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Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

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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: [0.95.1a] Keruvim Shipyards (V:0.5) REAVER BEGONE (and balance changes)  (Read 108834 times)

connortron7

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DELETE THE OLD VERSION OF THIS MOD BEFORE UPDATING (do that for all mods)



Download for version 0.5: SAVE BREAKER https://github.com/connortron7/Keruvim-Shipyards/raw/master/Keruvim%20Shipyards%200.5.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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The Pirate Inc. fleet (added to pirates for now):
Spoiler
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NEW AND EXCITING REVIEWS ARE IN!


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
[close]


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: 0.5: 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]
« Last Edit: September 21, 2022, 06:12:53 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.
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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.
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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
[close]
« 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: 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.
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