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News:

Starsector 0.95a is out! (03/26/21); Blog post: A Tale of Two Tech Levels (05/28/21)

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add a pather/pirate mini faction whos ships are fast and durable but cant mount SO?

Yay
Nay

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Author Topic: [0.95a] Keruvim Shipyards (V:0.3) Love it or hate it, it's here to stay.  (Read 13925 times)

Amoebka

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Re: [0.95a] Keruvim Shipyards BETA (V:0.2) Here we go again.
« Reply #15 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.
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Hiruma Kai

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Re: [0.95a] Keruvim Shipyards BETA (V:0.2) Here we go again.
« Reply #16 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.
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connortron7

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Re: [0.95a] Keruvim Shipyards BETA (V:0.2) Here we go again.
« Reply #17 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.

connortron7

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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
[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]
« Last Edit: May 23, 2021, 03:16:40 PM by connortron7 »
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BigBeans

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Another nice update lad! Pirate Paragon looks appropriately cursed.
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Server_Corgi

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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
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Nick XR

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