Reassembly

Reassembly

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The United
   
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1.791 MB
6 Sep, 2015 @ 9:14am
3 Feb, 2018 @ 8:01am
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The United

Description
NB - MANUAL TELESPAWNING (F) DOESNT QUITE WORK LIKE YOU THINK IT DOES.

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My just-about-finished third custom faction, originally designed to finally get some halfway-balanced use out of those spinal weapon components, and to reward the player for managing power intake and supply. They are also liable to take the crown of 'the missile-spam faction', with offensive/defensive/Itano circus instakill missile launchers.

---The Fluff---
New to space travel, the United have sent their heavy probes into the depths of space to find new worlds to colonise. In case of any 'accidents', they also fitted the probes with the very latest in weaponised particle accelerators and radiation shielding.

Although they aren't the lightest or handiest craft around, the United hold the singular advantage of their Fenton FTL drive, which allows new drone ships to be teleported straight to the battle from the production line.

Back on their sole inhabited planet, legions of scientists pore over the reams of data their massive probes beam back, always in search of the first new, habitable planet besdes their own. They don't care at all for any cultures and civilisations their drones happen to crush along the way - there will be little interest in cooperation when the colony ships come.

---The Faction---
Built around power-hungry spinal plasma weapons, plasma-resistant heavy armour, small but fairly cheap shield generators and a frankly indecent quantity of guided ordonance, The United are a new custom faction that has nothing to do with Manchester or football.

The United work best when being cautious - pulling apart an enemy with a steady stream of missiles and Particle Accelerator salvoes, while taking incoming fire on their layers of affordable, low-strength shields and heavy 'Wing' armour. In a straightforward missile slugging match, the United are not to be outdone, with quasi-defensive Anti-Missiles to soak up fire and the lightning-quick Ambush Missiles to blitz past flak or autocannon defenses.

If they need to drop everything and attack directly, though, The United's range of point defence options and the good-in-numbers Particle Emitter more than account for oncoming targets. A more aggressive player could even use the relatively cheap Fenton Drive to teleport into and away from a target, trading storms of close-range fire solely on their own terms and Telespawning in fully formed close attack ships from point-blank range, and retreating instantly the moment some respite is needed.

Playing as the United, it's recommended to initially use range and the initially unlocked teleporter to control the engagement. In other words, run away from anything that's a threat t o you. Ambush missiles are cheap and extremely fast, but struggle with armour - use them to kill small probes or to cripple damaged heavy ships. Anti-Fortification missiles reload quickly but are slow and easily deflected - couple them with shielded anti-missiles to shelter them and continually overwhelm enemy PD.

---The Telespawn---
Fuelling the FTL drives takes R rather than energy - 'Factory' ships do not use R to make new probes, but spawn them in fully built and furnished for no upfront cost. However, merely having a telespawn beacon on your ship will eat through your R reserves at an alarming rate. Be sure to offset this cost with outboard R generation blocks.

Likewise, your ship's onboard teleoprter will gradually eat your collected resources over time, but at a much slower rate. Be careful about loitering in an engagement, unless you think there's a very good reason, and use teleporter hops to quickly move your spoils back to a friendly station.

More parts may well be added, should the need ever arise...
6 Comments
Victoria Yorke  [author] 5 Nov, 2015 @ 5:51pm 
Okay, first of all thanks for letting me know. And don't worry, your English is perfectly reasonable!

Were the corrupted file previews an F8-style command block and a few purplish squares all jammed into one another?

I've seen this sort of thing happen before, it usually occurs when the mod is uninstalled or missing, or when the game can't read the mod's blocks.lua, or when the file offset assigned by Steam Workshop changes for whichever reason. Basically, the game tries looking for each of the blocks to render that save's flagship, finds nothing, and instead uses block ID 0

I've never heard of a mod killing a different mod's blocks though - didn't thin it was possible. I'll have a look at replicating that bug over the next couple days. In the meantime, if anyone else has this trouble, can they please shout out?
Abysse 5 Nov, 2015 @ 5:20pm 
Victorians From Moon lord And The meat faction from dimkajar. You lose every blueprints-Modules ect and your faction seem to turn hostile at you. i Didn't tried with other mods ( The saves get "Wiped" only if you load them...Well i think because nothing happened to the meat faction. Except the save icon had the same visual bug as the victorians so i guess it was the same result if i loaded it ) The story is a bit my fault. I should have been more cautious when i seen my modded factions saves icons bugged. Oh just in case. Sorry for my english ;p
Victoria Yorke  [author] 5 Nov, 2015 @ 11:10am 
@Abysse
What happened? What was the faction that clashed with this one? And what do you mean by ruined?

@Conga
Technically it's a cannon block...
Abysse 4 Nov, 2015 @ 8:34am 
Well seem like the file is lost. Good new = only the faction ( the modded one ) that i tried to play with bugged. And i still have my best ship design saved on my dekstop so it's "fine". Once this bug is fixed i'll try this faction asap anyway ;p
Abysse 4 Nov, 2015 @ 8:14am 
I don't know where to start. i'll just warn others = This mob ruined some of the modded faction saves i had. Needless to tell how much i'm p*** off. if you know a fix to that ( I higly doubt ) it's welcome.
Conga Lyne 4 Nov, 2015 @ 1:38am 
wtf is that command shape