Reassembly

Reassembly

Avalоn Draconis Cоncоrd
69 Comments
test 21 Aug, 2023 @ 12:39am 
baidu translate exists
Icemourn 28 Nov, 2022 @ 4:31pm 
Maybe someone can post the full Chinese translation of this mod description as a discussion thread here.
3382799201 28 Nov, 2022 @ 3:42am 
太多了不想翻译了
3382799201 28 Nov, 2022 @ 3:42am 
问题几乎立即开始。舰队中的几艘船受到机械问题的困扰,并在出发几周后被迫退出曲速。他们的船员和乘客被转移到其他船只上,使船队面临过度拥挤的问题,这个问题在整个旅程中持续存在。进一步的问题是由内部动荡引起的,因为有些人厌倦了在太空中的岁月,并希望返回太阳。最大的困难是外国特工劫持了舰队的旗舰Argo,他们试图迫使分离主义分子回到其主人的控制之下。劫机者最终只通过船上一名幸存的船员引发反应堆熔毁,彻底摧毁旗舰来对付劫机者。
3382799201 28 Nov, 2022 @ 3:41am 
博学:

在二十三世纪中叶,一支庞大的跳船舰队在大逃亡中离开了索尔星系。受够了太阳国家不断的小战争和政治斗争,一个由近20亿灵魂组成的松散联盟投入了一项庞大的事业:星际殖民努力,目的是建立一个新的人类堡垒,远离他们认为已经控制了索尔的腐败和动荡。分离主义舰队向一个遥远的星团出发,在那里发现了许多可居住的系统,但旅程将是漫长而艰巨的,即使他们的超光速曲速驱动也需要很多年。
3382799201 28 Nov, 2022 @ 3:41am 
这个模组增加了阿瓦隆天龙康科德作为游戏中一个新的可玩派系。默认情况下,它会自动解锁。这个模组在原版的上端是平衡的,并且可以与来自人族和哨兵等派系的优秀(尽管不一定是锦标赛级)的优质(尽管不一定是锦标赛级)的香草船进行战斗。

相对于我的其他模组,协和的P成本比BBA和EAF弱得多,强度与泡泡船大致相当。

这个模组花费了大量的工作和近 300 个小时来制作,所以我希望你喜欢它。随时欢迎反馈和建议。
Skull-Master 4 Dec, 2021 @ 12:22am 
They are a little OP or they just seem that way to me. Fun to play as but F@ck all trying to take out the Station bro. An Elite went into one and dies in seconds almost NO dmg to the Station XD like OOF
MiniMaster22 29 Jun, 2021 @ 1:45pm 
just downloaded this and i love the looks, just curious tho, why are ships shooting the rocks?
Zypher 10 Jan, 2021 @ 5:38pm 
Whew boy, I keep getting stuck in a GIANT bubble of this faction on new games... Why the heck do you have such an OP faction spawning on the edges of maps?

In fact, Out of the 5 or so faction mods I have, as well as vanilla, the bubbles for this faction are the largest? I guess they dominate the galaxy or something? I dunno, you can tell almost instantly this faction is given a larger hunk of the galaxy than any of the others.

Just another mod maker favoring his over everything else.
Fenris 15 Dec, 2020 @ 8:22pm 
I understand. It is a busy time for most people right now. Thank you for the link, that helps.
Owlfeathers  [author] 15 Dec, 2020 @ 6:39pm 
@Fenris - Huh, not sure what would be causing that. Won't have time to look into this immediately but I'll see what I can do about it when I'm more available.

Until then, this mod might help make the tutorial message less intrusive: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1473844508
Fenris 6 Dec, 2020 @ 7:28pm 
Encountered a weird glitch playing as this faction - attaching a reactor/generator does not satisfy the mission "Attach a generator to your ship to increase power" and I am not aware of any way to dismiss or delete the reminder besides hiding the entire hud completely.
It's only game. 28 Oct, 2020 @ 12:07pm 
Doing the math particle beams seem pretty much fine. One tapping an opponent at that range simply means it was weaker to begin with, particle beams or not.
Archer 1 Oct, 2020 @ 3:27pm 
@Owlfeathers0117 Thank you, appreciated. Usually the opponents don't even reach close combat because focused Partical Beams are often one taps (or two), so the slow recharge time does not really carry much weight and they hit from any distance perfectly.

Magnetohydrodynamic Cannon + Particle Beams combination is super strong and a lot of fun, I have to say.
Owlfeathers  [author] 1 Oct, 2020 @ 11:48am 
@Archer - Mm, I can adjust that a bit then. Particle beams are supposed to be balanced by having very low DPS leaving them weak in close combat vs armoured stuff, but I suppose the accuracy does offset that a bit. I'll tune them down a little next time I update.
Archer 1 Oct, 2020 @ 11:39am 
@Ownfeather0117 I've tested again with Terran and Sentinel ship designs from Altered Vanilla mod and they didn't perform too bad. ADC still with a notable advantage at same P cost, but not significant. I've also put a Particle Beam focussed ship into the fight and saw it perform outstanding at even odds, winning even against double P numbers.

It was only a short test run, but also from my regular gameplay I get the impression these beams are a bit too strong. They melt through the armor and hit enemy ships right in their heart a little too fast, due to their perfect accuracy, even the big ones.

I have to revoke my previous statement and only leave the comment: Imo Particle Beams should have slightly less damage.
Owlfeathers  [author] 1 Oct, 2020 @ 9:06am 
@Archer - Hey, thanks for the feedback!

With regard to balance relative to vanilla - what sorts of vanilla ships were you testing against? In my own testing vanilla ships were able to beat ADC ones at roughly equal cost (although admittedly I only tested with Terran and Sentinel, which are some of the stronger factions).
Archer 1 Oct, 2020 @ 8:50am 
Love the design and variety of moduls. Really gives a great feeling for major huge battleships and you did a great job on designing the fleet. It is fun editing new variations and ships classes in the same style and give them names.

My criticism concerns the balance in comparison to the vanilla factions. When testing in tournament mode, the Concord ships easily beat vanilla ships with more than ten times the P cost. I know it's supposed to be a stronger faction but the only serious contenders are other modded factions like BBA and EAF. I'd welcome if the weapons were weaker in general.

With that being made clear, there is only one last thing for me to say: To hell with the Ascendancy! :War:
Owlfeathers  [author] 29 Jun, 2020 @ 12:29pm 
Update:

- New parts:
> MLRS-1 Barrage Launcher: Turreted multi-rocket launcher firing explosive area-coverage salvos at medium range. Rockets travel ~850 units before arming and deal only minimal damage before they arm.
> AAC-1 Sniper Drone Fabricator: Launches large sniper drones armed with a miniaturized spinal magnetohydrodynamic cannon. Slow firing, but powerful and capable of firing from beyond the range of most point defence weapons.

- New ships:
> Nimuë-class Carrier
> Cog-class Freighter
> Sidhe-class Patrol Craft

(continued below due to character limit)
Owlfeathers  [author] 29 Jun, 2020 @ 12:28pm 
(continued)

- Completely overhauled drones; they now use a single shrouded block and can have their launchers mounted internally (added NOCLIP_ALLY flag). Should work much better and have significantly reduced lag.

- Improved regions significantly; spawn rate of capital ships is reduced and weighted more toward the centre of ADC regions while outskirts will mainly consist of smaller craft. Regions overall should now spawn a more diverse mix of ships. Overall "ship spam" reduced.

- Station cores and anchors now generate a bit of R over time.

- Various balance tweaks. Most things have been lightly nerfed, with the exception of the larger types of shields and the spinal magnetohydrodynamic cannons, which have been buffed significantly as they were underperforming in tournament tests.
Electric Star 24 Apr, 2020 @ 1:17pm 
just tried this out, and i like it a lot except that theres no good general purpose turret to unlock, theres the standard repeater guns wich are ok but there arent any big versions of them and then the artilery and the lasers are too slow. ive used the lasers and i like em ok but if they were charged lasers i think theyd be a lot better
Pheiriant 29 Jan, 2020 @ 1:39pm 
Edit - on some occasions, it's crashing the game when I try to input the command + faction id.
Pheiriant 29 Jan, 2020 @ 12:56pm 
So I gave that a try - when you say the relocated faction number, you mean the "Relocid", right? Because that (185584) didn't work - putting in the faction number (19000) did, but it didn't spawn the smaller ships - only the larger ones.
Owlfeathers  [author] 28 Jan, 2020 @ 4:02pm 
@Pr. Von Tuck III - Ah; that's likely because of Steam's relocation. It helps prevent mod conflicts, but at the cost of causing some weirdness like this.
Try out the method I described 3 posts below and let me know whether it works for you; if not I can try something else.
Pheiriant 28 Jan, 2020 @ 9:45am 
@Owlfeathers0117 - hey I apologize for getting back so late, but I'm afraid the method you gave earlier doesn't seem to work. When I tried importing directly from the mod folder, all the models simply appear as purple blocks (copying the basic attack drone and using that to import the fighters doesn't work either).

If it helps, I know your other mods (EAF, for example) also have the same problem, though I was able to simply find all the ships in that case. This seems to be a problem with lots of mods, honestly, which is real shame. Your models are awesome!
Argus von Stein 24 Jan, 2020 @ 3:20pm 
Oh, that helps a lot! Huge thanks!
Owlfeathers  [author] 24 Jan, 2020 @ 3:19pm 
@Noran - The fighters and stations from this faction use special command blocks. See my reply below for a method of copying ships which don't use the normal command block.
Owlfeathers  [author] 24 Jan, 2020 @ 3:18pm 
@EK ¦ VAArtemchuk - Probably the easiest way to do this is to open the console while in campaign (press '\'), enter build mode by pressing '3', and type in the console "fleetpalette #", replacing '#' with the relocated faction number (should be able to find this in the mods menu). This should spawn all the ships from this faction. Then select your own ship and close the console (same button as to open it), which should bring you back into the game as usual. From there, you should be able to enter command mode and copy the designs into your fleet, since they will just be normal allied ships.
Noran 23 Jan, 2020 @ 3:42am 
Why can't import designs from the mods own faction?
Says different command block.
Argus von Stein 15 Jan, 2020 @ 4:45pm 
Hi! I was trying to build a palette of your ships with the import tool (I made one out of your mod in sandbox), but stations and fighters couldn't be imported due to having a different type of command block. How do I get them? I mean, I can't even test it with copying them normally, as I'm playing a mod that limits the number of stations at the start to 1 and it always happens to be a flagship, not a station. Same with fighters. I can't import them, but they don't seem to spawn.

Is there a way to somehow add them directly to a savefile or idk, alter their command block?
Pheiriant 21 Nov, 2019 @ 7:34pm 
Gotcha thanks
Owlfeathers  [author] 21 Nov, 2019 @ 4:31pm 
@Pr. Von Tuck III - Sorry for the late reply. This is because they use a different command block than the capital ships (1x1 square rather than 2x2). If you can find any ship using the small core, save the blueprint, make a copy of it, and you will be able to import the small ship designs on top of it.
Pheiriant 27 Oct, 2019 @ 11:33am 
Is there a reason why I can't import any of the ships? Some of the smaller ones (interceptor, bomber, etc) don't spawn (or at least I don't have the patience to scour the galaxy for them), but I can't import them either (get a "wrong command block" error).
Owlfeathers  [author] 26 Jul, 2019 @ 8:00pm 
Update:

- Removed the EMP device from the Pendragon-class. A bug with how Reassembly handles launched blocks resulted in a chance for the EMP device on this ship to cause it to become permanently invulnerable; until this is fixed the best I can do is removing it from the ship entirely. If you're experiencing this bug, it will be necessary to travel through a wormhole or regenerate the world to update the ship blueprint. Apologies for not fixing this bug sooner.

- Added a "regions_nerfed.lua" file which can be used to greatly reduce the number of ships which this mod spawns, to a level similar to that of vanilla factions. To turn this on, rename the file "regions" to anything else, and rename "regions_nerfed" to "regions", then regenerate your world or travel through a wormhole. Renaming the files may need to be re-done every time the mod updates, though this should not happen often.
volt 29 May, 2019 @ 5:15pm 
nevermind it is 19000
volt 29 May, 2019 @ 2:43pm 
what is the faction's number
Owlfeathers  [author] 10 May, 2019 @ 7:13pm 
@[FuFo] Da HALOSHOCK - Mm, okay. Thanks for the report; I think I know what the problem is and I have an idea as to how I can fix it.
[FuFo] Da HALOSHOCK 10 May, 2019 @ 3:44pm 
From what i could tell it was always active while near the really big ships.
Owlfeathers  [author] 8 May, 2019 @ 6:49pm 
@[FuFo] Da HALOSHOCK - Is the effect lasting for longer than 10 seconds? The EMP is supposed to disable weapons for 10 seconds and then have a very long cooldown before the next time it activates.

If it’s lasting for 10 seconds but that seems too strong; I can nerf it a bit. If it’s permanently active though then that’s a glitch - if this is the case I think I have an idea of how to fix it though.
[FuFo] Da HALOSHOCK 8 May, 2019 @ 6:22pm 
I can't explain it. basically all the guns stop working in a massive range. it might be that "EDL-1 Electromagnetic Pulse Device Launcher" and if that so then its too overpowerd cause you can't kill the ship with it equipped cause you can't shoot. only melee factions can fight them.
Owlfeathers  [author] 8 May, 2019 @ 4:09pm 
@[FuFo] Da HALOSHOCK - I can fix the broken thruster glitch by manually including the thruster fix mod into it.

Can you explain a bit more about making the base factions unable to shoot anything?
[FuFo] Da HALOSHOCK 8 May, 2019 @ 3:50pm 
this mod breaks all the base factions to the point they can't shoot anything.
[FuFo] Da HALOSHOCK 7 May, 2019 @ 6:52pm 
this mod has the broken thruster glitch and this mod https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1710453704 can't fix it.
Owlfeathers  [author] 1 May, 2019 @ 10:55pm 
Added superweapon: EDL-1 Electromagnetic Pulse Device Launcher

On activation, instantly and completely disables the weapons of all enemy ships within a 100,000 unit radius for 10 seconds, with a 40 second reload period.
Owlfeathers  [author] 16 Apr, 2019 @ 12:12pm 
@Khyron1 - Thanks; glad you like it.
Khyron1 15 Apr, 2019 @ 2:29pm 
solid. nice job.
Owlfeathers  [author] 15 Apr, 2019 @ 8:39am 
@Logicon - I actually agree on that, but I try to only put weapons in factions where they fit the faction theme. Farmers are a good candidate for long-range, low fire rate guns since vanilla Farmers already have some things like that (e.g. HC3, Longbow, EXR-1). Idk, I suppose I could maybe go with Crystalline or something instead - I would prefer to give more stuff to the factions which don't have much rather than adding more to those which already have many parts.
Logicon 15 Apr, 2019 @ 8:35am 
Personally I think those 2 factions have enough guns already hehe :)
Owlfeathers  [author] 14 Apr, 2019 @ 10:22am 
@Logicon - This mod is completely unrelated to Expanded Armoury, however I could try adding some similarly-functioning weapons in ExA (most would probably go to Farmer or Terran).

As for an Expanded Armoury 2, I suppose I could do that, but I think I'd rather just continue to update and improve the current one. There will definitely be more updates, content, and fixes coming for it in the future.
Owlfeathers  [author] 14 Apr, 2019 @ 10:17am 
@sokol :3, Lazarus Xjar - Thanks!