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I don't know if this is perhaps a game bug somehow, but I will need to be able to reproduce the error if I am to fix it. But afaict rn, there appears to be nothing broken with the prisms of the Sol Renatus C
I will usually have preaimed all of the prisms correctly, so this seems odd to me. But if this bug is there then I will want to fix these.
https://imgur.com/a/RbEWpvV
This mod upgrades the individual ships, but doesn't add more of them, so a little name change was a step in the right direction I think :)
Enjoy! (if you dare)
Focus of this patch was somewhat split between adding more high tier monolith variants and adding in a lot of the lower tier ships that got newly added the last half year or so, but ships of all factions and all tiers were added.
The low tier ships the game has seen added the last 6 to 8 months or so tended to dilute the amount of upgraded low tier ships and since these didn't have any upgraded variants yet, I decided it was time for a 'inhaalslag', to gain back a better ratio of upgraded vs vanilla ships in the low tiers that had crept in gradually over the last half+ year or so. Particularly new low tier Cabal upgraded ships were added.
The new lower tiers are almost exclusively A variants with some B's mixed in.
The higher tier ships added are mostly Monolith, but some higher tier Imperium and Fringe ships were also added.
- Renamed this mod from Upgraded Enemy Fleets to Upgraded Enemy Ships
- Added roughly 100 new variants to this mod. Total amount of upgraded ships in this mod is now slightly more than 1000.
- Updated a smaller amount of old variants in this mod.
- Updated version number
- Fixed all 4 Longspear variants having 1 single walkway that was going in the wrong direction (thanks for reporting).
- Made additional tweaks to these ships to improve their capabilities somewhat.
- Also updated version number.
No other changes.
Also did countless minor fixes while I was at it.
Also added are around 30 high tier upgraded enemy ships (mostly C variants).
- Added around 30 new ships. Focus is on adding upgraded high tier variants.
- Updated around 100 of the older upgraded ships to more modern standards and better balance (focussing mostly older design lower tier upgraded ships. Mostly minor edits, sometimes moderate or significant edits)
Total number of upgraded enemy ships is now more than 900.
- Updated 12 of the older C type ships to be a bit stronger (all being older C variants). All of these were originally added back when ETTM had much fewer upgraded parts. The updated ships feature mostly the improved armor and in some cases also some other improvements and tweaks.
No new ships were added in this patch, only some ships were improved.
- Added modified upgraded Old Alexander (C3, replacing the old C2 variant)
- Added Onager XL
- Added 15 other ships. Focus mostly on larger ships featuring chainguns
Some of the ships in this mod are from other authors who gave me permission to use their ships for my mod. I cannot give you or anyone else permission to use those ships, you will have to ask the respective authors to use them. The authors of these ships are Kine (link: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2930677853 ) and Mr Galo ( link: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3133083732 ).
So my suggestion would be to either start from the build-in ships Cosmoteer already has and/or ask the above mentioned mod authors who designed some of these ships for their permission to use their ships for your mod.
Also, you might've seen my name in the discord. I am new to modding and have been figuring out quite a bit. I want to make a faction mod and would love to use some of your ships. I also want to make sure you get credit for the excellent work on your ships, and that I get your permission first.
Would you be open to expanding these talks?
I don't know for sure why not, but it's probably because this is not a ships mod, but a career editing mod (in Cosmoteer, ship mods are treated differently from all other types of mods, even the way they are uploaded is different).
You can get the ships in this mod to show up in your ship library by copying the ship files into your own ship library and you can load individual ships from the mod into your game when in creative mode by dragging the individual ship files from the folder into the game (which is a really nice feature of this game).
You can find the folder containing all the ship files in this mod by opening up the mod from the main menu, rightclicking and it should give you the option to open the folder.
Total number of upgraded enemy ships is now well over 850.
I also just noticed the previous chat should have been in the Merchant Raider mod and not in this mod since I'm not even sure any ships in this mod uses the motion mines (since very very few of the original ships in Cosmoteer use mines), so this mod was probably not even affected by this multiplayer bug anyway.
But just ftr. Have a nice day everyone.
It turned out the ships involved are:
Arbeider
Laborer
Buulka Droppa
Hello My Friend
Editing their [combat] tags to [disabled] will prevent these ships from spawning.
This is just a quick fix though, I'll need to make edits to the projectile which will require a lot of playtesting so this will take a bit.
ad hominem
arbeider
buulka droopa
All of them cause nearly instantly desyncs and all of them got the advanced mine launcher so i will try removing the mine launcher from the game files. Thanks a lot:) your mods are making the game way more fun and challanging.
I'm probably gonna need some time to createa proper fix for this. Not being able to do any playtesting myself will make it difficult to do the actual troubleshooting though. But if it's caused by the mines, I'm probably gonna have to make changes to them as this would be a bug caused by the game. It might also help to post your issue on the official discord and let the devs know as this shouldn't be a thing.
If you could give me the (exact) name of the offending ship(s), I can take a look at them and see what the issue is.
You can (if you know a bit how to mod) disable these ships from spawning by opening the mod.rules file, do a search for the offending ship and then change the [combat] tag to [disabled]. However, I'm not sure this will disable these ships if they already spawned.
Alternatively you can replace the actual ship file with another ship file using the same name (delete or rename the offending ship file name and then copy another ship file and give it the name of the offending ship. It doesn't really matter what ship you replace it with).
Since none of my friends play Cosmoteer and I only have 1 steam account and one Cosmoteer, I can't test in multiplayer so it's impossible for me to catch such errors during my own playtestings.
Please give me the exact name of all offending ships so I can take a look at it.
Thanks to the person on discord who reported both these issues to me :)
No other changes were made.
If you are getting a crash when attempting to run version 1.0.8 please unsubscribe, then resubscribe to make sure you have the 1.0.8a version.
My apologies. For some reason it keeps working fine when I test rigth before release (even though it should have crashed and given me an error log), then turning out to crash AFTER I have uploaded it.
It seems to happen to me only with just this particular mod though... really strange.
But anyway, my apologies for the inconvenience. Make sure you have 1.0.8a and not 1.0.8 (without an a) as the latter has a crash bug.
If therea re still issues with it, please let me know.
Error loading mod 2952084198: Halfling.ObjectText.OTParseException: Unable to parse file "S:\Steam\steamapps\workshop\content\799600\2952084198\mod.rules".
---> Halfling.ObjectText.OTParseException: Unexpected "\n" at position Line=5,Char=
Adding in the missing " causes a full crash before loading to the main menu.
Total number of ships in this mod is now well over 800.
This version needs Extended Tech Tree Mod 1.1.21 (25 december 2023 or later) or higher to function properly.
TheMasterHoarder has also given me permission to use some of his ships so enemies in career will pilote these, so you may find upgraded versions of some of his ships in this mod now (like the Haring Ibon and Sundalo).
It shouldn't clash with any other mods that happen to also add his ships to career since I only included upgraded versions which added A, B or C behind their proper names (so no identical names).
You can expect anywhere from a ship splitting into 2 to splitting into 17 nuke bombers or into 28 (partially upgraded) Peccadillos. This should spice things up a bit.
Encountering a splitter shouldn't be a common occurance though, so I'm probably not gonna be adding too many more splitter ships to this mod (maybe in a submod later I will).
Also added are enemy ships featuring upgraded railguns, but not by a lot as most railgun ships are railgun kiters which I personally don't find too enjoyable to fight. So upgraded railkites are featured now, but only in a limited amount (and you certainly won't need to chase a 180m/s railkiter with advanced railgun when playing this mod :P)
This is also the first version which features so called splitter ships.
Because of the new features added to this version, it is required to have version 1.1.16 or higher of Extended Tech Tree Mod (the version released 30 oktober 2023). Please make sure you're using the latest version.
As of this patch, slighly more than 80% of all build-in combat ships now have at least one upgraded version in this mod. The rest is also planned to be added.
The focus of this update was primarily to add more enemy ships featuring the upgraded ion weaponry, adding more designs to give a more balanced spread of enemies (particularly in the starter system) and to improve a lot of the older designs already added by previous patches.
This patch requires Extended Tech Tree Mod 1.1.10 (released 28 august 2023) to function properly as it now includes upgraded enemy ships using advanced cockpits and advanced control rooms.