Reassembly

Reassembly

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Original Factions Remastered MOD
   
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Tags: blocks, cvars
File Size
Posted
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532.935 KB
3 Jul, 2016 @ 12:14am
26 Aug, 2016 @ 8:21am
13 Change Notes ( view )

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Original Factions Remastered MOD

Description
======== thanks to TTFTCUTS's RWDK, great tool ! ==========

====================
current version: 0.6.12
====================

Note: I'm holding a competition every couple of days, each competitor could upload a fleet, and I will let them fight each other in tournament, and make a vedio record.

competetion vedios:
http://www.bilibili.com/video/av6069030/
http://www.bilibili.com/video/av5907742/


The point is, this MOD, is specifically tuned for fleet combat controled by AI (in tournament mode). I'll adjust balancing issue based on the competitions. This is the main focus I do, so I may not concern too much about how does it works in surviving mode.

The competition rule changes sometimes, now it's "48000P limit totally, allowing one single flag ship no more than 12500P, and other ships are limited to 8000P". I suggest you guys may try to build fleets according to this criteria, and make them fight each other, in this way it's supposed to be balanced well. And you are welcome to reflect any thoughts or something imbalanced.

Or you may find other rules like "small fleets combat" with any kind of rules (P limits) you like, and share your fleets and combat vedios, I guess it should be fun :-P

Or you can disscuss in anisoptera forum thread here:
http://www.anisopteragames.com/forum/viewtopic.php?f=2&t=3378


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Introduction :

This mod only modifies blocks for orignal factions. It's guaranteed that no block shapes are changed (except launchables ones which don't affect schematics), and your designs can be loaded with no problem either with or without this MOD. However this is the only guarantee.

Through this MOD, a totally new game play is formed. It's designed especially for improve Fleet Combat. In this MOD, with appropriately designed ships, you will find them more inclined to maintain formation, instead of fight in chaos (The fighting style is somehow a bit like Gratuitous Space Battles, not exactly).

You may need some time to get use to it, after that you will find it more fun!

I have a new logic to balance between the original 7 factions, but the balance can't be perfect at beginning, so you are welcomed to reflect any thoughts and experiences about this MOD. I will keep updating.

Some main features:

*All blocks takes P value, include hulls and armors; (so no brick ships any more)
*All thrusters adjusted, smaller ones have better cost performance, but bigger ones provide more thruster force in relatively small space (the only exception is the Terran Mega Truster);
*Nuke remade! A totally new mechanics, which is also powerfull, but can be blocked by heavy armor somehow, it must totally destroy outer layer blocks to damage inner blocks;
*Tinkrell module cannon reblanced, now it can be powerfull but not imbalance. Better arange the modules in specific order to gain best performance;
*Drones will fight each other! It will be an advantage to gain air domination in a fleet fight. Fighters/Intercepters clear the way, and then bombers will destroy enemy ship! Ain't that cool?
*Missiles flies more smoothly! Small missiles are more useful in Anti-Drone or Anti-Missile fight, while big missiles are slow but more powerful to attack ships!
*Blocks devides into light, medium, heavy ones, be aware;
*Weapons devides into short range (<2000 mostly PD weapons), medium range (1500~4000), long range (6000+) ones, ALL long range weapons are heavy blocks! Means you can hardly kite enemy with long range weapons!
*Sentinal melee blocks are all super heavy; sentinal now have a medium range tractor beam to cooperate with melee blocks.
*Large hulls or armor blocks have much more health ,but are also heavier and take more P value!
*Some seldomly used blocks have functions changed, more details see in the game.

Tips for ship designing:
*Before actually design a ship, designate a tactical slot in fleet for him first;
*Keep in mind what kind of ship you want it to be: fast/slow, light armor/heavy armor, short range/long range, cannon/Laser/missile/drone as main weapon;
*In fact you can strengthen contradictive sides of a ship, if you could afford the cost, e.g. you can make it both fast and tough, but be aware that heavy armors are both heavy and expensive;
*In a common situation, a good fleet is formed by a mix of different kinds of ships, though not necessarily all types, you can deside your own tactic combinations;


fleet combat demo vedios:
http://www.bilibili.com/video/av5128162/
http://www.bilibili.com/video/av5235781/
Popular Discussions View All (2)
8
21 Aug, 2016 @ 12:46pm
Ideas and complaints
Zarla
0
19 Aug, 2016 @ 11:27am
Screenshots thread.
Zarla
51 Comments
Dragonknight951 28 May, 2017 @ 8:25am 
do these AI edits work with the modded factions. becuase i would love to see huge drone swarms fighting one another while the carriers duke it out with mod factions (cuz damn some mod factions would be pretty intense with that due to lots of PD guns and a variety of fighter variants)
orientwise  [author] 18 Sep, 2016 @ 6:19am 
@§ℓªđérnØm Yes, it's invisible and noclip. In this way you could arrange launchers in a line, but don't block later drones in that line from launching.
sladernom 17 Sep, 2016 @ 10:16pm 
Hey I am having an issue with faction 1 drones with this mod. When building, the drone base is invisible; the drone itself shows though.
Jo Shot 7 Sep, 2016 @ 12:31am 
Can someone like make a mod that al the turrets looks cool like the turret head has like a like an real life navy cannon like the uss lowa can someone do that it would be cool
Lieutenant Talico 1 Sep, 2016 @ 7:12pm 
@orientwise, nevermind i found it! thanks dude, i think with this addition your mod will be god tier realistic
Lieutenant Talico 1 Sep, 2016 @ 7:09pm 
@orientwise yeah...hehe uhhhh where is the mod directory?
orientwise  [author] 1 Sep, 2016 @ 5:59am 
@Homelikejet just edit "cvars.txt" in the mod directory, find attribute "kSlowGrowRate" and set its value to a large number. I don't know what would happen if the number is large, you may need to test several times to find an appropriate value :-P
Lieutenant Talico 31 Aug, 2016 @ 2:26pm 
@orientwise i love this mod to death and i play all the time now specifically for it, could you make a mod where you disable regrowth? a combination of these mods would be insane, to play as a terran cruiser where when you take damage you hae to live with it, that would be sweet. basically you would just have to reapawn to regrow your ship
Camo5 22 Aug, 2016 @ 9:33am 
I can't find your tournament anywhere so I posted a fleet on the anisoptera forums...
probably wowie 20 Aug, 2016 @ 7:20am 
alright lol