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Author Topic: [0.97a] Apex Design Collective v1.2.12  (Read 22338 times)

theDragn

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[0.97a] Apex Design Collective v1.2.12
« on: June 05, 2024, 12:52:50 PM »

Apex Design Collective v1.2.12
 


A collectivist, high-tech faction with a focus on durability and fleet cohesiveness.
Requires Magiclib, Lazylib, Graphicslib, and Lunalib.
Save compatible, even with existing saves. The faction and exploration stuff will automatically be added.

Also includes some unrelated goodies to find during exploration.


CREDITS AND SOURCE
Source code is available here.
- Gwyvern: Sprites.
- Haplogynae: Music.
- Mesotronik: Most of the SFX.
- Mayu: A couple hullmod sprites.
- Farlarzia, Ruddygreat, Cjuicy, Silverlight, Avanitia: Loyal beta testers. May their names live on in glory.
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CHANGELOG
Version 1.2.12
- Major changes to the internal math for support hullmods, along with fancy new VFX. Numbers should be about the same, but with more consistent behavior overall.
- Removed hard dependency on LunaLib specifically to make Nes happy. If you really don't want to have that one button on the refit screen, you can remove it from the mod_info.json and the mod will work fine.
- Anole: Removed Resistant Flux Conduits, Insulated Engine Assembly, and reduced HP (750 -> 600).
- LPDS pod: Increased rate of fire by 50%. Doesn't generate flux to fire, but reduces the ship's flux generation by 33.

Version 1.2.11
Changes:
- Fixed some minor graphical issues caused by unclipped normal maps.
- Fixed kinetic and energy VLS missiles having the wrong impact color.
- Fixed a spelling error.
- Anaconda: System duration extended (2.25s -> 2.75s) and beam damage reduction increased (33% -> 50%). Now pushes projectiles away instead of just slowing them down, which can result in shenanigans.
- LPDS Pod: Reduced OP cost (16 -> 14). Should no longer engage things in the fog of war.

Version 1.2.10
- Added GraphicsLib normal maps and light configurations for all hulls and weapons.
- Fixed a crash with the LPDS Pod.

Version 1.2.9
- Now safe for forum posting again.
- Added a new relic weapon, LPDS Pod.
- Aizawa and Dadras durability reduced slightly.
- Nanoacid Cannon spread increased.
- Shatter Canisters ammo regen increased.
- Shrieker Torpedo Silo OP cost increased, frag damage reduced. ECCM guidance improved.
- Arcstorm submunition dispersal rate and dispersal spread quadrupled. Ammo increased slightly.
- Music volume slightly increased to mesh with vanilla volume.
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Q&A
What's their deal (lore)?
- They're a big worker-run cooperative that violently took over a boutique military-industrial corporation during the collapse.

- What's their deal (mechanics)?
They're basically expensive and slower midline, preferring hybrid/energy slots instead of energy/ballistic slots. They have hullmods that install remote support systems that can help allies dissipate flux or repair armor, which lets them excel in attrition fights. They also have armor and shield hullmods that help mitigate damage from low-hit-strength weapons.

- How do I beat them?
They're very weak to getting outnumbered. Individual Collective ships are relatively expensive, and their fleets will suffer from a poorer dissipation-to-DP ratio than most other doctrines. They are also able to shrug off low-hit-strength weapons like needlers or light assault guns relatively easily due to their unique armor (and shields, with the right hullmod), so bring missiles and high-power guns. If you can isolate individual ships, they will die relatively easily, since they rely on being able to retreat behind their battle line when pressured.

- How do I use them?
Individually, Collective ships fall into either frontline, pursuit, or support ships. Frontline ships are durable but slow, usually with a tank-enhancing ship system. These exist to protect pursuit and support ships from sustained pressure. Pursuit ships have mobility and/or damage ship systems and are designed to secure kills. Support ships provide fighter cover or missile support to other ships. What distribution of ships is best for your fleet depends on how you like to play the game.
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Skin Packs
« Last Edit: October 18, 2024, 01:03:24 PM by theDragn »
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theDragn

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Re: [0.97a] Apex Design Collective v1.2.10
« Reply #1 on: June 08, 2024, 11:46:14 AM »

Updated to 1.2.10. Added proper GraphicsLib shader integration. This roughly doubles the mod's VRAM footprint. It should have a very small performance hit if you were already using GraphicsLib with default settings, and no performance hit if you had turned off GraphicsLib shaders.

Changes:
- Added normal maps for all hulls and weapons.
- Added light data for weapons.
- Fixed a crash that could occur if the LPDS Pod targeted fighters that didn't have a parent carrier.

Dazs

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Re: [0.97a] Apex Design Collective v1.2.10
« Reply #2 on: June 08, 2024, 06:15:28 PM »

theDragn,
Glad to see your work back on the forums, big fan. Just a FYI, the link to download on the forum leads to a page that just states "Not Found". Discord works fine so I got the update there, just figured you'd like to know.

theDragn

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Re: [0.97a] Apex Design Collective v1.2.10
« Reply #3 on: June 08, 2024, 07:00:49 PM »

the link to download on the forum leads to a page that just states "Not Found"
thanks! managed to somehow only update half of the link and not the entire thing

theDragn

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Re: [0.97a] Apex Design Collective v1.2.11
« Reply #4 on: June 13, 2024, 05:50:53 PM »

Updated to 1.2.11
- Fixed some minor graphical issues caused by unclipped normal maps on weapons.
- Fixed kinetic and energy VLS missiles having the wrong impact color.
- Fixed a spelling error.
- Anaconda: System duration extended (2.25s -> 2.75s) and beam damage reduction increased (33% -> 50%). Now pushes projectiles away instead of just slowing them down, which can result in shenanigans.
- LPDS Pod: Reduced OP cost (16 -> 14). Should no longer engage things in the fog of war.

Duzzit

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Re: [0.97a] Apex Design Collective v1.2.11
« Reply #5 on: June 16, 2024, 01:10:31 PM »

Minor question about the Excession. Is there any way for me to get more than 1 since I originally had the only 1 setting on and in lunalib it says it won't do anything if I turn it false?
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theDragn

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Re: [0.97a] Apex Design Collective v1.2.11
« Reply #6 on: June 17, 2024, 09:34:42 PM »

Minor question about the Excession. Is there any way for me to get more than 1 since I originally had the only 1 setting on and in lunalib it says it won't do anything if I turn it false?
Not legitimately, anyways. Having more than one would be kind of pointless because the AI to handle its unique behavior would be very difficult.

theDragn

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Re: [0.97a] Apex Design Collective v1.2.12
« Reply #7 on: July 01, 2024, 09:04:29 PM »

Updated to 1.2.12. I was screwing around with some new VFX for the repair effect and somehow some numbers reworks for the remote support hullmods snuck in.

Major changes to the internal math for support hullmods, along with fancy new VFX. This is mostly intended to make them more viable for frigate/destroyer fleets and help avoid scenarios where it would be better to let an effect expire before applying a new one due to how the diminishing returns were calculated. The actual effect for fleets should be about the same as it was previously, and perhaps slightly stronger for cryocoolant builds.

Other Changes:
- Removed hard dependency on LunaLib specifically to make Nes happy. If you really, really don't want to have that one button on the refit screen, you can remove it from the mod_info.json and the mod will work fine.
- Anole: Removed Resistant Flux Conduits, Insulated Engine Assembly, and reduced HP (750 -> 600).
- LPDS pod: Increased rate of fire by 50%. Doesn't generate flux to fire, but reduces the ship's flux generation by 33.

Remote Support Hullmod Changes (warning: numbers ahead):
- Cryocoolant Projector: Improved VFX and reworked effect. Instead of providing a flat dissipation boost, it now adds to a "dissipation pool". The affected ship's dissipation is increased by 10% of the pool, and the pool drains by 10% or 100 per second, whichever is higher. The pool is soft-capped at 2000, which will give you about 16 seconds of buff if you reach the cap. Exceeding the cap uses square-root scaling (ie, you need four times as much coolant to reach double the actual applied amount).
- Remote Armor Patcher: Improved VFX and reworked effect. Similar to cryocoolant, repair blobs add to a "repair pool". The pool drains by 10% or 20 per second, whichever is higher, repairing the ship's armor by the same amount (if possible). The repair pool is softcapped at 400, and uses asymptotic scaling past that (ie, reaching double the cap is impossible, but adding more repair will always increase the pool). It's also now properly affected by timeflow bonuses.
- Nanolaminate Armor: No longer provides a bonus to repair received. Instead, increases armor repair rate by 50%.
- Cryocooled Armor Lattice: Reworded but the effect is the same: -33% repair rate.

crash7ds

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Re: [0.97a] Apex Design Collective v1.2.12
« Reply #8 on: August 06, 2024, 12:17:27 AM »

"The faction and exploration stuff will automatically be added."
So does that mean ADC will, faction and all, fully populate in an existing save if added mid-run? Starting over to make sure the faction exists and all the mod has to offer would suck, but if I don't have to that would be amazing. I am using Nexrelin and Adjusted Sector, btw, if that matters. Non-random core worlds and default settings for Adjusted with the only change I made to it to have a square sector instead of a rectangular one (why the Sector is a box, I do not understand). Beyond that, just a few other faction mods.
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theDragn

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Re: [0.97a] Apex Design Collective v1.2.12
« Reply #9 on: August 06, 2024, 01:22:13 AM »

"The faction and exploration stuff will automatically be added."
So does that mean ADC will, faction and all, fully populate in an existing save if added mid-run? Starting over to make sure the faction exists and all the mod has to offer would suck, but if I don't have to that would be amazing. I am using Nexrelin and Adjusted Sector, btw, if that matters. Non-random core worlds and default settings for Adjusted with the only change I made to it to have a square sector instead of a rectangular one (why the Sector is a box, I do not understand). Beyond that, just a few other faction mods.

That's correct! It'll spawn in the core systems/planets that the faction normally has, and will run the code that generates and places exploration goodies.

crash7ds

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Re: [0.97a] Apex Design Collective v1.2.12
« Reply #10 on: August 06, 2024, 08:10:54 PM »

Awesome! Definitely in need of a neat flagship for my current run and the forward-swept wing cap boat looks like it'll do just nicely (especially that bounty one). 
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theDragn

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Re: [0.97a] Apex Design Collective v1.2.12
« Reply #11 on: October 18, 2024, 01:10:55 PM »

No updates- I'm a bit busy with real life and other games at the moment, but Nes made a sick skin pack for the mod that I'm gonna show off here too.

PEAK - by Nes