Reassembly

Reassembly

Voltaire
40 Comments
danny420dale 30 Apr, 2016 @ 5:27pm 
AWESOME!!!!!
Arheo  [author] 30 Apr, 2016 @ 2:40pm 
Can't argue with that. Could use more stations in general. Might add some bits and bobs soon.
danny420dale 19 Jan, 2016 @ 3:12pm 
Miiiight need slightly better low-end stations. Just saying :D
TTFTCUTS 18 Jan, 2016 @ 7:07am 
They stack.
ark 17 Jan, 2016 @ 10:37pm 
do charge cannon augmenters stack? as in you can put augmenters on augmenters, or do they have to be directly touching the cannon
Poi 12 Jan, 2016 @ 10:13pm 
Never thought of that... But at least I managed to make this:
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=599371159&tscn=1452653266
:D
Arcanochromatic Detonation 3 Jan, 2016 @ 11:05am 
That helps alot. Thanks!.
Arheo  [author] 2 Jan, 2016 @ 3:12pm 
The recursive nature of the patterns looks like this, hoperfully. You can tile the pentagons into a ring like this (note you can fill it in with 5 rhombuses)

http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=591210092

You can then put the narrow tiles around it thusly :

http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=591210140

and after this point, you need bigger pentagons, as there are no larger sizes. You can make those like this:

http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=591210027

and tile like this:

http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=591210201

Then it's just rinse and repeat upwards :

http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=591210259

The trick to getting weapons to work, since there are no rhombus boosters, is rotating the larger pentagons within the shape.

Hope that helped :)
Arcanochromatic Detonation 2 Jan, 2016 @ 2:45pm 
Also uses those two wierd 4-sided shapes that are clearly not rhombuses.
Arcanochromatic Detonation 2 Jan, 2016 @ 12:41pm 
Not sure what search engine you are using, because there is nothing on penrose tiling other than either mass tilings, pentagon only fractals, and patterns that also use obtuse triangles, or squares in addition to the rest.
Arheo  [author] 2 Jan, 2016 @ 11:44am 
Look up Penrose tiling for help! (Ignore the advanced penrose stuff, only basic shapes are available)
Arheo  [author] 2 Jan, 2016 @ 11:44am 
It is possible to scale indefinitely with the parts available, you just need to make size 4+ blocks out of smaller parts. The trick is making larger pentagons out of 2 small pents, 3 fat rhombuses and 1 thin rhombus.
Arcanochromatic Detonation 2 Jan, 2016 @ 11:35am 
I've had serious problems scaling up, and using the larger modules. At least if I want to keep something that remains flying sauser-like. I end up with either holes, or end up going more and more layers out with smaller unwanted modules, and cannot figure out how to do otherwise.

The modular cannon says it costs 0 energy. Presumably it is actually something like .0001 or something, and is effected by itself, such that it costs 1000x or 100x times as much power, bringing it to something noticable. However, since that data is hidden/rounded off, You might want to add that data to the tooltip.
Poi 2 Jan, 2016 @ 6:38am 
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=589760498
It could use some more generators, but that's a problem for another day.
Arheo  [author] 1 Jan, 2016 @ 1:43pm 
I use lots of small rapid fire batteries to deal with shields. If you stick to just 1 rapid fire module and some range/damage, you can end up with quiiiiite a few guns. This is lethal to shields.
Poi 1 Jan, 2016 @ 11:07am 
Yeah, Voltaire's a good starter faction...
And then one of GATC's strongest factions has to spawn next to you and guard half of the disabled factories. This faction has it's merits. Dealing with literal shield bubbles that guard spinning ICBM's isn't one of them.
Also, managed to encorperate multiple factories into a single ship and it actually look decent. But the ship itself is pretty horrible in terms of firepower. At least it'll spawn the decent ship for the army.
Arheo  [author] 1 Jan, 2016 @ 7:42am 
I'm happy with them being playable from the start. Their balance means they aren't likely to be overpowered at the start, but if everyone would rather they were unlockable only, I guess I could change it.
TTFTCUTS 1 Jan, 2016 @ 7:00am 
In the faction file, playable = 0 is unplayable, 1 is unlockable and 2 is unlocked from the start.
Poi 1 Jan, 2016 @ 5:43am 
There's some code work you can do to get it unlocked without fighting them. Cvars, I think, and TTF didn't want to cheat for you.

Also, your best bet for saving squishy spots is to kill theirs first. Next best bet is to use the experimental thrusters since they give shields that can stop AoE effects from shots that hit it until the shields dies.

This mod is pretty great for its super AoE weapons. 2 mortar modules and you've pretty much ignored the armor on most ships unless you hit a shield. Just remember to balance it out and build carefully.
Arcanochromatic Detonation 1 Jan, 2016 @ 5:11am 
How is it that I can use this faction from start, but I can't use the two by TTFTCUTS?
According to those threads, all custom factions are disabled until you kill them, but I never fought this faction. It worked as soon as I installed it.
Arcanochromatic Detonation 31 Dec, 2015 @ 10:44pm 
Ah, that explains the targeting
I think an obtuse triangle would also make sense in quite a few places.

It's not the reds that have a problem. It's the default race, that has default ships with really weird angles from using right triangles in chains. Other races are similarly bizzare, and anything other than a basic grid, either triangle for reds. Or square for white results in a huge frustrating mess.
TTFTCUTS 31 Dec, 2015 @ 10:06pm 
@Dresdenshy: The rhombus stuff is penrose tiling - same principle as the Reds and Crystalline parts.
Arheo  [author] 31 Dec, 2015 @ 10:04pm 
And thanks for the positive feedback :)
Arheo  [author] 31 Dec, 2015 @ 10:04pm 
Losing large parts of 'squishy' hull is usually due to AOE weaponry hitting things with smaller health values at the same time as hardened hull. The squishy blocks (internal) die, and the armored ones don't.

Also, the autofire 'bug' is part of the game mechanics. You need to target and then click so the game knows you consider the target an enemy - I think because some races are passive, and you don't want to just shoot indiscriminately.

The rhombuses that are available are size 1 and 2 - sadly there are no smaller options, only larger, such as the size 4 factory (which is intended to be awkward).
Arcanochromatic Detonation 31 Dec, 2015 @ 9:57pm 
I find this is the first race where the oddly shaped pieces make perfect sense. Most races, they just are irritating and awkward, such that I generally try to force it to be a square grid, and most pieces can't really be used. Some are rhombis distortion, but thats about it. Here, it all fits together beautifly, giving pentagon type shapes each time, with only rare issues showing up. I think a rhombas shape one size down would be helpful, and I occationally end up with unfillable areas now that I am trying to scale up, but over all, it is pretty clean.

I think that the reason autofire wasn't working was that it wasn't considering them enemies, Maybe as a result of them being agent fleets or something, not sure.
Arcanochromatic Detonation 31 Dec, 2015 @ 8:50pm 
The solar overload charge gun doesn't autofire correctly. It seems to aim, but not fire. To a large extent, the same is true of the basic beam cannons. If you don't fire with one of them, they tend to not fire, even in Point defence mode.

I find it odd how the core gets damaged before the shell is destroyed sometimes. Also, sometimes, I end up losing entire circles instead of chunks. I suppose they deattach one at a time.
TTFTCUTS 31 Dec, 2015 @ 7:23pm 
I didn't have much of a problem with survivability except at the start - I'd say "farm resources a bit" instead of going full, face-first combat until you're big enough.
Arheo  [author] 31 Dec, 2015 @ 6:40pm 
The answer to both these questions is 'more blocks!'. I think the generator tutorial should disappear after 300 power gen? If not, there is sadly not much I can do about it. I have a feeling it still existed at the end of a game, so, sorry!

The most effective design to protect the core is always the 'round' UFO shape, with shield thrusters (which are also armor in themselves). The side isn't designed to be tanky, as such, as most of their weaponry tends towards the longer range.
Arcanochromatic Detonation 31 Dec, 2015 @ 6:32pm 
How do you get past the generator tutorial aspect? none of the core blocks seem to register.

The heavy armor and fragile core is interesting. It does however tend towards critical existance failure.
Pecs 30 Dec, 2015 @ 5:54pm 
Idk if my brans can handle this...
Conga Lyne 30 Dec, 2015 @ 1:20am 
v Do you really want to play with Faction 4 but with turreted guns and with more people not knowing how to use them?
Alpha135 30 Dec, 2015 @ 12:52am 
super cool this should defintly be add to the base game as thier is so much costomizablilty
pǝlɯǝʞɔɐɾ 29 Dec, 2015 @ 10:59am 
@TTFTCUTS
lel

@Nutsoman
well fak, at least it's possible to even generate power normally.
TTFTCUTS 29 Dec, 2015 @ 7:45am 
Screw circles :U

Bird-plane-dog? Ship
Arheo  [author] 29 Dec, 2015 @ 6:24am 
Worth noting that, whilst it is possible to build all sorts of weird and wonderful designs, Decagon UFOs were the intended shape, and most of the mod is balanced around this. TTFTCUTS (who tested this) refused to consider this, and found it just as playable with a giant bird-plane-dog ship :p
Arheo  [author] 29 Dec, 2015 @ 6:13am 
Sadly, proper piezo-electricity is not possible with the limited functionality of the script.

@Conga - Confusion is understandable, I'll give a brief run-down of what affects what, in the description. Thanks for playing though!
pǝlɯǝʞɔɐɾ 28 Dec, 2015 @ 7:03pm 
I have one question.
Did you actually make it so that every time you get hit, energy is generated, like in real Piezoelectronics, or is it just not possible to do that is Reassembly?
Conga Lyne 28 Dec, 2015 @ 8:05am 
I just want to say, I was really confused when I first played this mod.
The Charge Generators were confusing, I didn't know what was going on when the guns used different attacks.

A tutorial would be nice to understand this faction, as it offers some very different gameplay, something not even Tinkerell or Farmer is compared to.

The experimental thrusters were kinda tankey but I feel like they drained far too much power to be useful.
Conga Lyne 28 Dec, 2015 @ 3:25am 
Could use more screenshots imo
TTFTCUTS 20 Dec, 2015 @ 4:00pm 
This has been a long time in the making - to say that working out the general balance took a while would be a gross understatement. It won't ever be perfect but it's pretty good, and a lot of fun to build ships for when there are loads of different ways to do so.