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Starsector 0.95.1a is out! (12/10/21); Blog post: Uniquifying the Factions, Part 2 (04/30/22)

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Author Topic: [0.95.1a] Apex Design Collective v1.0.6h  (Read 54758 times)

theDragn

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[0.95.1a] Apex Design Collective v1.0.6h
« 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, and GraphicsLib.



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.
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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, SOURCE CODE, AND CHANGELOG]
Spoiler
Credits
Gwyvern: Sprites
Tomatopaste: dronelib code
Mayu: A few hullmod sprites
Harmful Mechanic: Assets used for blueprint packs
Farlarzia, Ruddygreat, Cjuicy, Silverlight, Avanitia: Loyal beta testers, may their names live on in glory

Source
Available here.
1.0.6: Released 12 APR 2022
New:
- Ship. Complete the main storyline and look for a bar event on Collective planets.

Changes:
- Eidolon: DP increased (40 -> 45). Too obvious of a choice at 40 DP due to its mobility and slot layout.
- Apotheosis: DP increased (35 -> 37). A little bit overperforming for the cost, mostly because of its high dissipation and long range.
- Backscatter and Spectrum: Removed militarized hauler/tanker autofit variants (you can still use the refit hullmods; AI fleets will not). This should make sure player faction fleets always use the combat variants. Also fixed an issue that made civilian variants look like the military ones from the campaign layer.

1.0.5: Released 18 MAR 2022
Ships:
- Komodo: System changed to Entropy Consolidator. Speed increased to 45.
- Caiman: System changed to Entropy Consolidator. Speed increased to 85.
- Entropy Consolidator: Acts like a normal damper field, but generates (interceptable) homing energy projectiles based on incoming damage.
Weapons:
- Fusion Beams (all sizes): Now require 0.5 seconds of uninterrupted armor damage to trigger the explosion.
- Nanoacid Cannons (all sizes): Slightly improved efficiency; increased projectile velocity.
- Inversion Beam: Improved EMP damage and arc rate.
Hullmods:
- Coherency Amplifier: Fixed an issue where flak QGPD shots could deal energy damage to the same target multiple times.
- Geodesic Shield Matrix: Reworked, simplified, and nerfed. Now transfers a flat amount of damage from each hit to armor. Reduced the unfolding rate bonus to 50%. Also works on beams now.

1.0.4: Released 27 JAN 2022
Some balance tweaks and three new missions.

1.0.3: Released 13 JAN 2022
Fixed some bugs with Nexerelin, fixed Backscatter's hangar launch locations, reduced Photon (F)'s fuel capacity slightly.

1.0.2: Released 28 DEC 2021
Fixed indevo whitelists and a math error in the fuel/cargo conversion hullmods that was preventing the DP reduction from applying.

1.0.1: Released 27 DEC 2021
Fixed a typo, a bug that could cause extra people to appear in markets, and an error in the credits.

1.0.0: Released 21 DEC 2021
Initial release.
[close]

Apex Design Collective by theDragn is licensed under a
Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
« Last Edit: May 23, 2022, 02:07:16 PM by theDragn »
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IonDragonX

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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...
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6chad.noirlee9

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Re: [0.95a] Apex Design Collective
« Reply #2 on: September 17, 2021, 09:23:47 AM »

This looks cool
^understatement
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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

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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!
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It's been a long time, but I still love ya!

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Jade Tendency

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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.
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6chad.noirlee9

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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
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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

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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

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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.
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Ruddygreat

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Re: [0.95.1a] Apex Design Collective
« Reply #8 on: December 21, 2021, 03:01:29 AM »

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

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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 »
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hydremajor

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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...
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Algoul

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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.
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Jade Tendency

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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.
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theDragn

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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 »
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tomatopaste

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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
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