Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

Ω Upgraded Enemy Ships - Expansion for SirCampalots Extended Tech Tree Mod.
64 Comments
SirCampalot  [author] 9 May @ 11:53pm 
@4sunnyh: Would definitely be interesting to find out what other mods could even affect these modded parts in this particular way. It shoudn't be a thing afaicu, but if it really is another mod it's probably one that makes (extensive) changes to the vanilla prism somehow?
4sunnyh 9 May @ 7:30pm 
Yeah it's weird: the screenshot was taken in a heavily modded campaign, and when I tried to reproduce the problem with only the extended tech tree and this mod, everything worked correctly. I will try to locate the problem myself (there were so many other mods).
SirCampalot  [author] 9 May @ 5:20pm 
@4sunnya: Your screenshot showed the name of the ship. I tested this ship ingame just now in creative mode and all the prisms are aiming correctly.

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
SirCampalot  [author] 9 May @ 5:11pm 
@4sunnyh: Could you give me the names of all the ships you found to be affected by this bug?
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.
4sunnyh 9 May @ 3:37pm 
here is a screenshot
https://imgur.com/a/RbEWpvV
4sunnyh 9 May @ 3:36pm 
Ion prisms for many ships are not correctly aimed (it appears that their aim targets are somehow cancelled so all prisms aim directly at the enemy) and their ion beam emitters are not working because they cannot hit the enemy.
SirCampalot  [author] 30 Mar @ 1:50pm 
@Moriarty: Thanks and keep enjoying!
Moriarty 30 Mar @ 1:20pm 
Love your work. And thanks for keeping it update for so long!
SirCampalot  [author] 18 Mar @ 3:06am 
Also slight renaming of the mod as 'upgraded ships' is a better fit for what this mod actually does than 'upgraded fleets' and this should also reduce confusion with the mod SirCampalots Fleet Action Mod which does increase the amount of enemy ships added to career.

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)
SirCampalot  [author] 18 Mar @ 2:59am 
It took a while, but the amount of upgraded enemy ships is now above 1k!

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.
SirCampalot  [author] 18 Mar @ 2:45am 
Version 1.0.13 is a major patch

- 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
SirCampalot  [author] 15 Jan @ 4:28am 
Version 1.0.12b is a minor patch:
- 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.
SirCampalot  [author] 29 Sep, 2024 @ 11:40pm 
Version 1.0.12a fixes a bug with Gallant A and Gallant B running out of power for their thrusters.
No other changes.
LizardHide 29 Sep, 2024 @ 7:03pm 
can confirm, that's how it works
SirCampalot  [author] 29 Sep, 2024 @ 4:12pm 
@LizardHide: Yes, but it will probably only work when entering a new star system you have not visited yet.
LizardHide 29 Sep, 2024 @ 4:01pm 
does this mod work if I download it mid-career playthrough?
SirCampalot  [author] 22 Aug, 2024 @ 10:07am 
I've spend considerable time making edits to the older designs I made back when ETTM had much fewer parts for me to choose from. The new edits are more refined and more balanced compared to the old ones which often didn't even have any from of upgraded armor.
Also did countless minor fixes while I was at it.

Also added are around 30 high tier upgraded enemy ships (mostly C variants).
SirCampalot  [author] 22 Aug, 2024 @ 10:03am 
Version 1.0.12 adds around 30 new (mostly high tier) ships and updates around 100 of the older (mostly lower tier) designs.
- 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.
SirCampalot  [author] 30 Jul, 2024 @ 1:35pm 
Version 1.0.11 makes the following changes:

- 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.
SirCampalot  [author] 20 May, 2024 @ 3:23am 
Version 1.0.10 adds the following:

- 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
Pringalnator 28 Apr, 2024 @ 12:09pm 
Ok, I will reach out to them. Thank you
SirCampalot  [author] 28 Apr, 2024 @ 9:23am 
@Pringalnator: Most of the ships in this mod are modified from Cosmoteer build-in ships. You can use those ships as a base for your planned mod(s). You can find them in the ship library within Cosmoteer.

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.
Pringalnator 28 Apr, 2024 @ 8:15am 
@SirCampalot: Awesome, thank you so much.

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?
SirCampalot  [author] 28 Apr, 2024 @ 1:11am 
@Pringalnator: They don't show up in the ship library, or at least they don't for me for the downloaded version of this mod.
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.
Pringalnator 27 Apr, 2024 @ 11:07pm 
Will each variant also show up in the ship library?
SirCampalot  [author] 22 Apr, 2024 @ 9:00am 
Version 1.0.9 adds and updates close to 60 ships.
Total number of upgraded enemy ships is now well over 850.
SirCampalot  [author] 29 Jan, 2024 @ 1:52am 
ETTM has been updated, the potential desynch issues when playing in multiplayer should now be fixed.

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.
SirCampalot  [author] 27 Jan, 2024 @ 8:57am 
Just to clarify, Elyas and me have spoken in private about a potential solution.
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.
Elyas 27 Jan, 2024 @ 1:15am 
"cought" can you post the line i need to change in the mod folder please. Also if you want to i could test the desync with you
Elyas 27 Jan, 2024 @ 12:55am 
laborer
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.
SirCampalot  [author] 26 Jan, 2024 @ 5:32am 
If it turns out to be the advanced mine launcher, it should be possible to remove it from existence completely by commenting out the relevant section in Extended Tech Tree Mod and then reload your save. Make sure to do this well in advance before coming close to the offending ships. The mine launchers would simply be deleted and holes left in the ships. Not the neatest but better than nothing.

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.
SirCampalot  [author] 26 Jan, 2024 @ 5:24am 
@Elyas: Thanks a lot for the report!

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.
Elyas 25 Jan, 2024 @ 10:37pm 
@SirCampalot some ships are using mines which instantly desyncs the game any idea how i can fix that or turn off the spawn of ships with mines?
SirCampalot  [author] 12 Jan, 2024 @ 10:41am 
Version 1.0.8b is a minor patch which fixes an oversight with one of the ships unintentionally having non-symmetrically upgraded shields and another ship which was supposed to be a level 1 ship, but was set as a level 8 ship instead (oops..).
Thanks to the person on discord who reported both these issues to me :)

No other changes were made.
[CFr] Nightmare Lord 3 Jan, 2024 @ 10:07am 
look fine now thank you
SirCampalot  [author] 3 Jan, 2024 @ 9:48am 
@Nightmare Lord: The 1.0.8a version should fix the crash introduced with the 1.0.8 version. Please unsubscribe then resubscribe to make sure you have the latest version and it should then work as intended again.
SirCampalot  [author] 3 Jan, 2024 @ 9:45am 
Version 1.0.8a is a hotfix to fix the crash bug introduced by version 1.0.8.
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.
[CFr] Nightmare Lord 3 Jan, 2024 @ 9:41am 
yep same for me XD
SirCampalot  [author] 3 Jan, 2024 @ 9:40am 
It should be fixed now, but I'm still testing to make sure.
If therea re still issues with it, please let me know.
SirCampalot  [author] 3 Jan, 2024 @ 9:12am 
@Choppah: Thanks, gonna hotfix this ASAP.
Choppah 3 Jan, 2024 @ 9:10am 
An error pops up upon reaching the main menu after today's update:


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.
SirCampalot  [author] 3 Jan, 2024 @ 8:44am 
Version 1.0.8 adds more than 70 new ships and is the first update to feature ships with the Advanced Chaingun.
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).
SirCampalot  [author] 20 Nov, 2023 @ 3:45pm 
@behindall: Thank you for your feedback, keep enjoying :)
behindall 20 Nov, 2023 @ 1:35pm 
Hey, just want to let you know that I spent all weekend play with this mod and its freaking great! I love what you are trying to go here.
SirCampalot  [author] 31 Oct, 2023 @ 7:02am 
Splitter ships are a new feature in this mod in which a single ships is added to the game, but shortly after the player spots it for the first time, it will split up into multiple smaller ships by use of the automatically detonating Explosive Structure featured in Extended Tech Tree Mod.
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)
SirCampalot  [author] 31 Oct, 2023 @ 7:01am 
Version 1.0.7 is now released and adds roughly 40 ships. The total number of ships in this mod is now almost 750 and now features ships with advanced railguns.

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.
SirCampalot  [author] 8 Sep, 2023 @ 9:11am 
Version 1.0.6 adds and tweaks (but mostly adds) about 120 ships. Total amount of ships added by this mod is now more than 700.
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.
SirCampalot  [author] 29 Aug, 2023 @ 11:27pm 
Version 1.0.5a fixes an intermittent crash bug related to the version numbering. It was not causing any crashes before I uploaded it, so I don't know how this bug managed to slip through. But anyway, it should be fixed now. My apologies for any inconvenience it may have caused.
SirCampalot  [author] 29 Aug, 2023 @ 7:44am 
Version 1.0.5 is now released and adds or tweaks roughly 90 ships. Total amount of ships added by this mod is now well over 600.
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.
SirCampalot  [author] 23 Aug, 2023 @ 6:21pm 
yw :)