[MOD][Ships, Weapons & Drones] Requiem (0.6 Beta)

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NewAgeOfPower
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[MOD][Ships, Weapons & Drones] Requiem (0.6 Beta)

Postby NewAgeOfPower » Mon Oct 07, 2013 9:55 am

Last updated October 27th, 2013.
-Small teaser added. Grammar edited.

Oct 23rd
-FAQ updated again.
-Individual Ship descriptions along with weapons added. Still need to add in Drones... but the campaign ftl...
Warning, given stats reflect current design version, not current released version.

Oct 7th
-Images, FAQ, and Bug List updated.

FAQ here.
Bug list here.



)|(

Part 1 of the Ascension campaign, Requiem is intended to flesh out the storyline of FTL, introducing more detailed factions, and of course, add new weapons, drones, ships, & augmentations.

Requiem takes place 2 years after the events in vanilla FTL.

The beta here will introduce the player to some of the light units deployed by some interstellar nation-states in this game.

KMNHandForum.jpg


ICNMuninnForumDisplay.jpg



You will need the core mod file to play any of the ships or the yet-to-be-released-campaign (otherwise you will get a CTD)

Download Ascension Core File - Current version: 0.6 Beta

The KMN Hand Shale Class Frigate (FG) | Role: Boarding/Capture | Replaces the Mantis A

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Download the KMN Hand (1.0) here

One of the first warships ever built for the Marauders, this vessel reflects both their origin and purpose.

Despite the peaceful, in fact, popular reunification of the Rockmen of Vrachos and the Crystals of Luminos into the Khadarin Confederacy, both the Vrachos Admiralty and the Luminous High Command were still filled with admirals who viewed their counterparts with derision and suspicion- indeed, refusing to fund more than token efforts at a combined navy.

Still, the shadowy conspirators behind the Anchluss were not deterred. Understanding both races' weakpoints and strengths very well, and knowing of the coming storm, the founders of the Khadarin Confederation decided not only to combine the technologies of Rockmen and Crystal, they also realized the Khadarin Confederacy needed to acquire other faction's technology.

Recruiting the most elite Rockmen and Crystals from all walks of life, they gave these brave souls a shoestring budget, an objective, and a bold name: The Marauders. They rapidly developed the effective Shard Cannon, and began combining it with the reliable Plasma Repeater.

The Shale-class Frigate reflects the budgetary limitations of the time, being only equipped with 2 Shields/Weapons/Drones, but with it's powerful 4-man Teleporter it could rapidly capture enemy vessels- and salvage their technology.

The Hand is equipped with the following armament:

Plasma Repeater
Power Draw: 2
Shots per Cycle: 1
Projectile speed: 40
Cyclic Rate: 5 seconds
Damage per Shot: 1
Ammunition Consumption: N/A
Other Effects: 1 level of ionization, chance of fire


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The Rockmen, originating from the Lava planet of Vrachos IV, have always had a fascination with high temperature weapons. Like the Concordiat version, the Plasma Repeater draws plasma directly from the ship's reactor.

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Without the advanced materials technology of the Concordiat, they've been forced to use miniaturized shield-fields as the walls of the accumulator system, thus reducing the maximum achievable plasma density per shot. However, with their better understanding of exotic plasma states, they've been able to vastly increase their rate of fire and still deal punishing damage, ionization, and of course, start fires :twisted:


Shard Cannon
Power Draw: 1
Shots per Cycle: 2
Projectile speed: 50
Cyclic Rate: 12 seconds
Damage per shot: 2
Ammunition Consumption: 1 unit of Explosives per Cycle
Other effects: Lockdown, chance of breach, penetrates 2 layers of shields


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Ever since the Hero of the Federation re-discovered the Crystals two years ago, their exotic defense mechanism had been a terror to behold in boarding combat. Now, Engineers & Scientists of Luminos have succeeded in building a uniquely Crystalline weapon...

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Based on similar operating principles to ancient cannons, the Shard Cannon fires large shards of Crystal at high velocities at the enemy ship, laden with explosives... and copious amounts of nanoglue. The heavy rounds deal excellent damage, still boasts an acceptable cyclic rate of fire, can breach the enemy ship... and is guaranteed to seal any poor souls within the room, delaying or perhaps entirely preventing aid, repairs, and escape. :twisted:

This weapon does consume explosives when fired, however, making it's usage a non-trivial decision. Furthermore, these shards are large enough to be targeted by almost all defenses, although their mass allows them to pierce moderate levels of shielding.

ICN Huginn Javelis Class Destroyer (DD) | Role: Interdiction | Replaces the Stealth A

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Download the ICN Huginn (1.0) here

The Javelis class of destroyers was first designed 80 plus years ago- in fact, the first Javelis class was commissioned when the Founder of the Concordiat was still alive, and the Imperial Concordiat Navy was one unified service!

The antiquity of the design shows itself in the hull-layout: the entire vessel is built around the broadside-firing concept. By assuming that a ship could rapidly rotate around it's axis before an opponent entered it's combat radius, ship designers could emplace all of a ship's weaponry - and armor - to face one direction, allowing for maximum efficiency in firepower and maximum protection efficiency.

Six decades ago, the broadside firing concept was nearly made obsolete by the discovery that the Zoltans had developed a crude cloaking device- only until two decades ago, were broadside-fitted vessels allowed outside of basic patrol and piracy suppression duty, due to the invention of powerful sensors that could detect, although not lock onto nor localize a cloaked vessel .

The Huginn has served most of her lifespan in the service of the Praefactus Custodes, as an pirate-hunter and commerce protector, and thus has been fitted as an Interdictor.

The Huginn (and other ICN Interdictors) are armed with:

Plasma Cannon
Power Draw: 3
Shots per Cycle: 2
Projectile speed: 40
Cyclic Rate: 18 seconds
Damage per shot: 2
Ammunition Consumption: N/A
Other effects: 2 levels of ionization, chance of fire

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One of the first weapons ever designed for space-warfare by the Concordiat, the Plasma Cannon is a fairly simple design. It draws a heavy and hot load straight from the reactor, while compressing it in accumulators until it reaches critical temperatures, then firing the charges at it's opponent.

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The effects, however, are incredibly devastating. The mass of plasma is ionized, crippling any sensitive equipment which it doesn't outright destroy, and the temperature can start nasty fires. Unfortunately, both the power draw and cyclic rate are sub-par.

Assault Cannon
Power Draw: 1
Shots per Cycle: 5
Projectile speed: -
Cyclic Rate: 3 seconds
Damage per shot: 1
Ammunition Consumption: 1 unit of explosives per Cycle
Other effects: N/A

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Note: Each burst is counted as one shot. Five bursts per cycle.

In their histories, practically every species has at one point or another developed a rotary ballistic cannon. The Concordiat, however, are one of the few factions to take this concept to space warfare.

Equipped with depleted uranium shells, the only power required for this weapons system is for initial targeting and driving the barrels, as each projectile is launched through the use of explosives, and there is no need for fire-control uplinks as ballistic shells can't use course correction data anyways.

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Boasting an incredibly rapid cyclic time, and the ability to fire five bursts per cycle, the Assault cannon could annhilate opponents in short order. However, it consumes explosives every cycle, and needs an entire burst to deplete a single layer of shielding... meaning a incautious commander could find himself out of ammunition very quickly.

Anti-Capital Torpedo Launcher
Power Draw: 2
Shots per Cycle: 2
Projectile speed: 10
Cyclic Rate: 12 seconds
Damage per shot: 5
Ammunition Consumption: 3 units of explosives per Cycle
Other effects: Breaching, penetrates 6 layers of shields

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As with naval warfare on Earth, the battleship reigned supreme in space warfare, with it's extreme shielding, active defenses, massively armored hull, redundant systems, and impressive array of weapons systems. Although not intended (nor capable) of allowing a podunk ship to single-handedly defeat an alert and ready Battleship, the torpedo launcher, as with it's maritime cousin, is designed to allow a light unit to threaten a heavy unit.

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Although each torpedo has minimal engines, sensors, target-tracking, and manuevering, they are massive... and laden with incredibly powerful warheads. Even a single defense drone is capable of annihilating salvoes of torpedoes- but a single hit is capable of inflicting crippling damage on the heaviest unit. No ship afloat in space, save for the KMN United Fist, has survived more than six direct hits from these torpedoes, although many tacticians believe the RN Victory (the destroyed Rebel Battlewagon that served as the Rebellion's flagship two years ago) could probably survive even more hits.

ICN Muninn Javelis Class Destroyer | Role: Fleet Scout | Replaces the Stealth B

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Download the ICN Muninn (version 0.8) here

Unlike most of her sisters, the Muninn served her entire life in the Integreteriat, and as a fleet forward screening element. Thus, she was outfitted as a Fleet Scout.

Despite the dismissal of the Integreteriat by the Praefactus Custodes as a bunch of militaristic paranoid nutcases, all that extra training, practice, and plain being militaristic paranoiac combat junkies has paid off for the Integreteriat. As a result, the Integreteriat's light units are not only better maintained and more expertly crewed, they are also less logistically dependent on having nearby supply bases than the Praefactus Custodes equivalent units.

Although not outfitted with advanced or heavy weapons (partly due to fear of ICN technology being captured), the Muninn is capable of fulfilling it's mission even deep in enemy territory.

The Munnin (And most ICN Fleet Scouts) are armed with:

Plasma Cannon
[See the ICN Huginn's entry]
As with the Praefactus Custodes, the Integreteriat equips it's light units with Plasma Cannon, as it has been proven highly effective and logistically minimalist in requirements- and most importantly, does not contain advanced Concordiat technology.

Autocannon
Power Draw: 1
Shots per Cycle: 3
Projectile speed: -
Cyclic Rate: 3 seconds
Damage per shot: 1
Ammunition Consumption: 1 unit of explosives per Cycle
Other effects: May cause breaches, extra damage to personnel and systems, penetrates one layer of shields

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Like the Assault Cannon, the Autocannon is another electrically driven, explosively propelled ballistic weapon incorporating rotating barrels. Unlike the Assault Cannon, the designers of the ICN's Autocannons accepted a 60 round per minute (instead of the blistering 900 rounds per minute seen on the Assault Cannon) rate of fire... in exchange for a higher caliber shell that's nearly five times as massive and twice as fast.

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Although scoffed at by the Praefactus Custodes and rejected for their service, due to the fact each shell did only as much damage as an burst from the Assault Cannon (meaning a 40% reduction in effective hull damage per cycle), the Integreteriat quickly grew infatuated with the Autocannon, as each high-caliber shell became large enough to not only bypass one level of shields and have a chance of puncturing hulls, but also large enough to be loaded with a small fragmentation charge, which could gut systems and wipe out crews in short order.

An entire burst of these shells landing will kill off all crew who aren't as tough as Rockmen and Crystals. And the weapon's total cycle time is identical to that of the Assault Cannon. :twisted:

Assailant Launcher
Power Draw: 2
Shots per Cycle: 4
Projectile speed: 80
Cyclic Rate: 12 seconds
Damage per shot: 1
Ammunition Consumption: 1 units of explosives per Cycle
Other effects: Penetrates 3 layers of shields

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Not being based in the Concordiat's Core Worlds, the Integreteriat realized it couldn't afford to supply all it's light units with sufficient explosives to keep Anti-capital torpedo launchers fed. Additionally, it's fleet scouts needed to quickly overwhelm other light units in single combat, not engage battleships in drawn out multi-hour pounding matches as part of a larger battlefleet.

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Maximized for salvo size and cyclic rate of fire, with explosives consumption a secondary concern, the Rain missiles fired by the Assailant system have not only minimal damage output (with a simpler warhead than even an Autocannon shell), but even have problems penetrating shields due to the light mass of each individual missile.

The designers did accomplish their goal; they created a system that not only rapidly overwhelms point defenses but could be mounted upon a light vessel.

)|(


Any thoughts, comments, suggestions are welcome. Even (light) flaming is permitted, although, do read the FAQ before you start up your flamethrowers.
Last edited by NewAgeOfPower on Mon Oct 28, 2013 12:20 am, edited 40 times in total.
Requiem. The first in the Ascension trilogy. Current version: 0.6 BETA.

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Re: [MOD][WIP] Requiem (0.6 Beta)

Postby NewAgeOfPower » Mon Oct 07, 2013 10:18 am

FAQ:

Q: Aren't these ships a little overpowered for Vanilla FTL?


A: Yes. Yes they are. These are naval warships, fully loaded by combat-ready navies.

I believe a line Federation fleet Cruiser has firepower equivalent to 4 BL MKIIs, with two defensive drones and an offensive drone, and two combat augments. Both the Khadarin Confederation (and especially the Marauders, it's elite force) and the Concordiat are technologically superior and more efficient with their designs even given similar levels of technology.

They aren't ludicrously overpowered, but a good FTLer should win most of the time. I can probably achieve a 95% win rate with the ships in Requiem 0.6 Beta- these fully - loaded light naval vessels are weaker than a line Federation naval cruiser, but barely. Given the long and raging war the Federation is suffering against the Rebels, it's questionable what percentage of the Federation's units are still fitted to line standards, of course.

Some Vindication ships may be extremely hard to play in Vanilla. And you should feel bad for playing Ascension ships, especially Battlecruisers (BCs) on anything easier than brothershogo's Brutal Difficulty Mod or equivalent.

Q: How big is this mod project?

A: Gigantic. This will hopefully become the Super Tengen Toppa Gurren Lagann of FTL mods. Seriously, the Faction/Race primer alone is standing at 4.7k words, and I haven't even finished 1/3rd of it. And I've barely started the Naval Warfare primer...

I have half a dozen ship classes planned for each arc of the Storyline as well... All of them with requisite augs, drones, weapons, and graphics...

Q: Can I see some of the story you've written?

A: Sure. Check this link for some of my story material. Still in draft stage though.

Q: Thats tldr. Got a shorthand Faction descriptor?

A: Okay. Here goes:

The Path of Purity of Battle (Mantis)- Habsburg-like constantly infighting fanatical space bug tribal conclave.

Warriors of the Crimson Path (Mantis)- Xenophobic and racist united fanatical space bug monarchy.

United Planetary Federation (Multi)- Star Trek Expy. With luddites, corruption, infighting, and rebellion.

Republic of Humanity (Human)- Basically, the Rebels. With luddites, PTSD, bigotism/racism, and more PTSD.

Reich Zoltaeus (Zoltans)- We are so good we don't want you, go away, especially you, dirty rockman refugee. OH GOD AN AI KILL IT KILL IT WITH FIRE!

Engi Emergency Coalition (Engi/Multi)- This universe is crazy. HELP SOMEONE HELP US OH GOD WHY GOD?!?!?

Concordiat of Man (Human)- Anarcho-Facist-Libertarian (...) post-scarcity transhuman nation. With a side of AI rebellion.

Khadarin Confederation (Rockmen & Crystal)- Let's shelve this historical bitter feud, because we discovered a cure for the Chrysalis Evolutionary Virus that doesn't wipe out Crystals... More importantly, right now is a great time to conquer everyone else instead of fightin each other! :twisted: :twisted: :twisted:

Assorted Slug Pirate Warlords (most pirates)- PROFIT!!!! PROFIT!!!
Last edited by NewAgeOfPower on Wed Oct 23, 2013 5:52 am, edited 5 times in total.
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Re: [MOD][WIP] Requiem (0.6 Beta)

Postby UltraMantis » Mon Oct 07, 2013 11:20 am

That. Looks. Thunderous! :shock:

Looks really sweet and i'm liking the weapon mounts. Slick work, i'd shovel more praise but have to play it a bit first.
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Re: [MOD][WIP] Requiem (0.6 Beta)

Postby NewAgeOfPower » Mon Oct 07, 2013 2:04 pm

Known Bug List [Updated October 7th, 2013]

-ICN Point Defense Laser Cluster Drone "PDLC" does not work. [Core Mod 0.6/ICN Munnin 0.8]
-The ICN Huginn has unoptimal positioning on the screen. [Core Mod 0.6/ICN Huginn 1.0]

Solved Bugs

-None yet.
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Re: [MOD][Ships, Weapons & Drones] Requiem (0.6 Beta)

Postby NewAgeOfPower » Sat Oct 12, 2013 8:08 pm

Running into a bit of a block with writing my campaign into the games sector/events structure. Release might be delayed.

Sorry.

PDLC will be fixed, but that was just a testing version. It is not intended to be included in the Requiem beta- you'll see it in the Vindication storyline, along with other prototype technologies.
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Re: [MOD][Ships, Weapons & Drones] Requiem (0.6 Beta)

Postby sandiestcomet » Tue Jul 08, 2014 7:07 pm

is this dead?
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Re: [MOD][Ships, Weapons & Drones] Requiem (0.6 Beta)

Postby NewAgeOfPower » Tue Sep 09, 2014 9:57 am

sandiestcomet wrote:is this dead?


I'm officially reactivating this project.

The current focus is being changed to just releasing a Ships + Weapons mod, to hopefully attract a collaborator who is better at Events, (and have SOMETHING finally released in case I can't find one)

Current hope is to get a 1.0 release out at the end of this month. To save time, I'll be using some premade hull designs that are given, like in the Shipyard.

Especially looking for someone who can help me 'semi-crystallize' some of my hulls, and a events.xml proficient modder.
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Re: [MOD][Ships, Weapons & Drones] Requiem (0.6 Beta)

Postby NewAgeOfPower » Thu Sep 11, 2014 1:30 am

I made an offering in the Shipyard Thread.

NewAgeOfPower wrote:But wait- I don't come without gifts of my own.

Here is the Khadarin Confederation's Prahk Yol, a new Feldspar-class Battlecruiser.


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Its almost finished, I just need to add a small amount of Crystalline growths to it, which I'm quite terrible at, but anyone is free to use this.

Please consider helping me (reference previous post for instructions? Or contact me?)


Like the design, hate the design, etc, let me know.
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Re: [MOD][Ships, Weapons & Drones] Requiem (0.6 Beta)

Postby dude_mccue » Thu Aug 31, 2017 6:30 pm

Hey PLEASE PLEASE PLEASE keep working on this mod!!! It's been forever but I for one would definitely still play it to death. You obviously put a lot of time into the storyline and built an impressive amount, keep it going!!!

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