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Starsector 0.97a is out! (02/02/24); New blog post: New music for Galatia Academy (06/12/24)

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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: [0.96a] Keruvim Shipyards (V:0.6.1) Fixed ships not spawning in indes hotfix  (Read 203528 times)

envenger

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Re: [0.95.1a] Keruvim Shipyards (V:0.4.1) The Culling of the Catapults
« Reply #75 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.
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connortron7

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Re: [0.95.1a] Keruvim Shipyards (V:0.4.1) The Culling of the Catapults
« Reply #76 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

connortron7

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Re: [0.95.1a] Keruvim Shipyards (V:0.4.1) The Culling of the Catapults
« Reply #77 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.

Eidolon

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Re: [0.95.1a] Keruvim Shipyards (V:0.4.1) The Culling of the Catapults
« Reply #78 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!
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connortron7

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Re: [0.95.1a] Keruvim Shipyards (V:0.4.1) The Culling of the Catapults
« Reply #79 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.

connortron7

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Re: [0.95.1a] Keruvim Shipyards (V:0.5) REAVER BEGONE (and balance changes)
« Reply #80 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




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Dadada

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Re: [0.95.1a] Keruvim Shipyards (V:0.5) REAVER BEGONE (and balance changes)
« Reply #81 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!
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vok3

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Re: [0.95.1a] Keruvim Shipyards (V:0.5) REAVER BEGONE (and balance changes)
« Reply #82 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.
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hugedude

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Re: [0.95.1a] Keruvim Shipyards (V:0.5) REAVER BEGONE (and balance changes)
« Reply #83 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.
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connortron7

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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)

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sajberhippien

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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?
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connortron7

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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.

Xzaven

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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!
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connortron7

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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
 

Simbach Vazo

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Incomprehensibly based.
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