Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

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Expansion for Adjustable Fighters and Components
   
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Tags: Mods
File Size
Posted
Updated
218.756 MB
10 Aug, 2023 @ 3:19pm
12 May @ 6:11pm
47 Change Notes ( view )

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Expansion for Adjustable Fighters and Components

Description
What is this?
Adds new components to expand the excellent Adjustable Fighters and Components mod.

I took over the apparently abandoned original Fighters and Components mod then was contacted by a co-author.
We decided to turn this mod into an expansion of his mod update which he had been working on.

Why?
In Cosmoteer, smaller craft are at quite a disadvantage vs larger ones. Compare 1 bridge to 20 cockpits for example at one third the cost and energy and crew.
This mod is therefore made to make smaller craft more viable by adding advantageous items that hopefully allow for new strategies.

Main Ideas
* While batteries are standard practice for conventional vessels, this mod takes advantage of Quantum Electromagnetics interlocking which allows high energy transfer rates from small reactors directly to nearby parts! It is implemented on ALL fighter parts unless specified. However only small, specially made fighter reactors can take advantage of this and all vessels cannot handle more than 4 total reactors without creating quantum instabilities. The energy buff from reactors will show the charging range.

* All thruster parts benefit from being near to a cockpit (or drone core) and gain a lot of extra efficiency. A thruster buff will show the buff range.

* The turreted weapons are usually very fast rotating so you can fire while moving and the turret can track.

* Some weapons have large capacitors which let them store up a lot of firepower and release in a big volley, then run off to recharge, so strafing and hit and run become more viable.

* Ammo using weapons tend to have autoloaders and deep ammo bays to make fighters more viable without needing constant reload. The idea is to reload inbetween battles ideally. Some guns do benefit from having a few loading crew available though.

* HOWEVER, I intentionally made these parts NOT work all that great with normal or larger ships as they are not supposed to be strictly superior to existing parts. Fighter parts generally don't have all that good of penetration and fighters are better at hitting weak spots instead of trying to chop through dozens of armor blocks.

Features

So many parts!
See the second picture for current list of parts. They are all balanced as well as I can to work well with small fighter craft but not so great for large slow ships. I have lots of weapons, some thrusters, and some utility parts.

Added new enemy encounters. To remove these, just modify C:\Program Files (x86)\Steam\steamapps\workshop\content\799600\3018217021\mod.rules with a text editor and delete the very bottom section that says add enemy fighters, save and make it READ ONLY.

Note that there are part limits on certain components. I have removed enforcement of these myself but some are part of the parent mod. You can easily hack these out in the mod.rules file if desired.


Credits
Many Thanks to Tyrosr and RustyDios for the base mods.
Thanks to Kroom for his armor work that the fighter armor is rezzed and adapted from.
Thanks also to Kroom for his Krooms Forge that I used one gatling barrel and sniper barrel from.
Thanks to SirCampalot for his explosiveStructure that I grabbed with permission and his help on the forums for my modding questions!
Last but not least, thank you to GA author UltraNova for allowing me to use some of his sprites that inadvertently got added to my mod by my art director! (kid)
Popular Discussions View All (5)
8
28 Feb @ 7:25am
Suggestions or Balance concerns
joemama1512
6
12 Aug, 2023 @ 4:30pm
Crashing on loading
Aaron
3
26 Nov, 2023 @ 12:23pm
error with new patch
B4RNY90
168 Comments
joemama1512  [author] 3 Jun @ 7:11am 
I was hoping the dev would have fixed the underlying issue by now, but guess not.

Sorry you are still having issues. It sounds like you may have done some editing but maybe missed a ship design that had the miner? To reiterate, go here:
C:\Program Files (x86)\Steam\steamapps\workshop\content\799600\3018217021\FightersDirectory\enemyEncounters\Fighter

Delete the following: ExperimentalDroneLab.
Copy HeavyStrikeFleet and rename to ExperimentalDroneLab

Delete LC-105. Copy Mauler and rename to LC-105

Delete Ragnarok. Copy FrigateWithFighters and rename to Ragnarok.

Delete TwinTerror. Copy and rename Foxtrot

Delete UTurn. Copy and rename TriForce


Hopefully I found them all. Surely that should deal with it if all your buddies do this. Also, I recommend making all replaced ships READ ONLY so they don't get 'fixed' by any update!
MysteryKoolaid 2 Jun @ 2:29pm 
Hello, been a while since my last comment here. The problem with the Fighter Antimatter Minelayer in multiplayer still persists. The mines going off still desyncs the entire lobby. The fixes you provided last time also did not work. I could get you a clip about whats happening, if that would makes things easier to debug. We also tried only running this mod and the dependency to see if any of the other mods we had was causing the issue.
Baka yellow 13 May @ 5:50pm 
Fair enough! Preciated.
joemama1512  [author] 13 May @ 5:18pm 
I didn't even know you guys could see the update logs, lol. The new stuff wasnt quite ready for release but I already had it incorporated for testing. Plus I was in a hurry to fix the latest dev update/rename screwup so you guys will just have to somehow live with the 100% compression version of my log update. :-) Hence the manual notes in the comments.
AnAmoeba 13 May @ 1:18pm 
Awesome new update! Love your mod
Baka yellow 12 May @ 7:25pm 
"Update: May 12 @ 9:11pm

"

gg/10, best update log yet.
joemama1512  [author] 12 May @ 6:56pm 
Got some new gas for you guys!

First up is the Energy Relay. It is like a capacitor that extends the energy wiring. It cannot make batteries or be charged by them however.

Got a new burst-fire energy cannon with long reload time. Great for hit and run or depleting shields without needing disruptors.

New SPINTHRUSTER which works like a gun with recoil and can spin your ship in circles. Great for AI, see the animated gif.

Two old fashioned manual drills. Really tough and you can drill through asteroids.. and enemies.
joemama1512  [author] 12 May @ 6:12pm 
Fixed. Dev decided to rename doodads_off1 BACK TO doodads_off....
allankliver 12 May @ 5:17pm 
Same here
Farrowe 12 May @ 7:24am 
It seems that there's a crash when using This, the Asjustable Fighters mod, and the built-in Huge Ships mod. the stack trace says something about being unable to find "doodads_off1.png" in the "thruster_small_ folder, under Terran ships