Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24)

Pages: [1] 2 3 ... 14

Author Topic: [0.97a] Apex Design Collective v1.2.7b  (Read 223908 times)

theDragn

  • Captain
  • ****
  • Posts: 304
    • View Profile
[0.97a] Apex Design Collective v1.2.7b
« on: September 16, 2021, 12:14:21 AM »


Apex Design Collective


A tech-oriented collectivist faction that relies heavily on armor and remote support systems.
Save compatible- the faction and its systems will be automatically generated if added mid-save.
Requires LazyLib, MagicLib, GraphicsLib, and Combat Activators.



Would you like to know more?

Yes, I'd like to know more about [COMBAT]
Spoiler
Generally, Apex ships follow a design philosophy that focuses on optimizing individual ship performance and working together with allies. They fight best as a solid battle line, using bombers, heavy fighters, or specialized pursuit ships to finish off retreating opponents.

Pros:
- Excellent mount types and coverage
- Very flexible fitting options
- Extremely durable
- Remote support systems that can buff or repair allies
- High-end weapons and strikecraft
- Good flux dissipation

Cons:
- Individual ships are relatively expensive and can thus be outnumbered and flanked
- Slow (except specialized pursuit ships)
- Fewer weapon slots than average
- Poor anti-fighter PD
- Mediocre shields, incompatible with Heavy Armor

Fighting the Collective's fleets can be a daunting task for the unprepared. They lack any sort of "filler" weapons or ships- no Mules or Hounds to pad out their fleet sizes. Furthermore, they excel at attrition, since a ship you fail to kill will likely be repaired by its allies, while any damage your ships take will be permanent. The best way to beat them is flanking, kiting, and peeling off individual ships that you can kill until their fleet is small enough to destroy directly.
[close]
Yes, I'd like to know more about [LORE]
Spoiler
The Apex Design Collective began life long before the Collapse as the Apex Design Corporation, a high-end military-industrial contractor that produced specialized ships for the Domain, or anyone else willing to pay. Like plenty of other factions, they set up a small (by the standards of the Domain, anyway) outpost in the Persean Sector, eager to exploit untouched resources and perhaps conduct their research further away from prying eyes.

This rapidly changed following the Collapse. With security forces focusing on the immediate threats of raiders, local radicals managed to pull off a general strike, demanding democratic government, better pay, and safer working conditions. The Corporation, of course, responded with violence, and the Vela Labor Wars began. A bloody, decades-long conflict, the labor wars resulted in most of the Corporation's masters being exiled (or executed). By the time the 14th Battlegroup rolled into the Persean Sector, the brand-new Collective was well-armed and heavily experienced in guerilla war, making any attempted enforcement of the Diktat of Hegemony on the Vela system deeply unattractive.

Tri-Tachyon did not feel quite the same way as the Hegemony, particularly after Collective warships enforced a blockade in support of striking miners on Tibicena. While Tri-Tachyon lacked the stomach for a ground invasion, they were more than happy to raid convoys and outposts, and the resulting conflict has simmered for nearly a century and a half.

Today, with their revolutionary struggle quite a few generations behind them, the Collective is a bit less aggressive. Outside of their long-standing feud with Tri-Tachyon, they prefer to fund and arm like-minded groups rather than take direct military action, though they do not shy away from flexing their large and advanced fleet.
[close]
Yes, I'd like to know more about [CREDITS AND SOURCE CODE]
Spoiler
Credits
Gwyvern: Sprites
Haplogynae: Music
Mesotronik: the better half of the SFX
President Matt Damon: help with combat activators integration
Mayu: A few hullmod sprites
Farlarzia, Ruddygreat, Cjuicy, Silverlight, Avanitia: Loyal beta testers, may their names live on in glory

Source
Available here.
[close]
Changelog
Spoiler
Version 1.2.7(b)- Updated for 0.97.
Version 1.2.7(a)- save compatible
- Fixed a severe bug (relic caches could generate bugged and would crash the game).
- Caedometric Flickerbeam no longer says that it can't rotate while firing (it could already rotate while firing, the text was just incorrect)
- Shrieker torpedoes no longer collide with friendlies, like other homing missiles.
- Slightly adjusted some mount arcs on the Dadras to improve broadside performance.
- Reworked the Excession. Details are for you to find out.

Version 1.2.6- save compatible
(new relic weapons will not show up in caches in existing saves)
New:
- incredible music by haplogynae
- Caedometric Flickerbeam (in-faction)
- Nanoacid Foamer (pirates)
- Shatter Canister, Shatter Canister Pod (relics)
Changes
- Plasmatic Repeater: this wasn't supposed to be 20 op. oops. it's 24 now. also reduced sustained dps to 300 and efficiency to 1.1
- Wailer MRM: slightly modified spread parameters and reduced missile HP (175 -> 120)
- MHD Driver: was doing the math wrong; is now doing the math right. This is a nerf.
- Fusion Beams: Explosion radius is no longer capped, but now scales with a square root function instead of a linear one. Most explosions should be around 50-200 in radius, with ships like the Invictus going up to around 350.
- Light Fusion Beam: Reworked stats; the short burst and low beam velocity made it useless with any sort of range boost. Beam velocity is now higher and burst duration is longer; the explosion is unchanged.
- Tachyon Inverter: Fixed an issue with the sound that could occur at low amounts of time dilation.
- Relic derelicts are no longer pristine.
- All relic weapons and derelicts are no longer are guaranteed to spawn in every playthrough. Now spawns 2 derelicts and 6 relic caches. Ships got moved up a tier in historian drops, weapons unchanged.
- Added some hamster death causes for industrial evolution, and fixed some ships not being on the printing/reverse engineering whitelists.

Version 1.2.5. Still fixes.
- Rotary AM Flak: Improved vfx performance. Spam them more, if you desire.
- Wailer MRM: Increased frag damage to 400 (previously 300) since it felt a little lackluster for 13 OP.
- Fixed a crash that would happen if you fired Shrieker torpedoes at ships that were faster than them
- Fixed a crash with Wailer missiles that would happen if you were unlucky (honestly idk but it's fixed)

previous version changelogs can be found here
[close]

Apex Design Collective by theDragn is licensed under a
Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
« Last Edit: February 08, 2024, 02:09:56 PM by theDragn »
Logged

IonDragonX

  • Admiral
  • *****
  • Posts: 816
    • View Profile
Re: [0.95a] Apex Design Collective
« Reply #1 on: September 16, 2021, 08:29:20 PM »

;D Sounds good to me!  ;DI burble with anticipation...
Logged

6chad.noirlee9

  • Captain
  • ****
  • Posts: 368
    • View Profile
Re: [0.95a] Apex Design Collective
« Reply #2 on: September 17, 2021, 09:23:47 AM »

This looks cool
^understatement
Logged
edit: edit: maybe were just falling with style LOL.  make a bubble, make the space in front of it smaller and just fall forward

cjuicy

  • Captain
  • ****
  • Posts: 353
  • Figuring out how the hell to wear heels (She/it)
    • View Profile
Re: [0.95a] Apex Design Collective
« Reply #3 on: September 17, 2021, 10:07:37 AM »

Gotta say, with the bit I've seen on the Discord it's going to be a pretty nifty mod.

Can't wait to see it finished!
Logged
It's been a long time, but I still love ya!

- Pfp done by Sleepyfish!

Jade Tendency

  • Lieutenant
  • **
  • Posts: 68
  • Fourth Olympus
    • View Profile
Re: [0.95a] Apex Design Collective
« Reply #4 on: October 14, 2021, 07:35:14 AM »

Watching this evolve on the Discord has been a treat.
Logged

6chad.noirlee9

  • Captain
  • ****
  • Posts: 368
    • View Profile
Re: [0.95a] Apex Design Collective
« Reply #5 on: October 14, 2021, 03:32:50 PM »

thanks for the low key "hey there is an update on discord"
i only really look at the forum
Logged
edit: edit: maybe were just falling with style LOL.  make a bubble, make the space in front of it smaller and just fall forward

theDragn

  • Captain
  • ****
  • Posts: 304
    • View Profile
Re: [0.95.1a] Apex Design Collective
« Reply #6 on: December 20, 2021, 10:58:49 PM »

Okay, release time! You can get it here or from the first post.

Jade Tendency

  • Lieutenant
  • **
  • Posts: 68
  • Fourth Olympus
    • View Profile
Re: [0.95.1a] Apex Design Collective
« Reply #7 on: December 20, 2021, 11:57:50 PM »

The Wobblies are coming to town, time to kick some Tri Tach ass.
Logged

Ruddygreat

  • Admiral
  • *****
  • Posts: 501
  • Seals :^)
    • View Profile
Re: [0.95.1a] Apex Design Collective
« Reply #8 on: December 21, 2021, 03:01:29 AM »

it's flat *** ftuesday let's goooooooooooooooooooooooo

heh

  • Ensign
  • *
  • Posts: 17
    • View Profile
Re: [0.95.1a] Apex Design Collective
« Reply #9 on: December 21, 2021, 07:28:23 AM »

145775 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [APEX_SETTINGS.json]
145775 [Thread-3] INFO  plugins.ApexModPlugin  - Loaded ADC settings json
145975 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: org.json.JSONException: JSONObject["dl_DefaultKeybind1"] not found.
java.lang.RuntimeException: org.json.JSONException: JSONObject["dl_DefaultKeybind1"] not found.
   at com.fs.starfarer.settings.StarfarerSettings.for(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.getString(Unknown Source)
   at apexsubs.ApexSpecLoadingUtils.loadSubsystemData(ApexSpecLoadingUtils.java:65)
   at plugins.ApexModPlugin.onApplicationLoad(ApexModPlugin.kt:44)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: org.json.JSONException: JSONObject["dl_DefaultKeybind1"] not found.
   at org.json.JSONObject.get(JSONObject.java:406)
   at org.json.JSONObject.getString(JSONObject.java:577)
   ... 10 more

got this crash, which is a shame, i am still pretty exited to play with this mod though
« Last Edit: December 21, 2021, 07:30:58 AM by heh »
Logged

hydremajor

  • Captain
  • ****
  • Posts: 461
    • View Profile
Re: [0.95.1a] Apex Design Collective
« Reply #10 on: December 21, 2021, 07:31:46 AM »

is this gonna have missiles added or not ?

I just hate having missiles with no ammo regen, no matter how slow...
Logged

Algoul

  • Lieutenant
  • **
  • Posts: 99
    • View Profile
Re: [0.95.1a] Apex Design Collective
« Reply #11 on: December 21, 2021, 08:26:50 AM »

Play in this since first discord release and this is good mod.
Logged

Jade Tendency

  • Lieutenant
  • **
  • Posts: 68
  • Fourth Olympus
    • View Profile
Re: [0.95.1a] Apex Design Collective
« Reply #12 on: December 21, 2021, 09:33:48 AM »

is this gonna have missiles added or not ?

I just hate having missiles with no ammo regen, no matter how slow...

It has a ship with infinite missiles.
Logged

theDragn

  • Captain
  • ****
  • Posts: 304
    • View Profile
Re: [0.95.1a] Apex Design Collective
« Reply #13 on: December 21, 2021, 12:07:34 PM »

got this crash, which is a shame, i am still pretty exited to play with this mod though

I think this is because you either have a very old version of Dronelib installed, or because your settings file got corrupted somehow. Try redownloading this mod and/or updating or disabling dronelib.

This mod uses some dronelib code, but it's a bit modified (and doesn't require dronelib). As part of playing well if someone has dronelib installed, it'll use dronelib's keybinds if someone has it- I think this is because you have dronelib but are missing the keybind settings for some reason.

is this gonna have missiles added or not ?

I just hate having missiles with no ammo regen, no matter how slow...

It has three missile weapons in each size class. They don't regen because regenerating missile weapons defeat the entire point of missile weapons- strong but limited burst damage.

If you want regenerating missiles, check out the Crocodile, which has support-oriented reloading missile tubes.
« Last Edit: December 21, 2021, 12:15:15 PM by theDragn »
Logged

tomatopaste

  • Captain
  • ****
  • Posts: 306
    • View Profile
Re: [0.95.1a] Apex Design Collective
« Reply #14 on: December 26, 2021, 12:07:39 AM »

great effort champion, is a very cool mod
if my full code contribution could be credited and the mod source distributed that would be great too
Logged
Pages: [1] 2 3 ... 14