Reassembly

Reassembly

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UEF V2.1
   
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1.018 MB
30 May, 2017 @ 4:33am
16 Oct, 2019 @ 4:21am
13 Change Notes ( view )

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UEF V2.1

In 1 collection by miraakle
Miracle mods
5 items
Description
This mods adds a faction inspired by the UEF from the Supreme Commander franchise.

features:
As of V2.1
blocks:
7 PD weapons
20 Cannon type weapons
6 laser type weapons(3 medical)
4 drone launcher(1 carrier type, 1 root launcher)
4 missle launcher(1 bomb type)
4 shield generators
3 mass fabricators
8 thrusters
4 gyro thruster(torque)
5 factories
4 generators


Hull blocks are capable of r storage, but there is also a dedicated storage for both r and energy.
Mass fabricators can produce lots of r quickly, but require a extreme amount of energy.
thruster, gyro thruster, factories and generator all come in T1, T2, T3 and Exp T size.
Bigger blocks are usually more powerfull than smaller blocks occupying the same space

units:
13 T1 units (3 stationary)
13 T2 units (4 stationary)
10 T3 units (3 stationary)
5 T4 units
6 Exp T units (1 stationary)



now onto more detailed information:
there are a total of 27 weapons and 7 PD weapons.

for PD systems we have:
1. Tomcat machine gun
2. Hells fury Riot-gun
3. Heavy Fragmentation Grenade launcher
4. Linked Railgun
5. solar optic laser
6. Phalanx Anti-missile
7. Experimental Singularity optic Laser, for when you are tired of missile and drone spam.

As for the Cannon type weapons you can choose from:
1. Gauss Cannon
2. light plasma cannon
3. Heavy plasma cannon
4. Gatling plasma cannon
5. Heavy gatling plasma cannon
6. Ionized plasma cannon
7. gauss repeater cannon
8. plasma auto cannon
9. gauss autocannon
10. light plasma gatling cannon
11. gauss gatling cannon
12. Heavy gauss cannon
13. fragmentation artillery
14. APDS
15. Experimental gauss cannon
16. Experimental Heavy Gatling Plasma Cannon
17. Anti-matter artillery, you see, if this cannon can see the problem, there is NO problem.
18. Tri-Barreled Gauss Cannon
19. Fatboy Grade Gauss Cannon
20. Rapid-fire Burst Plasma Gatling Cannon

for more direct fire we have a rather limited selection from laser type weapons:
1. Photon Laser
2. Hiro Plasma cannon
3. Orbital death laser, a devasting laser capable of cutting through everything in its path.

for the enemies who prefer range we have 7 launcher capable of both drone and missles:
1. Drone launcher
2. Napalm carpet missle
3. Cruise missle
4. Nuclear missile, if you on the recieving end of this missle, bye.
5. Fighterbay
6. carrier bay
7. Small yield nuclear bomb
8. root launcher


Update:
The Orbital Death Laser now has a lower turning rate.

Major Update:
-A lot has been added.
-All ships have been given either a small of large visual overhaul.
-Weapons stat have changed to less ridiculuos ship throwing ranges.
-Overall weight and durabilty of the hulls blocks are increased.
-All hull blocks now have a differently coloured version to allow for some decoration.
-Block count went from 60 to 104(different scales included).
-the T1 thunderhead, T2 valiant, T3 neptune, T3 Summit and Exp T Simo Hayha have been added, giving the UEF -some more combat potency across their P ranges.
-The UEF now has access to the Powerfull experimental hull, which can withstand tremendous damage, but costs P to put on the vehicle.
-More weapons means more firepower and more choice.
-The quantum gate has appeared, allowing the captain to call unlimited reinforcements without wasting resources, IF they can supply enough energy.

V2.1
-New quantum propulsion allows for tanks to move through the vaccum of space.
-new Experimental unit, The Mobile Factory-Fatboy. While slow and an easy target, the Fatboy enjoys powerfull shielding and Sniper-accurate Artillery cannons. One should be adequately prepared when facing one.
-new root block allows for buildings attached to asteroids, giving the option to reinforce weak sectors with some addtional defences. Comes with a dedicated launcher.(launcher has been given to the T3 Engineer, don't know if this is gonna mess up some things.)
-added some new units.
-added some new weapons

Update:
If I am correct the Root launcher now will once again root to asteroids and blocks and grow into buildings.
47 Comments
miraakle  [author] 16 Oct, 2019 @ 4:22am 
Updated the mod, If I am correct the Root launcher functions properly again.
bcbc2425 19 Jul, 2019 @ 8:32am 
the carrier doesnt work fren
Godzilla fan for life 18 Jan, 2019 @ 3:52pm 
okay
miraakle  [author] 18 Jan, 2019 @ 2:36am 
@godzilla2014 it's a problem that recently occured, I don't know what causes it, or how to fix it. But to my knowledge almost all mods that uses this kind of root system have it broken at the moment.
Godzilla fan for life 17 Jan, 2019 @ 2:11pm 
i don't know why but the roots aren't connecting to any asteroids
miraakle  [author] 9 Jan, 2019 @ 8:47am 
@RARE2000, I know. but I didn't really wanted to add in modded units(I say, while adding some units which are non-existent.). If you really want them in, I can have a look and see what I can add.
RARE2000 9 Jan, 2019 @ 4:37am 
My dude, there are actualy mods for supreme commander that add spaceships. Basing faction ships off land units is... Wierd... Like wooden pirateships in space wierd.
viziter 2 Jan, 2019 @ 9:50am 
WOOO Supreme!!!!
[SJBC] Soundbust 20 Oct, 2018 @ 12:39am 
Perhaps use the code from the Bees faction?
miraakle  [author] 19 Oct, 2018 @ 1:42pm 
I think this is a problem with reassembly self, because the "Steelspore Hive" mod (which also uses roots to plant building) has the same problem.