Reassembly

Reassembly

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Enceladus Aerospace Fleet
   
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1.658 MB
18 Aug, 2017 @ 3:02pm
13 Nov, 2017 @ 7:30pm
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Enceladus Aerospace Fleet

Description
This mod adds the Enceladus Aerospace Fleet as a new unlockable faction in the game. Many thanks to TTFTCUTS for creating the Reassembly Web Development Kit, and to Aleksander Wit, Doomwyte, Marcboy99, and especially Floofystuff/FluffyCherryPie (also, go check out her new mod, Obelisk Corp, at http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1134655430) for helping to test the mod and give me suggestions/advice on it. Being as this is the first mod I've created, this sort of help was greatly appreciated.

I highly suggest using Splinter's Graphics Overhaul along with this mod if you don't already have it: http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=644263599

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Lore:

As a fledgling nation, the Sovereign State of Enceladus developed on the tiny, frozen moon of Saturn, seeking to isolate itself from the wars and politics of the inner Sol System in favour of a focus on science and technological development. But isolation can only be a temporary measure, and all too soon, humanity's development and expansion drew Enceladus back into that from which it attempted to hide. A barely-survived invasion attempt upon Enceladus by the aggressively expansionistic Prometheus Corporation starkly highlighted the need for significant upgrades to the SSE's defensive - and, potentially, offensive - capabilities. As a result, the Enceladus Aerospace Fleet was expanded from a small defence force of no more than four dozen warships to a true space navy numbering in the low thousands of vessels. With the help of their highly developed technology in the fields of propulsion, energy, and spacetime manipulation, the EAF became a formidable power in their own right, securing the Sovereign State of Enceladus a firm foothold in the Sol System. In recent years, the need for greater industrial capability resulted in a number of expeditionary fleets being sent through wormholes to the far reaches of space, to expand the reach of Enceladus further into the stars...

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Info:

The EAF is a faction which focuses on using devastating long-range firepower and agility to avoid taking damage in the first place rather than absorbing hits with armour. To this end, they use powerful thrusters and beam weapons, but have very weak (although lightweight) armour and hull, and no shields whatsoever. Although intended to be somewhat stronger than (well-built ships from) most of the vanilla factions, the EAF should be reasonably possible to beat using unmodded vanilla ships - although weaker factions such as the Reds, Farmers, and Bees will likely find this a significant challenge. Their regions are fairly large and each contain many ships, but are few in number.

EAF ships will not attack unless they or their allies are fired upon first, so if you wish to pass through their territory without a fight, just take your weapons off of point defence/autofire and fly through (without crashing into their ships). However, if you do decide to war with them, they can be unlocked in the same manner as all of the vanilla factions: destroying one of their ships worth over 1000P. I gave them fairly high regional P limits and plenty of capital ships, so it shouldn't be difficult to find these.

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Features:

- 18 ships
- 2 starter ships to choose from
- 139 blocks (including size variations)
- lots of small pieces for players who enjoy building detailed ships
- glass cannons everywhere

Primary Armaments:

- Particle Beams: Long range charge-to-fire particle accelerator weapons which produce explosive results on impact.
- Pulse Lasers: Precision beam weapons which fire a series of rapid pulses, followed by a short cooldown.
- Railguns: Rapid-fire, high-velocity kinetic weapons.
- Coilguns: Slow-firing kinetic weapons with fairly high velocity and penetration.
- Rocket Turrets: Short-range projectile weapons which fire a spread of unguided, explosive rockets.
- Missiles: Three types - long-range explosive, mid-range kinetic impactors, and nuclear shaped charges.
- Drones: Four types - autocannon, beam, plasma torch swarmer, and utility (repair/R collection).
- Antimatter Beam: Superweapon; fires a devastating explosive stream of antiparticles, but has a long cooldown period.
- Veilpiercer Beam: Superweapon; precision spacetime manipulation weapon with virtually infinite penetration and range, but a very long charging time.

Other Equipment:

- Deuterium-Tritium Fusion Reactor: Safe reactor type which incurs no further damage upon destruction, but rather bulky.
- Antimatter Reactor: Highly volatile reactor type with small size and high energy production.
- Hull: Self-explanatory. Holds a small amount of resources, but is terribly fragile. Comes in painted and unpainted varieties.
- Reinforced Bulkheads: Pay P for "armour" worse than regular Terran hull (yeah, this faction isn't exactly made for durability).
- Warp Core: Spacetime manipulation device which allows for quick turning and warp jumps, but uses a lot of energy.
- RCS Thruster: Provides a short burst of thrust. Suitable for re-orienting a ship.
- Nuclear Thermal Rocket: Applies constant, moderate thrust.
- Fusion Torch Drive: Produces very high thrust, but takes several seconds to reach full power.
- Flare Launcher: Launches flares which burn bright and hot to distract enemy missiles

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Planned Changes:

- Add more ship designs

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Known Issues:

- Warp Cores and D-T Fusion Reactors sometimes randomly turn a slightly different shade than intended. I don't really know what causes this, but I'll try to fix it if possible. It shouldn't affect gameplay, though.
- The 'Styx' Veilpiercer Beam sometimes freezes the game for several seconds upon firing. This is purely a result of it destroying many blocks per shot and the calculations the game has to perform as a result, so there is nothing I can do about it. The freezes are always temporary and only a single ship (very rare spawn) uses the weapon, so it shouldn't be a major problem, but I wanted to make note of this for anyone who decides to use the weapon themselves.

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P.S. I tried to keep this faction fairly scientifically accurate for the most part. If you happen to find something which is scientifically inaccurate (aside from the spacetime manipulation stuff and the lasers being visible), please let me know in a comment and I'll do my best to fix it.
Popular Discussions View All (2)
36
1 Jun, 2019 @ 6:21pm
Bug Reports
Owlfeathers
8
24 Feb, 2019 @ 9:10pm
Suggestions
Owlfeathers
200 Comments
LiquidViperOG 19 Mar, 2023 @ 8:54pm 
I think this is a great ship mod, really enjoy it. the only thing I find a problem is the R collection range and transfer range on the larger ships is far to short. I'm not sure if this is intentionally part of the mod or if there is some way I can increase this?
[1337] ᴀxᴏꜱ > ᴛɪᴇʀ 8 6 Jun, 2022 @ 9:38am 
that big ship reminds me of Brutus from EK - Slyvian Mettle Mod in Rusted Warfare
Imperial Admiral Zander Gibson 4 Apr, 2022 @ 10:36am 
i see big ship and instantly hit subscribe, always looking for challengers to my massive ship
Cobalt60 14 Jan, 2022 @ 7:11pm 
My ship,occasionally,seems to just blow up after fighting with EAF ships. Perhaps a long-burning EAF weapon-effect? Or a (vengeful) long,long range zap by a certain beam superweapon? Not certain,but it happened a few times after pitched battles(my seek and destroy forays) with EAF. BTW,let me just say that I very much enjoy the sophistication of your faction mods,the weaponry and ship designs are well done,if at times frustrating to deal with. ;) Excellent work.
AhzuulRetrovali 25 Feb, 2021 @ 1:56pm 
Thanks for the help~
Owlfeathers  [author] 23 Feb, 2021 @ 6:45pm 
@AhzuulRetrovali - Known issue but I have absolutely no idea how to fix it as I can't reproduce it on my end no matter what I try. For some reason the default command block when you create a new ship design gets switched to a nonexistent block which doesn't have the regen flag on it... I genuinely have no idea what to do with this unfortunately as it doesn't happen with any other mod, whether mine or others'.

You can work around the issue however by using command mode to copy one of the default ship designs into your palette and just deleting everything but the core. Any time you want to design a new ship, copy that core and build around it rather than clicking on a new slot.

To recover existing ships affected by this issue, you can export them, swap the core to the correct one via the sandbox (toggle build mode with '3', use commands "import", palette x (replace x with faction number), and "export"), and then import back into your campaign save.
AhzuulRetrovali 22 Feb, 2021 @ 5:42pm 
Anyone else have an issue with this were when you're playing as this faction your ships won't regen?
Owlfeathers  [author] 14 Jul, 2020 @ 9:52pm 
@EricZaDaddy - Glad you're enjoying it. It doesn't matter at all what key you bind the RCS thrusters to; that doesn't do anything. This is a pretty old mod and at the time I created it the only way to put a little arrow (to indicate direction) on the RCS thrusters was to make them a launcher which launches nothing. Thus, the game considers them weapons and lets you bind them. This does not interact with their functionality as thrusters in any way though.
I'll try to push an update soonish which will solve this since the new modding features which have since been implemented give better ways of adding arrows and other details to blocks.
Owlfeathers  [author] 14 Jul, 2020 @ 9:52pm 
@AceOfCaydes - I think I have a way to resolve or at least heavily reduce this issue. Will implement as part of an update the near future.
EricZaDaddy 2 Jul, 2020 @ 9:51am 
Played with your faction quite a bit and I absolutely love it. though I do understand the point of the RCS thrusters, i cant for the life of me figure out how to effectively use them when they're bound to my right mouse key. I've also had some issues with "growing" into other ships and stations, but i can thankfully warp out using the warp core. maybe you could make the warp core cheaper to unlock in the upgrade screen so that it can be used for earlier and small ships so others dont have that same issue? (your faction has by far some of the most awesome and detailed base ships ive ever seen, i haven't even made my own i've just been modifying yours because of how good they are) I dont expect it to be done super soon or quickly, just wanted to throw it out there before i forget