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

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Author Topic: [0.95a] Keruvim Shipyards BETA (V:0.2) Here we go again.  (Read 3348 times)

connortron7

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[0.95a] Keruvim Shipyards BETA (V:0.2) Here we go again.
« on: April 04, 2021, 02:23:30 PM »






THIS MOD IS IN BETA AND AS SUCH A BIT OF A MESS AND SUBJECT TO CHANGE
Download for version 0.2: https://github.com/connortron7/Keruvim-Shipyards/raw/master/Keruvim%20Shipyards%200.2.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
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New ships found throughout the sector:
Spoiler
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New Pirate ships found throughout the sector:
Spoiler
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things to note:
The capital ship/weapon sprites are going to get more work but my mouse keeps giving out on me and my new one wont be here till April 15th
The mods still in its early stages and a bit bare bones so bare with me.
More ships will be added down the line as i go atm it just has a handful
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)
Its not anvil just because i use the SAME PREFIX as it, like i do with the exalted.
There is LGBT representation in this mod, dont like it then don't download
On that note, look at this:
Spoiler
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Supported mods:
Nexerelin: https://fractalsoftworks.com/forum/index.php?topic=9175.0
Commissioned Crews: https://fractalsoftworks.com/forum/index.php?topic=16677.0

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: 0.2: 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]
« Last Edit: April 04, 2021, 09:52:24 PM by connortron7 »
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Psycho Landlord

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Re: [0.95a] Keruvim Shipyards BETA (V:0.2) Here we go again.
« Reply #1 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.
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IonDragonX

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Re: [0.95a] Keruvim Shipyards BETA (V:0.2) Here we go again.
« Reply #2 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.
« Last Edit: April 04, 2021, 03:48:38 PM by IonDragonX »
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Psyentific

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Re: [0.95a] Keruvim Shipyards BETA (V:0.2) Here we go again.
« Reply #3 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.
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connortron7

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Re: [0.95a] Keruvim Shipyards BETA (V:0.2) Here we go again.
« Reply #4 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

IonDragonX

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Re: [0.95a] Keruvim Shipyards BETA (V:0.2) Here we go again.
« Reply #5 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.

connortron7

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Re: [0.95a] Keruvim Shipyards BETA (V:0.2) Here we go again.
« Reply #6 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

IonDragonX

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Re: [0.95a] Keruvim Shipyards BETA (V:0.2) Here we go again.
« Reply #7 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.

connortron7

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Re: [0.95a] Keruvim Shipyards BETA (V:0.2) Here we go again.
« Reply #8 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

connortron7

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Re: [0.95a] Keruvim Shipyards BETA (V:0.2) Here we go again.
« Reply #9 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
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« Last Edit: April 12, 2021, 04:25:58 PM by connortron7 »
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Flunky

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Re: [0.95a] Keruvim Shipyards BETA (V:0.2) Here we go again.
« Reply #10 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.
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connortron7

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Re: [0.95a] Keruvim Shipyards BETA (V:0.2) Here we go again.
« Reply #11 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!

Flunky

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Re: [0.95a] Keruvim Shipyards BETA (V:0.2) Here we go again.
« Reply #12 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.
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connortron7

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Re: [0.95a] Keruvim Shipyards BETA (V:0.2) Here we go again.
« Reply #13 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
[close]
« Last Edit: April 25, 2021, 07:30:23 PM by connortron7 »
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ASSIMKO

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Re: [0.95a] Keruvim Shipyards BETA (V:0.2) Here we go again.
« Reply #14 on: Today at 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.
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