Reassembly

Reassembly

Heirs to the Void Ep. I - Return from Exodus (v2.x)
30 Comments
Galileo007 24 Jul, 2017 @ 3:49pm 
Had this installed for a time but never saw the faction within the game. could jsut be an error on my end though. :theinterceptor:
Icikus 13 Oct, 2016 @ 1:13pm 
Sad to hear :/
Halcyon  [author] 13 Oct, 2016 @ 11:02am 
An update to the game made the missile/bomb block no longer have the proper attachment node. I'd like to mod the block and re-add it (pretty pissed the attachment nodes were changed in the first place) but thus far I haven't been able to figure out why I seem to be the only Reassembly modder that's unable to add new blocks to the game.

Honestly, the issue of being unable to add new blocks is what has put "Heirs to the Void Episode 3" on indefinite hold. My apologies for the current crap-state of the mod :(
Arkcane 12 Oct, 2016 @ 8:14pm 
The hp launchers dont seem to attach or generate the missles anymore, any ideas?
Varien 18 Mar, 2016 @ 8:02pm 
Crashes on trying to start a game with these guys. PC user
Icikus 30 Dec, 2015 @ 11:34am 
Very interesting stuff, is there somewhere I an find the lore for this world and its factions?
[GORB] Lord Kamina 9 Oct, 2015 @ 7:49pm 
@ici: Should've brought the Covenant of Artorias with you. Well, that, or you should've been a Pilgrim of Dark.

Wait, wrong game, wrong game!
probably wowie 24 Sep, 2015 @ 7:12pm 
BTW, i think the Dark Ones took all of my stations :I
now i have to regenerate the world...
probably wowie 24 Sep, 2015 @ 3:02pm 
yay!
i'm loving your mods so far :D
Halcyon  [author] 24 Sep, 2015 @ 11:20am 
@Vici You're in luck my friend! I've been working on exactly those things, namely creating a line of mods for the so-far unseen factions of the Aegis as well as a mod for the Dark Ones. Right now faction release #2 has been on the verge of completion for...well, far too long. Anyhow, I hope to release it soon and I look forward to hearing your impressions on it.

Thanks for your interest and comments!
probably wowie 23 Sep, 2015 @ 6:57pm 
Sorry for double-post,
but could you make a mod that is for some of the other 13 tribes of the Aegis Tredecim?
yeah...
probably wowie 23 Sep, 2015 @ 6:53pm 
Hey Ha11uc1n0g3n
i have an idea!
could you make a separate mod that adds a faction representing the Marah'Kael's mortal enemies
(The Dark Ones) that would act as a final boss battle?
like make a few ships that are completely massive
and make only one spawn per world
Halcyon  [author] 22 Sep, 2015 @ 11:49pm 
@Lapsapnow

Sent you a friend request. Also, this message used to say "I think I know a way to make it work" and I'm happy to report that I DO know a way to make it work. Tested it and I was correct; There's a very simple way to do this.
Halcyon  [author] 22 Sep, 2015 @ 11:42pm 
@captainlee10 I wish we could :( Although in the lore they can access seals 1 through 8 in the game you can't have more than 1 command module per faction so I settled on the Triah (3rd). I'm hoping I can find a way to break that rule though or that Arthur (the developer) will change the code so custom factions can have as many as they want.

Further, I don't understand why not...we can already have multiples in a faction so long as the extra ones are only for stations that can never be piloted (you'll notice seven and 8 are part of the stations).
Luke AP 22 Sep, 2015 @ 11:42pm 
Ha11uc1n0g3n
Love the idea! :)
But I allready attempted it with my mod. Sadly since the game reshuffels the ID's of downloaded mods, it makes it impossible to import them into my mod without block conflicts.

For example: The Yalunder K-Chellew Assualt ( subscriber made ship )
Has normal Hull with a block ID of 295475843 ( Given my the game to prevent errors )
While the Original Version I have, has that hull's ID set as 103.
There fore his ship is incompatible with my "Pure" version of the Yalunder Defenders, and therefore, I need to compleatly rebuild his ships from the ground up for them to work.
They cant even import into the Sandbox.
Paradox 22 Sep, 2015 @ 11:27pm 
how do you change the "pattern" of the spirit seal?
Halcyon  [author] 22 Sep, 2015 @ 1:43pm 
@Lapsapnow Thanks for the good words! Also, if you happen to design anything you think is particularly bad@$$ let me know please!

I have plans in the works to make the "Heirs to the Void" series a sort of "Living Mod" which I hope will include incorporating subscriber built ships. More details on that later for those interested :D
Luke AP 22 Sep, 2015 @ 4:33am 
Also, " The Reds will be back tonight. "
+1, Thumbs up, subscribed... LOL...
Luke AP 22 Sep, 2015 @ 4:29am 
Man... these ships are far too cool... :D
Halcyon  [author] 20 Sep, 2015 @ 10:02am 
@bot 1 That's really awesome, thanks for the compliment!! :D :D
bot 1 20 Sep, 2015 @ 9:48am 
this is like the only fraction i play now there so fun
Halcyon  [author] 19 Sep, 2015 @ 7:12pm 
@ghostpanther I'd love to hear your thoughts on what you disliked about the first version so I can see about the possibility of shifting things more towards the overall players preferred style of gameplay. I've sent you a friend request. Also, thanks for sticking around for v2 and I hope you'll checkout Ep. 2 which is, thankfully (and finally), very near completion.
Jaxfon 19 Sep, 2015 @ 6:42pm 
love mods with large backround story like this i didnt really like first version but i expect more of this one :D
Halcyon  [author] 19 Sep, 2015 @ 5:02pm 
@ZzcastuszZ....I hardly think that had anything to do with the mod but if you need help troubleshooting you can always checkout the game's main forums at www.anisopteragames.com/forum or if you have the error log feel free to message me and I'll try to help you out...Mostly cause I'm a nice guy :D
CactusCraze 19 Sep, 2015 @ 1:01pm 
Game froze and I lost all my progress! GG NO RE
Halcyon  [author] 16 Sep, 2015 @ 5:43pm 
Yeah, I'm not sure what makes them do it but the friendly ships seem to want to tackle you playfully as often as you come too near. I've noticed that this behavior, if you stick close enough for them to be playful, will lead into the smaller ships following you out into the expanse without having to recruit them.

On the note of flying through asteroids; Since a few of the mod ships were specifically designed to be able to fly through the asteroids (the Kite Marauder especially is awesome at this) I've found that wiggling the mouse (in cursor directs ship mode) causes the game to recognize the impact from the melee spikes and you'll go ripping right through the asteroids. However, unfortunately sometimes it doesn't work...hoping Arthur comes through with a fix on iffy hit registrations :S
onos_devour 16 Sep, 2015 @ 5:09pm 
I think I know what it was... it took a while to build a capital and so when I got around to using it, not being able to actually attack with it (because the fleet just raped everything) was kind of boring. Also the spikes thing I mentionned, where ships would get stuck in spikes... that problem makes it so that flying through asteroids gets caught on the little ship sometimes so you have to sit there and take a second to back up with a ship that was designed to never need to back up. It was frustrating. After ships would get stuck in my capital's "grill" right before going through an asteroid too many times, I just quit.... It was annoying.
Halcyon  [author] 16 Sep, 2015 @ 3:27pm 
@ SUDDExc Thanks for your comment! Obviously as the author of this mod I find it pretty exhilarating to play smaller ships that have to keep their eyes on the target, keep moving, and avoid head-on confrontation until you've either worn an enemy down or are willing to trust those fiddly melee pieces in an all-or-nothing charge to finish off a foe who may have you to rights if you don't take the chance. I agree that the Marah'Kael are impressive in numbers (hence the "FLOCKING" trait) and a well built-fleet's total domination may be a little too sit-back and watch for some.

Personally I find about half of the in-built factions incredibly boring; stack hull pieces until I'm colossal, put weapons inside....crush everything *yawn* To each his own!

With that said, I hope you'll check out "Heirs to the Void Ep.2" which is currently in the works and features a faction quite a bit different from that of the Marah'Kael.

-Happy Reassemblng!
onos_devour 16 Sep, 2015 @ 3:17pm 
I found this mod to be a bit boring to play. Small ships are so powerful that all you need to do is amass an army and things die before you have a chance to do anything with your capital. Also because of the lack of a block piece, anything with splash will cut into designs essentially making huge pieces of ships have critical areas... shielding helps but then that first problem where you don't actually engage anything directly arises. The thin melee pieces are interesting but can cause a lot of small ships to get caught up on your ship, if your ship or the small ships use them (or both). That's one of the worst parts because with medium ships you have to either backup + spin away constantly or you're stuck with a friggen ship pushing you or slowing you.

Also placing the thin spires is awkward, sometimes there's space for them and patterning them, but the game just refuses to pattern or attach them correctly. If that's ever fixed by reassembly I may come back to try this in the future
probably wowie 16 Sep, 2015 @ 3:02pm 
;)