Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

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[Beta] ST-AFA - Core
   
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Tags: Mods
File Size
Posted
Updated
13.031 MB
10 Jan @ 10:47am
2 Aug @ 7:58pm
9 Change Notes ( view )

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[Beta] ST-AFA - Core

In 1 collection by Sparky
[Beta] ST-AFA
5 items
Description
This is NOT all my work. Most of the mod was created by NeXuS and Kurim (see Main Branches)

This mod come pre-integrated with Kurim’s More Crew Quarters and thus will crash if both are enabled

Beta Branch of ST-AFA - Core
Contains wip and unfinished parts that don't necessarily work, and may not be balanced well.
Main Branch: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2949628816
33 Comments
Sparky  [author] 11 Aug @ 11:39am 
Yes, it is currently not functional, apologies I thought I had put that in its description
M. Kakrot 11 Aug @ 11:29am 
The overclocked deck phaser cannon doesn't seem to work for me. When overclocked it doesn't fire nor follow a target.
Sparky  [author] 31 Jul @ 5:19am 
We’ve been discussing on the discord server, and believe nx era parts would be beneficial for the starting sectors. Mostly consisting of phase cannon and spatial torpedos (I don’t believe I can make a grappler work visually sadly).
As for warpcore they were changed, and I plan on making the fighter and small consume less antimatter.
Also, the overclock for the deck phaser cannon will turn it into a tetryon cannon that acts as an improved disruptor
DasMoonBat 31 Jul @ 1:37am 
The Connie and Miranda were both real challenges, the Connie in particular can be an end-runner if one spawns as a pirate or fugitive in the starting system. A big part of that is the shield-core, even with disrupters it can be tricky to get through the shields and start damaging the hull before phaser fire and torpedoes start taking parts off of my ship.
It would be more work and I feel bad for suggesting it but a possible solution could be adding lower-stat parts that could work on weaker ships for the early game. Something like a fighter shieldcore to go with the fighter warpcore, allowing for things like an Oberth or Danube shuttle as tier 1-2 combat craft?
Also, were there any changes to the warpcores recently? Before the new vanilla version dropped I was noticing a much easier time keeping my ship using the Small Warpcore running efficiently.
Sparky  [author] 23 Jul @ 9:23am 
Did you find the connie to hard to destroy?
I wasn’t too sure what levels to put ships on so I did it very very vaguely off of the vanilla tier chart.
So some ships may be way too hard or way too easy for their tier
DasMoonBat 23 Jul @ 2:35am 
The more efficient factory would be a big help, especially one that works for dilithium as well. Apart from that, the resource cost for some parts and the credit cost for the blueprints can feel prohibitively high in career mode. That could just be me trying to start using some of the mod parts too early, though.

The AI doesn't need to worry about fuel as much as players, as neutral ships fully restock automatically. This can be a problem in career mode as Mirandas and Constitutions can wind up in the pool for lower tier pirates. I had a run get real interesting early when a Constitution was loaded in as part of a Pirate Hunter quest, so Kirk just patrolled around the starting system in an enterprise that would never run out of antimatter and torpedoes.

This is just my gripes from career mode, though. Still love this mod and really appreciate the effort you've put into it! Sorry I can't really offer any sort of hard numbers or real suggestions.
Sparky  [author] 13 Jul @ 10:05am 
For warpcores I am planning on making a factory for bulk crafting of antimatter. This would allow for turning hyperium into antimatter at a better rate, also it would allow for turning dilithium into antimatter at an even better rate. The hope would a single craft using dilithium would fully stock a mid sized ship. As for when to switch I am not really sure. I'll admit my primary focus hasn't been on the career progression. If you have any suggestions or if you noticed anything in particular it would be helpful to know. I may start my own career game after the release of dilithium asteroids and the factory.
DasMoonBat 12 Jul @ 6:10pm 
I quite enjoy your work on this content, seeing as I can't get the main branches to work. I have some trouble using parts in career mode, the cost of keeping warp cores powered and buying new blueprints feels prohibitive. Any career mode tips for when I should switch from vanilla ship parts to using the modded parts?
DasMoonBat 1 Jun @ 9:41pm 
I'm so glad this works.
Warhero5566 31 May @ 3:45pm 
also to bridge the gap between Phasers you could take a page out of the Star Trek lore and make Phaser types, i know in starfleet there are at least 13 levels of phasers, im probably thinking too far into this..