Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Pages: [1] 2

Author Topic: [0.96] The Apocrita Association v0.3.0  (Read 30678 times)

Big Bee

  • Commander
  • ***
  • Posts: 152
  • bugs are cool
    • View Profile
[0.96] The Apocrita Association v0.3.0
« 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]
[close]
« Last Edit: September 30, 2023, 04:35:12 AM by Big Bee »
Logged

sanya02

  • Lieutenant
  • **
  • Posts: 70
    • View Profile
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?
Logged

Big Bee

  • Commander
  • ***
  • Posts: 152
  • bugs are cool
    • View Profile
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...
Logged

Big Bee

  • Commander
  • ***
  • Posts: 152
  • bugs are cool
    • View Profile
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
Logged

Big Bee

  • Commander
  • ***
  • Posts: 152
  • bugs are cool
    • View Profile
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
Logged

sanya02

  • Lieutenant
  • **
  • Posts: 70
    • View Profile
Re: [0.95.1a] The Apocrita Association v0.1.2
« Reply #5 on: May 05, 2023, 08:01:15 PM »

Thank you!
Logged

Big Bee

  • Commander
  • ***
  • Posts: 152
  • bugs are cool
    • View Profile
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...
Logged

Big Bee

  • Commander
  • ***
  • Posts: 152
  • bugs are cool
    • View Profile
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
Logged

Damexius

  • Ensign
  • *
  • Posts: 41
  • Work on progress
    • View Profile
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?
Logged

Big Bee

  • Commander
  • ***
  • Posts: 152
  • bugs are cool
    • View Profile
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.
Logged

Damexius

  • Ensign
  • *
  • Posts: 41
  • Work on progress
    • View Profile
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
Logged

Big Bee

  • Commander
  • ***
  • Posts: 152
  • bugs are cool
    • View Profile
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!
Logged

Bipolar_Potter

  • Ensign
  • *
  • Posts: 1
    • View Profile
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.
Logged

XazoTak

  • Commander
  • ***
  • Posts: 125
    • View Profile
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.
Logged

Big Bee

  • Commander
  • ***
  • Posts: 152
  • bugs are cool
    • View Profile
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!
Logged
Pages: [1] 2