Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

ABH Combat Suits
69 Comments
e. 17 Sep, 2024 @ 4:51pm 
Heartbreaking that this is STILL the only trace of ABH we have on modern cossy
Wasp #55,220 23 Aug, 2024 @ 7:29am 
I wonder if you could port the guns from ABH. I would try but im not tech savy. and would probably end up blowing up a nearby star by mistake
Bonible  [author] 19 Jul, 2024 @ 2:31am 
D:
kOiGuh 18 Jul, 2024 @ 2:00am 
Quick correction, The heavy drop suits are cured if no drag is on the smaller ones are still goobered :(
kOiGuh 18 Jul, 2024 @ 1:52am 
The no drag mod fixes the current issue for whatever reason! For anyone wanting to sacrifice drag for this mod.
Xx_Ang3l0fD3@th_xX 7 Jul, 2024 @ 6:13am 
Ah i see, well good luck on your endeavors :steamthumbsup:
Bonible  [author] 6 Jul, 2024 @ 8:32pm 
It is I guess? The thing is that I feel relatively burnt out from Cosmoteer modding, and I still haven't fixed the part where the dropsuits bug out like crazy because lateral thrust is gone.
Xx_Ang3l0fD3@th_xX 6 Jul, 2024 @ 6:51pm 
is it possible to add some kind of mech? Assuming you are actively still working on this mod.
Bonible  [author] 26 Dec, 2023 @ 9:46pm 
@rtw4twtefeswerwer Sadly no, until Vanilla Cosmoteer adds in ship boarding (It's on the roadmap!) there will be no boarding from these dropsuits either.
rtw4twtefeswerwer 26 Dec, 2023 @ 7:20pm 
I don't know if this is in but what if the suits could invade a ship
Fusion 12 Dec, 2023 @ 12:12pm 
Smth from abh made it over to modern? Well, congrats
Errortrek 30 Nov, 2023 @ 6:42am 
Please add a Way to make them fly around independantly so that they will not just stick to a ships side
Mr Blue 17 Nov, 2023 @ 1:31am 
can we have decoupler ? i dont want install other mod
Mr Blue 17 Nov, 2023 @ 1:26am 
how to recover dropsuit ?
QuadGodGamez 13 Nov, 2023 @ 8:19pm 
Hey downloading this mod as I type, I just thought of this but by any chance will we see any gundam-themed suits?
joemama1512 2 Nov, 2023 @ 9:00am 
So I tested your mod and everything is balanced beautifully internally. i.e. suit vs suit. However they are still moderately OP. I'd cut all firepower by 1/3rd.
The best way to test this yourself is to use the AI autobattler and pit your suits vs built in combat ships.

To make it easier, try downloading my mod which wont interfere with anything else, just adds stuff. Use my explosive structure AI to connect your suits together into groups and save as a ship. That way you can add 25 suits with 1 click. They separate automatically upon start of combat.

Its pretty entertaining to watch them fight and how they are better or worse vs different ships.... but they definitely wreck ANYTHING of comparable cost, and can usually take things twice their cost.
Bonible  [author] 1 Nov, 2023 @ 8:49am 
I can make a custom stat for it and include the interval/ammo storage. Didn't earlier since I was going to play with a friend.

The two reloader thingy was an experiment considering the way I play around with things. Often I would leave my dropsuits on auto-fight and thought about how they would be stuck in the fight firing really low amounts of shots every second, so I added the big reloader per long while.

Thanks! If I, good lord, ever come around to making a 3x3 dropsuit, I might use "bulkier" terms like Fortress, Juggernaut or Bulwark.

Myeah, dropsuits are too jittery for things like stabilized turrets. I'll think of adding a collider too.

Good luck on your mod, man!
joemama1512 1 Nov, 2023 @ 8:12am 
I think the reload/overheat is cool but you need to document it in the part description. Also, you have TWO reloaders in the PD version for example. One gives 10 per 1.5 seconds which is good. The other gives 90% reload every 4 seconds which doesnt really make sense. So the bar graph ticks up slowly then jumps to max all the sudden. Looks like the same with the other gunnery ones. Id remove the big reloader and maybe buff the smaller one to 10 every second.

I like the differentiation between Striker, Defender, and Bruiser. Shield is a nice touch.

Good call removing the turret-effect on miner. I'd do the same with the others tbh.
As a compromise you can add a small TurretCollider as a partial blocker. This allows lines of squads but hampers blocks of them a bit.
joemama1512 1 Nov, 2023 @ 7:11am 
COol. Looking forward to it. Iwas trying to make my own minifighters and what a pain! THey shoot backwards and from seemingly random points, etc. You did a heck of a nice job on this with all the animations, great graphics and it functions so well. My stuffs a lot more janky!
Bonible  [author] 31 Oct, 2023 @ 5:23am 
@joemama1512 - Check out the change notes, see what I've done so far! There might be some things I've missed, though, so do tell me.
joemama1512 30 Oct, 2023 @ 3:19pm 
Looking forward to it! I might make little mini-fighters that are similar in style.
Bonible  [author] 29 Oct, 2023 @ 9:06pm 
B.1/2: Sure. Might do personal tweaks like give PD extra firing angle or something.
B.3: Addressed in A.3 - They'll moderately generate a fake ammo that gets consumed per shot.

C.1: Haha, I actually just made that one for fun. Like a goon to fight when controlling a dropsuit.
C.2: Sure.
C.3: Sure. It does have vs shield damage, but I sucked (more) at editing at the time so it crashed when I tried to let the shield damage stat show up.
C.4: Sure.

I'll start with these things when I recover, or get the energy
Bonible  [author] 29 Oct, 2023 @ 9:06pm 
in order of comments:

A.1: Addressed in A.3
A.2: Sure. Ontop of that, I think a fun idea is making all of the dropsuits explode flammably on death. Since they're all flammable already, this could hurt the whole "block of dropsuits" thing.
A.3: I've figured out a way to add "overheating" due to a method used in General Munitions. I can have it generate a fake resource that runs dry without having to use energy as the ammunition, so that if they run out of ammo they won't lose control/thrust.
joemama1512 29 Oct, 2023 @ 11:43am 
Cragged version.. Meh. Maybe just remove and replace with a Sniper version. 3000 cost, similar stats to above. Has 160 range, 200 damage per shot, 1 shot per second.

Mining version: 4000 cost. 80 range. 100 beam damage per second. 100k vs asteroids. Definitely needs to block as they can shoot through armor/ships/etc.

Heavy combat laser suit: Cost 10k. Damage down to 60 per hit from 180. Cut disruptor damage in half. Add vs shield damage.

Heavy kinetic suit - similar nerfs as machine gun version. Or heat cooldown period.
joemama1512 29 Oct, 2023 @ 11:43am 
So for the basic laser dropsuit dude: I would increase cost to 2500 and reduce its damage from 150 per hit to 40. (DPS of 200 for both lasers). That way its not better than an actual laser three times its size.

PD dude: Cost 2500. 10 damage. 40 shot damage. Overall weaker than a PD gun which makes sense.

Machine gun version: 2500 cost. 20 dmg per shot. 400dps. Your version pauses every 20 shots or so. Increase that pause to like 10 seconds, like the gun overheats or something. So more burst damage, but cant constantly fire.
joemama1512 29 Oct, 2023 @ 11:19am 
First big issue is that cannons/guns are non-energy weapons that require ammo and loading instead. These guns have infinite ammo and no loading and no volatility, so you are giving them a lot of extra damage by basing them on cannon damage, but without any drawbacks.

Second big issue is that you can make giant blocks of dudes and they all concentrate firepower and can shoot through each other easily. So if they blocked each other by setting the ignoreLowLOS=false or whatever, this would balance them a lot more.

Adding ammo would allow for more firepower but the suit would run dry and need reloading like any other ammo-based gun. Or they just run out of ammo after a while and stop shooting. Both options are not very user friendly though, so Im thinking just slower shooting weapons, or guns that "overheat".
Bonible  [author] 27 Oct, 2023 @ 9:35pm 
Sorry, I completely get what you mean.
Sick right now so I can't think right, though.
Can you tell me what I can change without expression?
joemama1512 27 Oct, 2023 @ 6:21pm 
By the way, my fighter expansion mod DOES have explosive structure parts you can use to separate these battlesuits. I have a manual release version as well as one with a fake 600 range gun that will trigger the explosion. It wont damage the suits.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3018217021
joemama1512 27 Oct, 2023 @ 6:18pm 
I REALLY like the idea of this mod, but can you take another look at balance? I mean, they are INSANELY overpowered. For 2000 bucks I can get a 1x3 laser. Does a whopping 500 DPS and needs power.
OR, pay 1200 bucks and get a 1200 DPS machine gunner dude. Oh wait.. hes got TWO OF THEM for 2400 DPS. Without any pesky ammo requirement.

The PD dude has TWO PD guns for 1000 bucks, same as a regular PD gun cost.

Normal mining lasers at 6k each? That do 640DPS at short range? Forget that! Ill take FOUR mining dudes for the same price, each one spitting out 900 DPS instead!

Its like 2 dudes with pistols hanging off a tank and doing more damage than the tank main gun!

I get it... I made the fighter components expansion mod and you want your small parts to have an actual impact on the game so if you scaled them all the way down, they would be useless. But theres got to be a middle ground.
Lufian 27 Oct, 2023 @ 10:26am 
Oh :'(
Bonible  [author] 27 Oct, 2023 @ 9:40am 
@Lufian But my art skills suck! I'm using game assets for this mod.
Lufian 25 Oct, 2023 @ 10:39am 
If you can make this, you can make fighters and bombers
Bonible  [author] 4 Oct, 2023 @ 3:24am 
@kOiGuh Okay.
I'm also going to backport General Munitions' effects to their old versions, because I'm going to do a second release of the mod so that it has a prettier thumbnail.
kOiGuh 3 Oct, 2023 @ 9:20pm 
I know that you most likely won't. But can you make a separate mod that is the previous version of this? You do not need to update it. I just want it working in 0.21.
Bonible  [author] 3 Oct, 2023 @ 2:37am 
@kOiGuh - I answered your question in the Bug reports discussion.

One day, you will have to play the latest version of the game.
kOiGuh 1 Oct, 2023 @ 4:28pm 
Does this no longer work for 0.22.1? It was working just an hour ago. Is it crashing for everyone?
Bonible  [author] 1 Oct, 2023 @ 9:37am 
@聖君 宋王 - Because this mod does not have a built inside "Dropsuit Launcher" module. You will have to use another mod that has a similar thing, like Jani's Shipyard's "Decoupler" or some of those "Safe Explosive Charge" mods I saw before. Sorry for the inconvenience!
聖君 宋王 1 Oct, 2023 @ 9:14am 
Sorry , I am new towards these Drop suits, I can build them ,but how to launch for attack , they seem to stick to my ship instead of moving to enemy ships.
jirikslavicek 1 Oct, 2023 @ 12:13am 
what you want there, is a whole :P6:GUNDAM!!!:P6: :trollface_boulder: @Mysticpompano 54
Bonible  [author] 30 Sep, 2023 @ 10:32pm 
War mechs.....
Mysticpompano54 30 Sep, 2023 @ 5:50pm 
5x5 Really Expensive Suits That Have Some High HP And High Damage But Slow And Can Lock Onto Only One Target
Wandering Stars 29 Sep, 2023 @ 8:54am 
4x4 dropsuits!!!!!

for sanity reasons that is a joke.
Bonible  [author] 29 Sep, 2023 @ 7:52am 
@kOiGuh OK.

Just so you know I'm planning on making 3x3 dropsuits.
kOiGuh 28 Sep, 2023 @ 6:26pm 
Please Nerf the heavy drop suits. Make at least 10,000 as they're REALLY powerful. Or Nerf their hp to 5,000. Thank you man this is one of the best mods here.
Wandering Stars 27 Sep, 2023 @ 6:24am 
thaaanks, now i can send out little swarms of miners
Bonible  [author] 27 Sep, 2023 @ 3:36am 
Removed the mining suit until next update. Sorry y'all who crashed!
Bonible  [author] 27 Sep, 2023 @ 3:10am 
Oh hell, yeah, uh, the mining suit is why this crashes below beta versions.
Wanna know why?

Because the difference between the current version and the unreleased beta,
is that the damage definition for the mining laser is changed from..
Salvage
to..
salvage
kOiGuh 26 Sep, 2023 @ 12:40pm 
It's not working on 0.22.1 is it working on 0.22.3?
Bonible  [author] 26 Sep, 2023 @ 10:20am 
Pinned error log discussion
Bonible  [author] 26 Sep, 2023 @ 10:19am 
@Wandering Stars - I'll add a place for it.