Reassembly

Reassembly

Not enough ratings
SparcsMod v1.03
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
62.993 MB
12 Aug, 2017 @ 4:46pm
11 May, 2018 @ 10:02pm
17 Change Notes ( view )

Subscribe to download
SparcsMod v1.03

Description
Welcome to SparcsMod

This mod started out as a quick-n-dirty mod to expand reassembly for my girlfriend to play while recovering from surgery. Due to the wonders of modern painkillers she wasn’t able to play games (she made a full recovery!). And so the mod continued to evolve, eventually I decided to post it up for others to enjoy as well.

There are two important things to know about this mod.

1. This is a meta-mod, it includes other mods as well as original content, and full details of what mods were included are located below with full credit and links to the content creators. Check out those mods as well, they put a lot of hard work into them and deserve all the thanks!
2. This mod is intended to significantly change the game; as such this page is organized so that after this section is the spoilers, if you don’t want spoilers don’t read past this section. I recommend at least one play-thru where you don’t know what’s coming!

SPOILERS PAST THIS POINT

Overview

This mod is intended to greatly expand the gameplay of Reassembly, making it feel less like a serial arcade game. At a high level it increases the play time for each play through, increases the difficulty, and adds loads of content to be discovered. The idea was to have each play through be a long and winding journey. The galaxy is much bigger in this mod, as a result each play through (especially as different factions) can be quite unique, which leads to greater replay ability.

The vanilla factions are the main focus of this mod, with much improved ships thanks to Altered Vanilla plus some of my own tweaks. Some new factions were added, some from other mods (Extra Reassembly, and Salt), some were my own creation, and one vanilla faction that didn’t appear in the base game.

The graphics are substantially modified using Spliters graphics overhaul and Extra Reassembly, this alone makes it feel like a different game.

Gameplay in general is quite different as well, with a large number of CVAR tweaks

What changed

I’ll go file/folder by file/folder here to get a bit more into the nity-grity of what changed here.

extra_ships folder: Altered Vanilla added more ships to this, they show up in faction 10 and give you more ships to test against as well.


ships: altered vanilla, salt, extra reassembly, and my own creations live here. All of the vanilla ships are overridden by a basic ship to prevent them messing some things up (details in the notes section). I also edited the AI behavior and weapon bindings for many ships to encourage proper use of them by the AI, and in some cases enforced ripple fire and PDS usage. For performance reasons I did have to reduce the number of drone launchers that The Red (faction 3) has, those seemed to generate huge amounts of lag in big battles.


blocks.lua: this file is compiled from Extra Reassembly and Salt for the added faction blocks.


cvars.txt: I could write a novel about all of the CVAR edits that I made. If you are curious about a particular CVAR send me a message and I’ll try to answer. Here are some highlights.

Increased the “active area” giving the game a more RTS like feel, you can get ambushed more easily, enemies will reproduce and spread around you more quickly now, but so will your allies. This requires more CPU power though, and as such if the game lags this can be reduced to speed things back up.

Changed the pace and cost of upgrades, the economy is now more balanced between building, killing, and farming. This is to encourage more diverse playstyles.

I made some memory tweaks to help the game out with the bigger active area.

I enabled explosion friendly fire, this means the Sentinels (faction 15) sometimes just blow themselves up, it means missiles are best used with ripple fire, it makes things a lot more interesting!

I disabled galaxy wrapping, so no more jumping from the east side of the galaxy to the west side, you gotta go the long way around or just thru the middle!

Bigger agent fleets are allowed, because by the time you get to them you might be more powerful than in the vanilla game.

The maximum speed is increased, so small ships can now go REALLY FAST!

A number of other tweaks exist, some of my own, some from Splinters Graphics Overhaul (I modified a value or two in there).


def.lua: Same as blocks.lua


factions.lua: I re-did this whole file, added the new factions, and edited AI flags to make them a bit more aggressive. I didn’t change how the 3rd party factions behaviors are set up, but did take extensive liberties with the vanilla ones. There are some easter-eggs here, so avoid this file if you don’t want spoilers.


regions.lua: This file is now enormous, 4,822 lines long now. The idea was to build a large galaxy, about 200 sectors across, with different regions of difficulty. There are different biomes, green plants are for the rim, teal for the middle, purple for the core. Difficulty goes up, in theory, as you near the center. I also did a “force spawn” approach for every ship in every faction to ensure everything spawns.

The other files are a bit self-exclamatory, and I’m too lazy to describe everything!

Other works included

These are the other mods whose content is in some way included in this mod, please subscribe to these mods, they were painstakingly created and the creators deserve credit!

Splinter's Graphics Overhaul by Splinter
I used most of this mod, with the exception of the particle effects which were taken from a different mod. As a result, simply running SGA in addition to this sparcsmod does not quite give the same effect. You can run SGA higher up in the load order to have it take precedence however, this should not cause any issues.

Altered Vanilla by Kotone Fujisaki
I took the faction ships from AV as my starting point for this entire mod, in fact, this mod inspired my mod to begin with! Most of the ships from AV show up in my mod, however, I changed how they are imported making the two mods incompatible with one another. I cannot give enough props to Kotone for fantastic ship design and artistic skill!

ExtraReassembly by Uiharu_Kazari
This mod came out after I was nearly done, I wasn’t going to include non-vanilla factions but these were so well done that I couldn’t resist. The mod includes graphics changes, of those I liked the particle effects so I included those overtop of Splinters changes. The after-market factions from ER are included in this mod as well as some ships for the red faction (faction 3). Because I changed so many of the same things as this mod does, these two mods are not compatible.

Salt v2 by 𒋨
Because it was so popular, and has some unique play dynamics, I included the Salt faction as well. The faction number had to be changed to be compatible with other things that I added, so these two mods are incompatible to run simultaneously.

As of a recent update I added a large number of other factions to this mod to make the galaxy more diverse:
Roiders by TTFTCUTS
The Greatest Of The Least by Lapsapnow
Hercules by pbokoo
Saline by Trash-tier Waifu
Buster by Hacker
Crystal clusters by 废萌
Enceladus Aerospace Fleet by Owlfeathers0117
Obelisk Corporation by FluffyCherryPie✰
Infraspatia by TTFTCUTS
Helios by Rallas
Meat by dimkajar
Shinome by Trash-tier Waifu
Sanctuary by Gremist
The Fractured Order by Hus
39 Comments
Slow_th 3 Aug @ 8:36am 
Is this mod actively being worked on? Mostly interested in the changes done to Salt but it appears this mod has been in disrepair for quite some time.
MilkyFingies 28 Nov, 2023 @ 8:39pm 
The mod doesn't work currently, the map generates with no other factions than your own.
Diana (Kitty) 30 Jun, 2023 @ 9:09am 
Yeah, some update probably broke everything. Doesn't even work by itself.
Dr.Stein 27 Jun, 2023 @ 6:51am 
when I start the game the map doesn't generate and it is only the faction I start as
phoenixosu  [author] 24 Nov, 2018 @ 8:12pm 
I'm keeping the limit at 12000 for now, since for the most part my mod integrates other mods, I would have to create a lot of content that I don't have time for, in 1.04 there are about 100 factions, so, it's a lot. The mod credits alone will take some time to sit down and write.
markkarlanthony 24 Nov, 2018 @ 7:24pm 
Can't wait for version 1.04! SparcsMod is my favorite. I'm doing well with my blocks file and can play around with it in the sandbox, but that region file was intimidating. I guess I'll continue what I'm doing, then use 1.04 and copy the terran's section to adjust it for what I need, as you suggested. Your comments will help.

I don't know about you, but I find it more fun to work with 24000 points with ships. If you also find yourself liking that high limit, then I'd love for that to be a part of 1.04. If you don't like that, I'll just continue using the sandbox to set it.

Perhaps that website can quicken your pace, in which case I'll leave you a link for you to decide for yourself. "Reassembly Web Development Kit" http://atg.lychnobi.com/ttftcuts/rwdk/
phoenixosu  [author] 23 Nov, 2018 @ 3:34pm 
I am working on a new version of this mod with about 50+ playable factions, which would be MUCH easier to add new factions to, since I started over knowing what I now know about modding it is much more modulat in version 1.04.

I would suggest oppening up all of the .lua files and looking at the comments, shaps.lua, factions.lua, regions.lua, and blocks.lua.
phoenixosu  [author] 23 Nov, 2018 @ 3:34pm 
@markkarlanthony This mod was constructed very manually, not using the website tools. The easy part is blocks and shapes, if you don't overlap block and shape IDs with the ones already present in shapes.lua and blocks.lua it will be fine. The reigons file is a bit more complicated, but I did try to comment it well enough that someone could stumble f**k their way through it, it was constructed with a center, middle, and outer range with different factions spawning at different distances from the map center. I suggest coppying an existing faction like the terrans or something and replciating all of thier sectors, then decreasing the occurance of another factions sectors. The hard bit is coding in all of the "conflict zones", which were places where I made sectors with 2 or more factions to create "battles" you could encounter.
markkarlanthony 23 Nov, 2018 @ 10:28am 
I'm using a website to create my own faction, at the moment. Since I'm not familiar with your mod, can you let me know of what things to edit to squeeze my faction into this? I've had a look around and I might be able to do it myself, but I would appreciate any tips for when I edit some of your mod's files.
phoenixosu  [author] 13 Oct, 2018 @ 10:41pm 
The change in R to C rate is intentional, it was to make a better balance between farming and destroying ships. I changed ship buy costs to match. The map size is HUGE, so you won't find deactivated stations often, but when you do the payoff is BIG, same for destroying agent fleets.