Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

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SirCampalots Fleet Action mod
   
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Tags: Mods
File Size
Posted
Updated
5.440 MB
6 Dec, 2022 @ 11:01am
28 Jun, 2023 @ 8:34am
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SirCampalots Fleet Action mod

In 1 collection by SirCampalot
Extended Tech Tree Mod.
32 items
Description
This mod significantly increases the amount of enemies in Fleet Bounty missions. You may face ridiculously large groups of (overleveled) enemy ships especially in the higher levels.

I made the enemy fleets in the lower levels only a little bit stronger, especially the spawn system is still relatively safe. Around level (8-10) many of the fleet bounties will already be fairly high compared to the default ones with larger and more stronger enemy fleets for you to defeat. Play this mod at level (16-18) if you enjoy experiencing pain or if you believe the base game is too boring and you believe you deserve more of a challenge :P

I made this mod originally because I wanted an easy way to battle larger fleets with my own fleet. Also I enjoy playing with large fleets myself and as I use several mods that increase income and remove economy bottlenecks, the base game offers little to challenge my (subjectively) awesome combat fleet harrrrr.

This mod is not exactly perfectly balanced and that's also not its purpose. The purpose is purely to generate large enemy fleets I can fight because I like large fleet battles with large numbers of ships shooting each other. Keep in mind that the game will produce many missions with ridiculous bounty requirements, but also absurdly high rewards.

This was a private mod for weeks, but now I uploaded it to the workshop as I believe others may find this a nice change in their playthroughs. This mod seems to be savegame compatible, but as I could see it star systems already generated will keep the boosted fleets and their boosted mission rewards. Also depending on your system this mod may not play very nice with your FPS, but my PC is still alive (though my own fleet isn't anymore lol). This is a fairly simple mod.


Thanks to the cosmoteer discord modding community for helping me roll out this mod :)
33 Comments
SirCampalot  [author] 21 Apr @ 9:58am 
@Z.E.R.T.: it does increase the number of shipS that spawn in the renegade bounties, but it doesn't increase the number of renegade bounties themselves.
Z.E.R.T. 21 Apr @ 7:40am 
Ahhhh my bad i was sur your mod increase the number of ship in rengate bounnty ... like not just 3 in ech pass sector lvl 8-10

(This mod significantly increases the amount of enemies in Fleet Bounty missions. You may face ridiculously large groups of (overleveled) enemy ships especially in the higher levels.)
SirCampalot  [author] 21 Apr @ 2:22am 
@Z.E.R.T.: I'm sorry, but you're going to have to be more specific, I don't really understand what you're trying to say.
This mod doesn't influence the number of renegade bounty packs, just what's in them.
So if (for whatever reason) there are very few bounty packs, this mod will change only those very few.

Also always keep in mind other mods that make changes to the same data may be overwriting the edits done by this mod.
Z.E.R.T. 20 Apr @ 7:37pm 
9-10 sector and only 3 ship bounty last sector 6-8 i ad 3 bounty with 10 ships....
SirCampalot  [author] 14 Jan @ 4:15am 
SirCampalot  [author] 13 Jan @ 5:15pm 
@Mr Twister: It'll be an experimental version of this mod, similar to the other experimental versions of this mod except with fewer ships.

Like this mod, it doesn't require any other mod.
Mr Twister 13 Jan @ 3:12pm 
Nice, will that new mod work as a standalone without the Extended Tech Tree mod?
SirCampalot  [author] 12 Jan @ 3:15am 
@Mr Twister: Yes, this mod is ridiculous! :)
The level 19 groups in tier 14 systems is even the only other ingame screenshot taken with this mod active, it really is this way :)

About the crew, you can disable the max crew limit or relax it a bit.

But anyway, by chance last night I was actually talking to someone on discord about this because the SW mod adds much larger ships and this mod adds a lot more ship so his game is very laggy (but he's still gonna keep this mod setup because he enjoys the fights so much despite the lag), so I went to check my pile of never-released mods and I actually started work on such a mod in december 2023 lol and just never completed it.

I'll go round up that mod and then upload that mod as that shouldn't be much work.

Also don't forget you can actually disable this mod and continue playing, but the huuuge mission groups already spawned will remain, so good luck with that xD
Mr Twister 12 Jan @ 1:07am 
The main issue I have with this mod is that it is starting to spam ultro high level bounties way too early. Just came to danger 10-12 system and its packed to the brim with super endgame pack bounties. There are around 25 missions between the stations, out of those 25 there are 3 danger 17, nine (!) danger 18 and three more danger 19 missions, and there was just a single danger 14 mission that I could actually level earn some reputation on and a handful of level 12 ones. The mod needs some polishing and definitely needs to move those high threat bounties into danger 15-17-18 systems. Otherwise its getting real ridiculous real quick and you cant progress because you need more crew but you cant take on any missions whatsoever because everything is jam-packed with endgame.
SirCampalot  [author] 20 Oct, 2024 @ 9:34am 
@Redrave: Yes, it should be compatible with the Star Wars mods.