Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

Better Starter Ships
4 Comments
doge203 17 Apr, 2023 @ 5:42pm 
@CurtimusPrime92 That's because its a ship pack not a mod. When you start a new game and are selecting your ship there should be a button labeled "use your own ship" or something like that if you press that you should be able to select a ship from this pack
CurtimusPrime92 15 Jan, 2023 @ 12:26am 
this mod doesn't show up in enable mods menu?
Sabetwolf  [author] 7 Nov, 2022 @ 3:07am 
Getting a shield quickly vastly increases the effectiveness of the Model-I. From there, sticking with the Ion theme, I'd work up to 4 emitters combined down to 2 beams (upgrading power and crew as needed) - don't reduce to 1 beam, it's not worth it yet. Until you encounter Disruptors, using prisms near the front of the ship to aim will make combat simple, because you can hide them behind a shield or two and there are few ships that can burn through them. Once disruptors become common, you'll want to focus more on maneuverability and bury your prisms deeper in the ship, at which point you'll also want to pick up a sensor to make better use of your range.

Don't use this ship for storage. It's always better to have a 2nd ship as your mining/storage/factory that you can scavenge a sector with after clearing it
Mildmay 6 Nov, 2022 @ 5:06pm 
These are pretty excellent. thanks for sharing. Any tips on how to develop the Model - I into midish game?