Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

SirCampalots Fleet Action 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.
Redrave 20 Oct, 2024 @ 8:11am 
Is this compatible with the starwars mods?
Yaddah 11 Nov, 2023 @ 4:09am 
I see. Well, if you do get to it, that'd be cool. But I can see why creating new groups might mess with mod compatibility.
SirCampalot  [author] 11 Nov, 2023 @ 3:19am 
It's possible, but beyond the scope of this mod since this mod specifically modifies the group bounty missions and doesn't in itself create any new groups. I've purposefully kept this mod as simple as possible to give maximum compatibility while giving what I want (which is huge enemy groups for me to fight).
Btw, if you don't want to fight such large groups for a bit, you can simply disable this mod before entering a new star system so none of these superlarge groups are formed and if you later want them back you can simple enable it again (they won't form in star systems you haven't visited yet)
Having said that, I do like the idea. I'll consider it.
But atm I'm busy working on several other mods and RL stuff.
Yaddah 11 Nov, 2023 @ 1:42am 
That's pretty cool. But would it be possible to add maybe just 1 or two large fleets to each sector and outside of the radius of normal missions for people who want the option of skipping the more challenging fights easily for later?
SirCampalot  [author] 8 Jul, 2023 @ 1:02am 
@stuchalkin:
It is a default mission type. What this mod does is make the Renegade Bounty Pack missions much more challenging (and as a bonus also more rewarding).
stuchalkin 8 Jul, 2023 @ 12:17am 
Hi! Renegade Pack Bounty - is default mission type?
Skybound 2 Jul, 2023 @ 11:16am 
@SirCampalot As of the moment and of the test I was using only the mods that are in the pack personally. I have more mods outside of these but they were disabled. Thanks for the help though I will check the modding discord
SirCampalot  [author] 2 Jul, 2023 @ 1:21am 
@Skybound:
Can you upload the error log somewhere where I can view it?
Alternatively you can upload the log file on the official modding discord, modding section as there are more people there who could help you find the culprit.

I'd be surprised if this mod causes a crash tbh.

I have no idea what your mod list is and there are more than 500 mods on the workshop, but if it's still crashing without this mod, then this mod can't be the cause of your issues.
Skybound 1 Jul, 2023 @ 8:17pm 
Actually looking back and deactivating the mod it seems one of the mods is messing with my rules folder and is making it error when I try playing. Do you know what mod it might be? @SirCampalot
Skybound 1 Jul, 2023 @ 7:47pm 
As of yesterday I tried using the mod with the tech tree mod pack but it still keeps crashing. Checked the crash logs and its showing this mod.
SirCampalot  [author] 30 Jun, 2023 @ 3:28am 
As of patch 0.23.0e this crash bug has been fixed :)
SirCampalot  [author] 28 Jun, 2023 @ 1:38pm 
The bugs been found and the devs are gonna fix it with the next patch :)
For now, be a bit mindful of this bug (it can crash as soon as you press the Build New Ship button and you'll get this error message: String matching key 'Hud/NewShipNearEnemies' was not found.
Walt: in the meantime you can work around by turning crew construction on, starting the ship, and then turning it back off
SirCampalot  [author] 28 Jun, 2023 @ 1:15pm 
Just a headsup: There is currently a crash bug with the game where it will crash if you try to build a new ship near a group that hasn't been fully destroyed.

Since this mod adds very large groups, this crash bug is more likely to occur.

This needs to be fixed by the devs, but the easiest way for now is to avoid building a new ship without first verifying all groups near you are either not engaged with you, or are fully wiped out.

If you are feeling adventurous, I found that adding the string to the en.rules file will also fix the crash (ask me if interested).

I've told the devs.

To reiterate, this is NOT a crash bug because of this mod, but a crash bug with the game that is more likely to happen if you're near a large enemy group.
SirCampalot  [author] 28 Jun, 2023 @ 8:34am 
Version 1.0.1 is identical to 1.0.0 except for the version number.
Updated to get rid of the "not compatible" popup.
No other changes made.
SirCampalot  [author] 22 May, 2023 @ 2:24pm 
@Neytl:
That's good news. Thanks for the feedback :)
Neytl 22 May, 2023 @ 12:38pm 
@CurtimusPrime92 I tried it out, it's really really good combat especially at 1/2 speed. These two mods compliment each other. The battles become more spread out tho, so you'll need careful eyes on your ships that drift away from the main battle.
SirCampalot  [author] 21 Apr, 2023 @ 5:02am 
@CurtimusPrime92:
I accidentally had a huge battle with this mod disabled, so it took until yesterday that I could have another huge battle with this mod enabled.
I'm not sure if I need to be in a new star system for that mod to work, but honestly I didn't notice much of a difference. I however did use my standard method of first letting them aggro on a damage sponge and then sending in the (expendable) nuke bombers and this still worked.

They did seem to switch a bit more often? But I think I'd need to do more battles using this ai before I can really say if it's a good mod or not. One single battle is not a lot of gameplay to go on imhe so to be continued :P
CurtimusPrime92 18 Apr, 2023 @ 10:19pm 
@Neytl and @SirCampalot https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2956403013 seems to do it idk how well it works though i haven't tried it
DeeGlov 15 Dec, 2022 @ 6:07am 
Ah yes FINALLY a reason to have a ludicrously large warship with 100 cannons
SirCampalot  [author] 7 Dec, 2022 @ 12:57am 
@Good_Oatmeal:
Enjoy :)
SirCampalot  [author] 7 Dec, 2022 @ 12:56am 
@Neytl (had to split the message up due to message length)
With how basic the current ai is, afaik there is nothing I can do to change ai behaviors until the game either improves its ai or allows it being more moddable. Until then, a lot of micromanagement is gonna be needed with large fleets as you can't just click all your ships and attack the center of the enemy fleet and expect it to go without any hitches.
SirCampalot  [author] 7 Dec, 2022 @ 12:56am 
@Neytl
I don't think there is. Unfortunately the ai is fairly basic and doesn't seem very moddable at this time. The ai seems to prefer to target my biggest or my most expensive ship until it's dead or escapes to a certain distance. So I use large pinata ships to just take the hist while the rest of my fleet circles around (or tries to) and catch them from the sides or rear Usually with very large enemy ships it's just undoable to get them from the rear unless you really plan your attack waves in advance.
Also ai ships sometimes tend to just rush forward until they bumb into my fleet, for which I found that having small specialized mining ships (using a mod that makes mines more mobile) and sending them to flank quite effective.
Neytl 6 Dec, 2022 @ 11:16pm 
Enemies usually target only one ship at a time, is there a way to make them only target their nearest threat? That would make this mod a lot more enjoyable.