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Author Topic: [0.97] The Apocrita Association v0.3.2  (Read 74204 times)

Big Bee

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[0.97] The Apocrita Association v0.3.2
« on: May 02, 2023, 11:12:45 AM »

The Apocrita Association
Requires MagicLib and LazyLib



The Apocrita Association is a small faction mod with a handful of ships, several being focused on built-in weapons.

-A small faction with 14 ships.
-2 pirate and 2 Persean League variants of those ships.
-6 non-built-in weapons.
-1 non-built-in fighter.
-7 High-Value Bounties.

I'm looking for feedback! Especially with balancing stuff!

The Ships
Frigates

Osmia-class Frigate
Agile, cheap scout.


Halict-class Frigate
Missile boat with an autoforge.


Zethus-class Carrier Frigate
A cheap way to field fighters.


Synoeca-class Advanced Frigate
High-explosive short-range missile spammer.


Mellifera-class Heavy Tug
Roughly two Oxen.
[close]
Destroyers

Sceliphron-class Destroyer
Specialized ballistic weapon platform.


Ceraphron-class Destroyer
Tough, missile-focused destroyer.


Xyloc-class Destroyer
Light destroyer with a big, built-in mining laser.


Mutill-class Heavy Destroyer
Advanced, tanky destroyer, said to be of AI origin.
[close]
Cruisers

Vespul-class Cruiser
Agile all-rounder.


Polistes-class Cruiser
Armed with a built-in rapid-fire energy blaster and a system to support it.


Cteno-class Heavy Cruiser
A hardy cruiser with an interdictor system.
[close]
Capitals


Mound-class Drone Carrier
Old station-parts repurposed to hold a swarm of drones.


Urocerus-class Fast Battleship
Has plasma burn and a spinal plasma cannon.
[close]
Bounties


Abscond: Find at Apocrita Association or independent markets (or their allies) after two weeks passed.

Belcher: Find at Apocrita Association, Persean League or independent markets after some time passed.

Chalice: Find at Apocrita Association or independent markets after a year has passed, if friendly with AA and not friendly with Tri-Tachyon.

Strange Vessels: Check bars at AA, League or independent markets (or their allies) as you progress through the game.
[close]
[close]

Credits: Tartiflette for the Kitbash Database

Changelog
v0.1.1
-Added the Calcari and Alyro systems so the faction will spawn without random core worlds enabled.
-Added sim opponents.
[close]
v0.1.2
-Added the Chalice High-Value Bounty.
-Urocerus: Decreased OP from 300 to 280.
--Adjusted default variants accordingly.
-Mound: Changed  system from Reserve Deployment to Reserve Drones.
--Reserve Drones: Identical to Reserve Deployment pre-0.96, but with 80s cooldown instead of 60s.
-Added the Atrox Light Cannon (medium energy).
[close]
v0.1.3
-Updated for Starsector 0.96.
--Adjusted default variants to reflect OP changes.
--Added new weapons to default variants.

-Added the Cteno cruiser.
-Added the Mandibula MRM (medium missile).
-Added the Tristis Pulse Gun (small energy).

-Urocerus:
--Small ballistics mount now has 360° angle.
-Polistes:
--Reduced hull to 8000 (was 9000).
--Increased speed to 60 (was 50).
--Max crew reduced to 250 (was 350).
-Atrox Light Cannon:
--Now has autocharge (will not need to hold the fire button for the duration of charge-up).
[close]
v0.2.0
Ships:

-Added:
--Ceraphron destroyer.
--Ceraphron (P) destroyer.
--Osmia (P) frigate.
--Polistes (E) cruiser.
--Halict (E) frigate.
--Belcher cruiser (HVB).

-Changes:
--Polistes:
---Reduced armour to 900 (was 1000).
--Halict:
---Supplies/month reduced to 5 (was 6).
---Increased armour to 220 (was 200).
---Increased flux capacity to 2000 (was 1800).

Weapons:

-Added:
--Exsecta Mortar (medium ballistic).
--Aculeus SRM Pod (medium missile).

-Changes:
--Mandibula MRM
---Reduced missile hull to 400 (was 750).

Other:

-Added Belcher High-Value Bounty.

-Apocrita:
--Upgraded to size 6.
--Added Military Base

-Ymenn:
--Removed Military Base.
--Added Light Industry.

-Reduced several cruiser and destroyer prices. Good lord the cruisers were overpriced...
-Fixed issue where the Cteno would not naturally spawn.
-Fixed typo in the sim_opponents file resulting in the Xyloc sim opponent being replaced by a nebula.
-Adjusted Nexerelin starting fleets to include new ships.
-Adjusted planet locations in the Calcari system to make it less obviously based off a specific vanilla system on the map.
[close]
v0.3.0

Ships:

-Added:
--Mellifera-class Heavy Tug.
--Abscond-class Courier (HVB).
--"Strange Vessels" HVB bounty chain. (It's supposed to be difficult but it's probably just unbalanced as hell...)

-Changes:
--Polistes:
---Tweaked sprite.
---Removed 4 small slots.
---Reduced OP to 130 (was 160).
---Adjusted variants.

--Polistes (E):
---Tweaked sprite.
---Removed 1 small slot.
---Reduced OP to 140 (was 170).
---Adjusted variants.

--Vespul
---Reduced OP to 120 (was 130).
---Adjusted variants.

--Cteno:
---Added Automated Repair Unit and Resistant Flux Conduits as built-in hullmods.
---Replaced Interdictor Array system with Entropy Amplifier.

--Ceraphron (P) and Osmia (P)
---Changed tech/manufacturer to Pirate.

--Belcher
---New system AI to make it use its system as a weapon.

Weapons:

-Changes:
--Vivax
---Projectile now passes through missiles and fighters.
---Increased range to 1000 (was 800).

--Mandibula MRM
---Flight time reduced to 15 (was 30).

--Aculeus SRM Pod
---Flight time reduced to 10 (was 25).

Other:
-AA crest flag changed.
-Slightly tweaked a bounty description.
-Adjusted weapon rarities.
-Fixed weapon prices not being read properly.
-Tweaked the Synoeca's description.

[close]
v0.3.1
Weapons:

-Atrox Light Cannon:
--Increased flux per shot to 300 (was 250).

-Tristis Pulse Gun:
--Increased flux per shot to 120 (was 100).

-Byblos Antimatter Caster:
--Added 'restricted' tag so it should no longer appear randomly, only as a bounty reward.
--Increased flux per shot to 1000 (was 900).

Ships:

-Slightly debuffed the shield efficiency of some non-pilotable bounty ships.
-Adjusted shield module placement and module shield arc on a non-pilotable bounty ship.
[close]
v0.3.2
Weapons:

-Combusta Stinger:
--Damage per second reduced to 1800 (was 2000).
(It was basically a Tachyon Lance with less range and no EMP but more raw damage. As a normal weapon that may have been fine but the Xyloc is agile enough that it is not quite enough. It still has more raw damage than a TL but its less efficient now. It's meant to be a mining tool, so I think that makes it match the Mining Blaster more too?)

-Aculeus SRM Tube:
--Reduced flight time to 1.3 seconds (was 20).
(This was an error that resulted in the range being less limited than intended)

-Aurifer Pulse Cannon
--Damage reduced to 500 (was 600).
--Energy per shot increased to 600 (was 500).
--Chargedown increased to 1s (was 0.8).
(The Aurifer was a powerful and efficient main weapon on its own, and became downright broken with Flux Recycling. The decreased efficiency and fire rate should make it less powerful but still serviceable normally while not being quite as broken while Flux Recycling is active.)

Ships:
-Several frigates now cost +1 DP. I forgot to write down which ones, sorry.

-Sceliphron:
--Flux dissipation reduced to 400 (was 500).

-Mutill:
--Flux dissipation reduced to 500 (was 600).

-Polistes:
--Flux Recycling system cooldown increased to 10s (was 8).

Other:
-Adjusted a bounty's reward scaling and base value.
[close]
[close]
« Last Edit: June 22, 2024, 09:47:01 AM by Big Bee »
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sanya02

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Re: [0.95.1a] The Apocrita Association v1.0.0
« Reply #1 on: May 02, 2023, 12:16:33 PM »

Hello! Can you do it without including random core worlds?
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Big Bee

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Re: [0.95.1a] The Apocrita Association v1.0.0
« Reply #2 on: May 02, 2023, 12:23:53 PM »

Hello! Can you do it without including random core worlds?

I think that would need javascript stuff and I'm not really sure how to do that yet sadly, sorry! Hopefully I'll be able to figure it out soon though...
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Big Bee

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Re: [0.95.1a] The Apocrita Association v0.1.0
« Reply #3 on: May 03, 2023, 02:08:09 PM »

v0.1.1 update
-added the Calcari and Alyro systems so the faction will spawn without random core worlds enabled
-added sim opponents

Download
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Big Bee

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Re: [0.95.1a] The Apocrita Association v0.1.1
« Reply #4 on: May 05, 2023, 01:28:20 PM »

v0.1.2 update
-Added the Chalice High-Value Bounty.
-Urocerus: Decreased OP from 300 to 280.
--Adjusted default variants accordingly.
-Mound: Changed  system from Reserve Deployment to Reserve Drones.
--Reserve Drones: Identical to Reserve Deployment pre-0.96, but with 80s cooldown instead of 60s.
-Added the Atrox Light Cannon (medium energy).

Download
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sanya02

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Re: [0.95.1a] The Apocrita Association v0.1.2
« Reply #5 on: May 05, 2023, 08:01:15 PM »

Thank you!
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Big Bee

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Re: [0.96] The Apocrita Association v0.1.3
« Reply #6 on: May 06, 2023, 11:42:59 AM »

v0.1.3 Update
-Updated for Starsector 0.96.
--Adjusted default variants to reflect OP changes.
--Added new weapons to default variants.

-Added the Cteno cruiser.
-Added the Mandibula MRM (medium missile).
-Added the Tristis Pulse Gun (small energy).

-Urocerus:
--Small ballistics mount now has 360° angle.
-Polistes:
--Reduced hull to 8000 (was 9000).
--Increased speed to 60 (was 50).
--Max crew reduced to 250 (was 350).
-Atrox Light Cannon:
--Now has autocharge (will not need to hold the fire button for the duration of charge-up).

Download

I'm gonna do bigger updates less frequently now as opposed to a smaller one every other day because that's probably a better way to do it...
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Big Bee

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Re: [0.96] The Apocrita Association v0.1.3
« Reply #7 on: May 14, 2023, 06:32:38 AM »

v0.2.0 Update

Changelog
Ships:

-Added:
--Ceraphron destroyer.
--Ceraphron (P) destroyer.
--Osmia (P) frigate.
--Polistes (E) cruiser.
--Halict (E) frigate.
--Belcher cruiser (HVB).

-Changes:
--Polistes:
---Reduced armour to 900 (was 1000).
--Halict:
---Supplies/month reduced to 5 (was 6).
---Increased armour to 220 (was 200).
---Increased flux capacity to 2000 (was 1800).

Weapons:

-Added:
--Exsecta Mortar (medium ballistic).
--Aculeus SRM Pod (medium missile).

-Changes:
--Mandibula MRM
---Reduced missile hull to 400 (was 750).

Other:

-Added Belcher High-Value Bounty.

-Apocrita:
--Upgraded to size 6.
--Added Military Base

-Ymenn:
--Removed Military Base.
--Added Light Industry.

-Reduced several cruiser and destroyer prices. Good lord the cruisers were overpriced...
-Fixed issue where the Cteno would not naturally spawn.
-Fixed typo in the sim_opponents file resulting in the Xyloc sim opponent being replaced by a nebula.
-Adjusted Nexerelin starting fleets to include new ships.
-Adjusted planet locations in the Calcari system to make it less obviously based off a specific vanilla system on the map.
[close]

Download
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Damexius

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Re: [0.96] The Apocrita Association v0.2.0
« Reply #8 on: May 20, 2023, 09:30:46 AM »

Hi Author! is this mod still active?
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Big Bee

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Re: [0.96] The Apocrita Association v0.2.0
« Reply #9 on: May 20, 2023, 10:16:37 AM »

Hi Author! is this mod still active?

Hello! Yeah it was released just this month!

I'm currently mostly just waiting to get more feedback while I'm also testing stuff out normally as well to see what needs to be rebalanced.
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Damexius

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Re: [0.96] The Apocrita Association v0.2.0
« Reply #10 on: June 20, 2023, 11:54:01 AM »

I found much more interest in this mod, I'll update you more
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Big Bee

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Re: [0.96] The Apocrita Association v0.2.0
« Reply #11 on: June 23, 2023, 08:49:00 AM »

I found much more interest in this mod, I'll update you more

I'm sorry, I don't quite understand what that means... Thanks for the interest though!
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Bipolar_Potter

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Re: [0.96] The Apocrita Association v0.2.0
« Reply #12 on: June 29, 2023, 05:26:36 PM »

I haven't played with the full range, but the Synoeca's are very nice, although I didn't realize just HOW short the missile's range was at first, which led to a very poor initial buildout until I looked at the tooltip with more detail. A blurb in the codex description might help with that, since the missiles are very short legged in comparison to most others.
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XazoTak

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Re: [0.96] The Apocrita Association v0.2.0
« Reply #13 on: August 02, 2023, 09:21:34 PM »

Honestly, I feel like this would give far more value as a content expansion than a faction mod.
Faction mods take a tonne of author dedication to feel like a natural part of the game that earns its place, otherwise it just makes for a less coherent gameplay experience.
Content expansions, however, simply need well-made vanilla-like ships to make the game feel more expansive and make factions feel better fleshed-out. It's sometimes even possible to forget what's vanilla and what's not; like, when I checked what ships come from Ship/Weapons Pack, I was surprised to see that stuff like the Eos Carrier or the LG Conquest aren't vanilla.

Every ship in Apocrita would fit perfectly in another fleet or even multiple if it just had a different coat of paint, and the roles they fill feel basic and important enough that they might come to feel like staples of the game.
Zethus seems like a must for pirates and independents.
Xyloc? Also independents.
Polistes would fit right in with Persean League, and Cteno feels right for pirates and/or Syndria.
Mound and Urocerus could possibly even be added to the low and high tech remnants respectively, they'd certainly fit right in.

Styling them for different factions doesn't mean you have to go with the standard brown/tan/blue of low/mid/high tech either. Personally I love some colour scheme flair in content expansion ships.

Anyway, that's just my suggestion. Adding more to factions is usually better than adding more factions.
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Big Bee

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Re: [0.96] The Apocrita Association v0.2.0
« Reply #14 on: August 08, 2023, 03:37:48 AM »

Honestly, I feel like this would give far more value as a content expansion than a faction mod.
Faction mods take a tonne of author dedication to feel like a natural part of the game that earns its place, otherwise it just makes for a less coherent gameplay experience.
Content expansions, however, simply need well-made vanilla-like ships to make the game feel more expansive and make factions feel better fleshed-out. It's sometimes even possible to forget what's vanilla and what's not; like, when I checked what ships come from Ship/Weapons Pack, I was surprised to see that stuff like the Eos Carrier or the LG Conquest aren't vanilla.

Every ship in Apocrita would fit perfectly in another fleet or even multiple if it just had a different coat of paint, and the roles they fill feel basic and important enough that they might come to feel like staples of the game.
Zethus seems like a must for pirates and independents.
Xyloc? Also independents.
Polistes would fit right in with Persean League, and Cteno feels right for pirates and/or Syndria.
Mound and Urocerus could possibly even be added to the low and high tech remnants respectively, they'd certainly fit right in.

Styling them for different factions doesn't mean you have to go with the standard brown/tan/blue of low/mid/high tech either. Personally I love some colour scheme flair in content expansion ships.

Anyway, that's just my suggestion. Adding more to factions is usually better than adding more factions.

Oh, thank you!

Originally, I was actually going to just make a regular ship pack as I wanted to give kitbashing a go, and made it into a faction mod cause I wanted to try that. A lot of this mod right now is just whatever I wanted to try out, including weird little experiments like the bounty ships, or a bounty enemy I haven't finished yet...

I've been busy with university work and other stuff for a while so I haven't updated in a while, but hopefully I'll be able to get back to it soon. I've actually been planning to try to add a second faction to the mod as I'd attempt to make some ships from scratch, and have been feeling that the Apocrita stuff is a bit too generic, with no visual consistency beyond the pale colouration.

Perhaps making them be more "general" ships would be a good idea, and the Apocrita Association's lore would probably fit with it, since all the ships are canonically kitbashes too. Maybe I could make most of them be general ships with more varied colours, while the current sprites could remain as a XIV/Lion's Guard type faction variant? Or maybe just remove the faction part altogether? Having proper paintjobs would definitely be harder than just slapping a low saturation and hue shift to them though :P

I will have a look into it, thanks for the suggestion! And thanks for playing my mod!
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