Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

[OLD! New link in description] Lisboa interceptor destroyer -EuroSpace
43 Comments
Yaddah  [author] 2 Jan @ 1:18pm 
Yep. I'm keeping these posts up in part to maybe show some sort of evolution which I think is interesting to see.
Sergeant Spectrum 1 Jan @ 7:01am 
My dude really a part of "link in description" gang on steam
Sinewave/Slymambo 3 Apr, 2023 @ 2:10pm 
Man i love all of your desings. They are well made and spaced and easy to convert in with other weapon systems
Yaddah  [author] 15 Dec, 2022 @ 4:31am 
I made a Mark 2 of this ship with much better defense and less crew. Check it out here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2902039474
KGanker 9 Dec, 2022 @ 5:19pm 
Darth Porgus, thank you. I appreciate the details. It wasn't crew management, it was resource management where I was missing an assignment to the new stations from the reactor.
Yaddah  [author] 9 Dec, 2022 @ 3:32pm 
@K Ganker: We're talking about the button in the crew tab, where you can assign the many little arrows.
Darth Porgus 9 Dec, 2022 @ 2:07pm 
K Ganker, maybe you missed something when assining the individual crew quarters to the power producer and the power taker. In other words, you have to assign crew to a reactor and this or other crew to the reactor and the stations that need power from the reactor. Then you could, could not have to, assign the reactor (via the storage box section) to the different power takers.
Like a medium reactor that sends power into a laser and 2 crew that work on the reactor so they take the power to the reactor and only from that reactor that you've choosen them to be at.
KGanker 9 Dec, 2022 @ 1:32pm 
Can you elaborate on what you mean by change assignments? I've tried everything I know so far and nothing works. Workers will not take batteries to the added sensor array and 2 small shields.

I've even created a new role for workers to only bring batteries to the shields or sensor and they still won't do it.
Yaddah  [author] 9 Dec, 2022 @ 12:49pm 
Sounds like you're forgetting to change the assignments.
KGanker 9 Dec, 2022 @ 11:20am 
When I add a sensor array and 2 small shields to this build, the workers will not deliver batteries to them no matter what I do. Even when priority is set to 10. Is this a bug that developed after an update?
Darth Porgus 19 Nov, 2022 @ 5:44am 
Looks good!
Yaddah  [author] 13 Nov, 2022 @ 12:47pm 
Thx. I have plans to make a deck cannon broadsider, though it may take a while, since I have many other ideas too.
Amoc 13 Nov, 2022 @ 11:59am 
Your ships are very efficience and looking very good. Sorry to say but workshop is full of "just good looking meme ships".

I would be happy to see more ships, like cannon focused.
Yaddah  [author] 13 Nov, 2022 @ 3:20am 
@USER-PC: After the taking the steps necessary to survive climate change in late 21st/early 22nd century, most European companies and their now interstellar mega-entermrise off-shoots no longer have traditional CEOs. And especially after the disasters with & the consecutive ban of AI (hence the seemingly low-tech of the cosmoteer universe), it was clear what dangers centralization of power could bear. So EuroSpace is more like a worker-owned industrial cooperative that competes on the interstellar market. Think Mondragon Corporation, but more advanced. :)
USER-PC 13 Nov, 2022 @ 2:37am 
I Love all your Ships Mr. Yaddah (CEO of Eurospace?^^). So i would like to ask if you will add a ship series with Ammo weapons and Missile launchers?
Yaddah  [author] 12 Nov, 2022 @ 12:51pm 
You are not blind Odude. I forgot to add it and haven't updated it since. I'd just stick one below the large shield generator. Easy fix.
Odude 12 Nov, 2022 @ 12:49pm 
Am I just blind, or is there no airlock in the northern section of the ship? I keep getting the error that there's no path to some of the crew quarters.
Cornfed 11 Nov, 2022 @ 3:52pm 
Just wanted to say your coloring and shading is superb. Learning from your examples. :D
Yaddah  [author] 10 Nov, 2022 @ 9:40pm 
thx m8
TheSwedishTomato 10 Nov, 2022 @ 12:39pm 
Dam, ur ships do be popping off on the workshop, gj m8
Locutus von Borg 10 Nov, 2022 @ 4:33am 
thats already possible, i have seen a mod that makes it possible. dunno which one it was tho
Yaddah  [author] 9 Nov, 2022 @ 7:00pm 
Would be cool, but that probably won't be added anytime soon, if ever. Maybe mods will enable this.
Kokorocodon 9 Nov, 2022 @ 6:14pm 
Really wished I could see the ships I download and create flying around in the game
Kokorocodon 9 Nov, 2022 @ 6:14pm 
I hope in the future the game allows us to place all our created ships in a custom faction that can be shared in the workshop.
Yaddah  [author] 9 Nov, 2022 @ 1:14pm 
I will work on larger ships eventually. But I'm working my way up from the low cost ships and try to explore many different roles along the way.
Yaddah  [author] 9 Nov, 2022 @ 1:13pm 
You're probably right about the spikes (I used to have full bars there which got in the way even more), but I'm worried about some stray shots coming in from awkward angles and quickly punching through the 1 tile wall, which would be bad. Not worth?
Der0815Traktor 9 Nov, 2022 @ 12:17pm 
I hope you´ll build an even bigger destroyer in the future. Like 250+ crew?
Der0815Traktor 9 Nov, 2022 @ 12:16pm 
also I noticed that the little spikes of armor on the side of the front of the ship sometimes block bullets(your own bullets). I think its worth more to let those few shots also hit in comparison to the little armor those spikes provide.
Yaddah  [author] 8 Nov, 2022 @ 4:45am 
I guess that's a slight improvement. Maybe I'll add it once I update the ship. Thx.
Der0815Traktor 8 Nov, 2022 @ 4:42am 
yes thats why I also put the crew quarters next to it one block down :)
Yaddah  [author] 8 Nov, 2022 @ 1:33am 
Hm, interested as to how moving the outer most shields one space back makes it better. Doesn't that cut it off from the corridor?
Der0815Traktor 7 Nov, 2022 @ 5:54pm 
I love this ship, I moved the most left and right shield generators back one block to add a little bit of armor in front of them and added a little bit more cargo space for rare resources but other than that its perfect. I already build 2 of them and use them as a fleet. And yea maybe adjust the front half with an airlock.
Yaddah  [author] 6 Nov, 2022 @ 11:19am 
Lol, you're right. Just pop one down maybe in the back or replace a fire extinguisher with one. Though that might make it too vulnerable, not sure. Thx for noticing.
Zeus 6 Nov, 2022 @ 11:08am 
Just noticed that the front part of the ship has no airlock for me, so that the crew couldn't get to work there. I guess that was not intended?
Yaddah  [author] 5 Nov, 2022 @ 5:31am 
Oh that one's just there to give people the option to go that route and for completionists sake.
Gonb 5 Nov, 2022 @ 5:30am 
good points, it just felt kinda odd for there to be ammo factory ships without any ships that need said ammo
Yaddah  [author] 5 Nov, 2022 @ 5:27am 
Also I don't like the enemy being able to negate half of my damage output with proper point defense.
Yaddah  [author] 5 Nov, 2022 @ 5:27am 
You mean in general or on my ships? Personally I just like energy weapons better, because of their logistics. Using cannons and missiles is easier and perfectly fine to do, but I somewhat dislike the idea of being able to run out of ammo.
But I'll probably end up making a proper broadsider with cannons at some point down the line. But I'll first need more XP with them.
Gonb 5 Nov, 2022 @ 5:24am 
is there a reason why we almost never seen cannons or missiles?
Yaddah  [author] 5 Nov, 2022 @ 2:24am 
Thx
dark elf wizard 5 Nov, 2022 @ 1:33am 
cool ship