Reassembly

Reassembly

Reassembler
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Opdatering: 2. aug. 2015 kl. 0:14

Release 1.5.1

- Added 31 Reassembler specific plant blueprints. 33 plant types in total.
- Fixed one "Exothanum" RIGHT_TRI2 block that was missing mirrored companion block.

Opdatering: 30. juli 2015 kl. 22:01

Release 1.5

- Added Reassembler faction specific and unique plant blueprints. Fix the errors shown in the mod screen...
- Altered seed planter seeds behaviors slightly: Seed grow at a slower pace but are ejected at a higher velocity from the plant.
- Removed the torque info from the description as Reassembly now shows that by default.
- Moved the initial starting position further out toward the edge of the map to ease off (somewhat) new game startup.

Opdatering: 16. juli 2015 kl. 22:56

Release 1.4

- Added asteroid building behaviors. Use "Rooted" blueprint. Root block yellow marked face must face outward otherwise structure will not spawn.
- Added several more shape/size variety to some existing armor/hull block:
2 missing scales for ADAPTER "Composite Panel",
4 missing scales for RECT_QUARTER "Composite Panel",
1 missing scales for SQUARE "Chlorotanium",
1 missing scales for ADAPTER "Chlorotanium",
3 missing scales for RECT_LONG "Chlorotanium",
1 missing scale for RECT_LONG "Beryllium-Strontium Alloy",
5 shapes in 1 scale for "Exo-Chitene" (RECT, RHOMBUS_72_108, ISOTRI_36, ISOTRI_80, NONAGON),
3 shapes in 2 scales for "Composite Panel" (TRI, RIGHT_TRI_22_5, RIGHT_TRI_30),
3 shapes in 3 scales for "Light Bodywork" (TRI, HEPTAGON, OCTAGON),
3 shapes in 3 scales for "Heavy Bodywork" (HEXAGON, RECT_LONG, RIGHT_TRI_30),
1 shapes in 5 scales for "Hull" (RECT_LONG_NARROW),
1 shapes in 3 scales for "Endoleptium" (OCTAGON),
1 shapes in 3 scales for "Exothanum" (ISOTRI_6),
3 shapes in 2 scales for "Armor" (HEXAGON, PENTAGON, RIGHT_TRI_30),
2 shapes in 2 scales for "Reactive Armor" (ISOTRI_13, TRI),
- "Unobtanium Strut" now feature INTLINES: Each individual block outline are visible when multiples are attached together, like "Beryllium-Strontium Alloy".
- Tweaked "R Container" block color gradient and line to make then stand out compared to regular hull block.
- Made "Endoleptium" color slightly reddish to better distinguish them from "Hull" block.
- Fixed "Plasma Condenser" weapon only having AUTOFIRE feature for the smallest size.
- Reduced P cost of the non autofire "Long Range Laser" sightly to differentiate from the similar but autofiring "Lazertron".
- Changed some weapons names and descriptions to stay true to the "pseudo-scientific" scheme.

Opdatering: 6. juli 2015 kl. 14:10

Release 1.3.1

- Fixed a composite panel triangular block that was missing mirrored companion block.
- Changed the default starting ship to "Simplex" so that newly created game start with the new heavy core.

Opdatering: 5. juli 2015 kl. 20:48

Quick fix: Reverted seeds changes. Was causing crash on existing game with lots of player planted seeds...

Opdatering: 5. juli 2015 kl. 19:48

Release v1.3

- Changed the shape of the station command block to square. If you used this block in a custom station design, this blueprint may become unusable! Also added the TORQUER feature at 5M force.
- Added a new medium sized command block: "Heavy Core". Default command block shape was used. Also feature TORQUER at 1M force, increased energy capacity and improved resistance. It is heavier however. To use this command block in a design, just modify the existing "Simplex" blueprint which feature this new command block.
- Added a new medium sized block: "Reaction Wheel". This block as the TORQUER feature at 10M force and can be used to help in rotating big ships.
- Added a new medium sized "Capacitor" block. Just like a generator but without energy regeneration capability. Mainly used as energy storage for teleportation of bigger ships.
- Changed the "Seed Planter" seed properties. This won't break your save game but new seeds you plant will now belong to the Reassembler faction. Also reduced the speed at which a seed grow by half.
- Balanced thrusters "thrust to weight ratio" (TWR). Bigger thruster in a group now have even or better TWR than smaller ones. Generally speaking, heavier thruster weight were reduced to obtain a better TWR.
- Changed description for thruster block to include "thrust to weight ratio" (TWR) and "effectiveness rating" (EFR). For both value, higher is better. EFR shows a measure of the effectiveness of a given thruster taking into consideration weight, thrust and P value. A low EFR often mean that a particular thruster as other advantage beside thrust effectiveness like faster regen or enhanced durability.
- Tweaked/updated some blocks description. Also added torque (TRQ) information in description for blocks with that feature.

How to obtain the "Heavy Core" in an existing game

You have two options:

1 - Go to the fleet screen and delete all your ships. Export them if you want to reload them after. Then, create a very basic station with just the default core and a factory. Using your active ship design, spawn the bare-bone station. Since the R capacity of this new station is 100, it will start to spawn the two basic ships design namely, "Premature" which feature the default core and "Simplex" with the new core. Be patient, feed your station R and eventually it will spawn a "Simplex". Enter command mode, hover the freshly spawned ship and enter the fleet screen. Just drag the new design into an empty slot...

2 - If you don't mind using the console, this method is much quicker and easier. Stop your current vessel. Press the console key, check the key assignment section to find out which key to use. By default this is "\" (BackSlash). With the console window open and the mouse cursor hovering the window type "sopen 20_Simplex" without the quote then press enter. The new ship will spawn at the blue cursor position. Follow the steps to move the design into your fleet from option 1.

Here an extra tip since you read all this: If you want to use the default faction color for each block instead of the color set under profile, open the console and type "reload" without quote. This will force the mod to reload and will revert all block color back to their default faction colors. You will need to do it again if you save and quit though...

Opdatering: 28. juni 2015 kl. 11:37

Release v1.2

- Reduced the "Replicator" station command block R tractor range from 1000 to 500. It now roughly match the size of the station shield umbrella.
- Changed Terran "Hull" block: Reverted regen rate to slightly above their default but increased weight.
- Changed "Composite Panel" blocks: Increased their regen rate to above normal.
- Changed "Modular Cannon Base" P cost from 1 to 2 and "Sting" from 4 to 1.
- Reduced "Capacitor" mass to minimum.
- Fixed the three booster thruster that had no duration set for the boost. Updated description to show boost details.
- Updated/added pseudo-scientific description to various parts to hint at their strength and weakness.

No block were removed or changed in shape so this is totally compatible with a save game from v1.1.

Opdatering: 26. juni 2015 kl. 21:05

-Hotfix for the default station not spawning anything.

Opdatering: 26. juni 2015 kl. 20:19

Release v1.1

- Tweaked various hull/armor blocks. Changed some shapes to offer more variety. Assigned P value to some hull/armor and container block to make them unlockable.
- Tweaked generator block shape and values for increased variety. Upgrade cost scale with energy capacity.
- Tweaked shield block shape, size and recharge value for increased variety.
- Adjusted solar panel shape, size and reduced maximum R generation capacity.
- Tweaked factory block to offer more variety in shape and P value scale according to mass. Removed the TRACTOR feature from factory. Use dedicated tractor beam for that.
- Tweaked tractor beam block to offer more shape variety. P value scale with range.
- Removed the useless "Transformer" block. Had no special features, just a standard hull block.
- Removed the overpowered TELESPAWN feature block.
- Removed the DEACTIVATES and FACTORY features from station command module. Just a heavier core without TELEPORT feature for added stability to station.
- Weapons data untouched. Some name and description were altered.
- Some thrusters P value were adjusted. Non playable factions thruster were adjusted for variety.
- Removed Hornet Ship. You now start with a bare bone vessel!
- Moved cvars.txt settings to an independent mod called: S.S.S. - Super Slow Start. Recommended if you want a harder start.

Opdatering: 25. juni 2015 kl. 15:43

Reassembler: The Reverse Engineers Faction

This MOD add a new faction to the game that can use all of the other factions blocks! All playable factions blocks are usable as well as "Borg", "Flies", "Monocrystalline", "Spikey Plants" and "Jellyfish" block.

Note that none of the default blocks are changed. Reassembler uses their own block set that includes "reverse engineered" version of all other factions block thus avoiding conflict or forcing you to edit your savefile to achieve this.

The vast majorities of blocks "copies" were not altered in any ways. Only the names and descriptions of some blocks were added or changed. I tried to maintain the original Reassembly feel when naming and balance (or rather, imbalance) was always one of my concern. However, given that every single block can now be used, you are bound to notice that some are barely useful, mostly some hull/armor and thrusters blocks. This is to be expected given the fact that original factions each had, for the most part, advantages and caveats in some departments.


A note on gameplay with Reassembler

This mod focus on providing a deeper but also harder game experience and as such is not recommended for inexperienced players. Some points should be clarified:

1 - Some settings were changed in the "cvars.txt" file. You now start with 0 C and only 100 P with a very weak basic ship worth 18 P!

2 - Aside from most hull/armor parts, which are unlocked, you start with the weakest thruster and the second worst cannon. All other part are "locked" and requires you to "unlock" them with C and R. Your first priority should be to unlock better thrusters and better weapons!

3 - Upgrade cost and progression speed was changed. Upgrading P now cost some R as well and takes longest to raise. Block now cost ten time (!?) more C and require 10% in R as well.

4 - Recruiting friendly ships cost less and you are not penalized when freeing them.

5 - Activating a wormhole now grants 2k in C instead of 1k.

6 - About the "core": Reassemblers use a unique nonagonal shaped core block that is very weak and as limited energy regeneration capacity. However, the core can use the teleport ability. A new block was created to support teleportation: A small sized capacitor that increase total energy but do not generate any by itself. Teleporting cost 4 energy per mass unit so bigger ships requires more! Using teleportation can be very useful with the starting ship!

7 - About default ships blueprints: Aside from the 2 basic ship, only a station blueprint is defined. The station start with a strong shield, R regeneration capacity, up to 600 R in storage but has no weapons. You should create, once you unlock a factory block, your own station blueprint to overcome the 600 R storage limit of the default one.

8 - Reassembler will tractor in and equip unused blocks that are lying around.

9 - You start with only a handful of sectors under your control. The first few minutes are crucial to avoid being crushed when opposition start to show up! If you are troubled by other factions, think about moving toward the edge of the galaxy where it is easier.

10 - This mod should only be used if you intend to play as the Reassembler faction. Due to the fact that very limited ships are provided, playing against the Reassemblers is not recommended...


Final Words

You should provide your own blueprint to the starting station. The default ships are deliberately weak and making a better design is not hard once you unlock a few blocks. You have access to most hull/armor blocks so use them wisely!

Gather some R quickly when starting a new game possibly reducing your ship to bare minimum (check out the "Premature" design). Reactivate a few deactivated station to gain quick C then start upgrading. The "seed" planter can help you to gather R once your unlock it.

This mod aims at providing a harder experience so use whatever you can to your advantage: Do not forget that you can teleport if you have enough energy!

I spent a few days developing and testing this mod. It should be alright and advancing should be possible even though starting up is going to be harder. Post your comments and suggestion.

Thanks.

I would like to thank Camo5 and Cirrial for the very useful guide they provided.


Release v1.0

- Reassembler faction use a unique nonagonal, teleportation capable core with limited energy regeneration. 4 energy are needed per mass unit to teleport.
- Updated/fixed/changed various names/description. WIP.
- Reduced all thruster, generator, tractor beam, and factory R capacity to lowest possible. No longer increase R carrying capacity as much. Use dedicated container for that.
- Adjusted R tractor device range to be consistent.
- Reduced P upgrade and block unlock progression. Block now cost 10x (!?) more C and require some R as well. P upgrade progression has been slowed down and now requires some R as well.
- Increase wormhole activation C reward to 2000.
- Changed new game startup C to 0 and P to 100.
- Reduced ship recruiting cost to 0.1 from 0.25 and removed C penalty when freeing fleet vessels. I.E: If recruiting cost 100 C then freeing will give back 100 C as well. This is to encourage fleet recruitment.
- Added a small sized, triangular "Capacitor" block. Increase energy capacity but do not generate any. Used as a way to increase energy mainly for teleportion of bigger ships.
- Block range used: 22000 to 23935. Not all numbers are used in-between...
- Cvars.txt settings changed:
kRecruitCostC = 0.1
kReleaseCostC = 0.1
kStartingC = 0
kStartingP = 100
kUpgradeBlockC = 99.000
kUpgradeBlockR = 9.000
kUpgradePCostC = 5
kUpgradePCostR = 2
kUpgradePStepFrac = 0.050
kWormholeC = 2000