on vanilla ships, a couple of early Vines or Reeds is an interesting change from the Swarmers or Annihilators I'd normally put on my frigates in the early game.

My favorite ship from this mod:  What's less mobile than an Aurora, almost as tough as an Onslaught, not quite as well shielded as a Paragon, and has less firepower than an entire Star Fortress?  The Nepthys!  This so-called "Battlecruiser" is the best of all possible worlds, lacking robust missile coverage and ballistic capability, these gaps are filled in by the flexible energy armory of the Covenant.  For any standard mission, I'd rather take one of these than a Paragon.  You give me a choice between the blueprint for a Nepthys or a Ziggurat, well, I'll take the Ziggurat and go raid Deshret for the Nepthys but then I'll feel bad about it because I like these guys.  I have like five different and distinct builds just around the idea of "I'm not supposed to cram Tachyon Lances on here but I can if I wanna".  Some are more effective when I use them, some are just built so the AI can use them and tank forever without getting in trouble.

I really like these guys, for all I fought so many hours against their reptilian cohorts in the Halo series.  They don't give me any crap about whatever I want to export out of my Light Industry, they don't give me any crap about coming around with inspections if a guy wants to have six or eight colonies.  Looking at this post it's like 75% griping about it and 25% praise but I don't want it taken like that, I just felt the need to point out any issue no matter how minor.  If I didn't mention a particular weapon or ship, I used it, liked it, and had no balance concerns about it.  I'm looking forward to how (if?) this mod develops further and it will be a standard part of my modded campaigns from now on.
Title: Re: [0.95.1a] Holy Covenant of Kemet 0.0.2h (Fiddling, Fire and Phase Ed.)
Post by: Big Bee on May 07, 2022, 01:03:04 PM
Whoah! This mood looks great! I wish I had known about it sooner, but it's not in the mod index.

I'm not generally into mods with artstyles that stand out from vanilla, like Shadowyards or Borken, but I think this one works fine next to vanilla ships.
Title: Re: [0.95.1a] Holy Covenant of Kemet 0.0.2h (Fiddling, Fire and Phase Ed.)
Post by: Mira Lendin on May 09, 2022, 07:40:07 AM
I feel that....
These ship designs don't fit in SS, their colors are so bright, honestly the main thing that holds me back from using it.
Title: Re: [0.95.1a] Holy Covenant of Kemet 0.0.2h (Fiddling, Fire and Phase Ed.)
Post by: Draconas on May 09, 2022, 09:27:36 AM
I've downloaded the mod and will be using next run, looking forward to it. I do understand the brightness aspect maybe not fitting with SS but with all the purples, blues, oranges and reds already in game this isn't that much of a leap. They kind of grow on me more I look at them. looking forward to playing it!
Title: Re: [0.95.1a] Holy Covenant of Kemet 0.0.2h (Fiddling, Fire and Phase Ed.)
Post by: Big Bee on May 09, 2022, 10:29:11 AM
I feel that....
These ship designs don't fit in SS, their colors are so bright, honestly the main thing that holds me back from using it.

I wonder how hard it would be to make skins like Diable or ORA. That could probably solve that for people who'd really prefer less colourful versions.
Title: Re: [0.95.1a] Holy Covenant of Kemet 0.0.2h (Fiddling, Fire and Phase Ed.)
Post by: Mira Lendin on May 09, 2022, 10:46:09 AM
People kitbash skins for this game, i personally never done it but it's not that hard
Title: It were, in fact, so easy.
Post by: Network Pesci on May 09, 2022, 09:12:05 PM
Okay, just finished out this campaign.  You know what, I change my mind, the Nepthys might be just a bit too strong.

Spoilers for THE major fight from Xhan, a different mod.
Spoiler
https://imgur.com/YmsYNzA
https://imgur.com/fpHa5G6

I didn't actually need those Eradicators or that Dominator, not to mention the other 20 ships I brought, I totally could have soloed that fight if it had even occurred to me it was possible.  A Paragon will die the second time the lightning barrage collapses its shields, but the Nepthys (admittedly with Heavy Armor S-Modded in and a lot of Combat skills on my character) can tank the damage and keep going like Rocky Balboa in the first round.  He was so mad at how quick I beat him that he didn't drop those gravity blasters this time. :'(

(For those who haven't had the joy of fighting Thousand Eyes, it's a special bounty from Xhan that breaks vanilla balance in half and then sets it on fire with Sith Lightning.  Hey you know what will help?  Turn the battle size up and bring a bunch more Paragons!  If you don't mind a horrific waste of millions of credits and thousands of video game lives you owe it to yourself to fight Thousand Eyes.)
[close]

https://imgur.com/yPm9wdm

This is more or less the build I was using.  This is actually the "CPU pilots can use this without ever being in danger" heavy shieldbreaking build, mine had a Rift Cascade Emitter subbed in for the central Tachyon Lance and some shock repeaters instead of the gamma guns (cheap energy Vulcan-like PD from Xhan mod) and Covenant PD pictured here.  Nothing in vanilla can stand up to the relentless kinetic barrage, if they don't outnumber and outmass you at least three to one, more like ten to one if you're fighting pirates or Pathers, they will spend all their time spinning helplessly overloaded with their engines and weapons disabled until you get tired of laughing at them and put them out of their misery with a triple tachyon burst.  Once you get your distance, you can even keep battlestations overloaded.  The one and only vanilla ship I have not personally confirmed this build can solo today is the Remnant Star Fortress.  It is slightly vulnerable to being surrounded, one of these versus one Omega is unfair to the Omega, but two of these versus two Omegas is a fight I have to call in reinforcements for because they'll surround us once they start splitting.

Now I like "fun" as such and by the time I can afford capital ships that cost nearly a million each, I should be able to rock the Sector with them, so I'm not going to say ten Medium Energy slots is too much, even in a mod with Kinetic and High-Ex options for energy that compare favorably to vanilla's Ballistic and Missile offerings.  A few years ago I'd have said it's too much, but we didn't have Redactoids from Dimension X as part of the base game back then.  Now I say the more the merrier, whatever.  I do think the Nepthys could afford to have either the armor and hull of an Onslaught or the shield strength and flux dispersion of a Paragon, stacking both on the same ship is too powerful, especially for something that moves like a cruiser with a mobility system.  You know, the Arbiter or Master Chief or whoever, they always had to choose two out of twenty different guns.  Nepthys is more like Doom Guy.  And it is not cheating when I put Tachyon Lances on it because they are just TriMart brand Spartan Lasers.
Title: Re: [0.95.1a] Holy Covenant of Kemet 0.0.2h (Fiddling, Fire and Phase Ed.)
Post by: Hatter on June 07, 2022, 03:12:51 PM
Please give all the People of Kemet ships the 'Civilian' hint so they don't take DP limits from skills, allowing them to be used as logistic vessels.