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There are the flagships which are kinda exactly this, these are larger and (usually) poorly armored since they are based on captured civilian ships.
Also yes I added some of the staryer ships as enemies for you to fight with minimal changes, these have a fairly low spawn chance and are of beginner cosmoteers who lost their first fights and had their starter ships confiscated by the merchant raiders. It is kinda an easter egg :P
Going a step further, I dream about a faction mod that introduces intentionally bad designs, something you'd see from new players in their first three hours of the game. Imagine being in the second system, and running into a ship that clearly just the Model-L but with a million lasers lazily slapped onto it (I may have not done this when I first started), and it runs out of steam in the first 5 seconds of the fight. Ships like that would be a fun encounter and break from all the competent designs, and help newbies quickly learn about what not to do. Hell, maybe have some mega fat ship but poorly armored, and it teaches flanking and going for very obvious weak spots.
Also this mod has had this ship since its initial release, which was in 2023, so another mod youre using has probably recently added a ship with a duplicate name. You're gonna gave to trace the mod that added the duplicate name because this mods Laborer is the original.
I traced it back to the Expanded or the regular mod
- Minor improvements to the mission descriptions.
I had re-uploaded the previous hotfix version by mistake (because I mistakingly thought I hadn't done so already due to me not having backed up the 1.1.8 version), which did include the improvements to the mission descriptions, so I did a second upload today with a proper version number.
Make sure you have version 1.1.8b.
- Fixed Imminent Danger and Imminent Doom not getting their thrusters respplied properly (bugfix)
Thanks for reporting!
- Added some of the more recently added civilian ships as captured ships for the merchant raiders.
- Added 11 more merchant raiders in total.
The newly added ships (mostly cabal) are based on ships that were updated/added to career mode a few patches ago. One merchant raider was added that is based on a ship that has been removed from the game a long while ago.
- Added 4 more of the fighterbombers.
- Also added more of the other fighters, but not implemented yet.
The rest of the new content wasn't ready yet, but expect this mod (and a few of my other mods) to get more updates soon-ish.
The new fighters are ready, but the missions to add them with are not and these will need testing before a release.
- Made numerous fixes and tweaks to all existing fighters
- Made minor fixes to supercarriers Bad Request, Harms Way and Videtur Infinitus
Of course they are fighters after all so it's not a fleet of battleships you're facing. A definitive step-up from the previous 2 tiers of carriers I added a couple patches ago.
The supercarriers will be replacing the older carriers in the higher tier star systems, but the total number of merchant carriers per system has not been significantly changed.
I will later update the Merchant Raiders addon to feature the larger carriers as well.
- Added the supercarriers
- Retiered the old carriers to make room for the new ones. The tier 11 carriers are now tier 9 and the tier 13 carriers will now be tier 11. The new carriers will have tiers 13 and 15.
- Updated all the old carriers as well.
- Updated supported tier versions.
- Added 2 more pirate bases based on new trade stations that were added to the game in the last few patches
- Rebalanced the resources carried on all the tiny (the level 1 disabled transport ships that function as starter tier merchant raider base), small and medium pirate bases.
- Added 1 more fighter design
- Made miscellaneous fixes to the fighters
- Implemented bugfix for a potential bug, even though the bug didn't seem to be affecting this mod in any way, I think it's better to be safe than sorry. Also implemented a second potential bugfix that was suggested to me on discord.
No (other) gameplay changes were made.
I've reduced the spawn chance of the other fighter types to make room for this new type of fighter so overall the total amount of enemy fighters will overall be the same.
These laser fighters only start spawning from roughly tier 10 and up.
I've also reduced the spawn chance of the new carrier mission by around 25% since the carrier missions are now also added to the Merchant Raider Addon.
- Added the laser fighters to the spawn pool of the merchant raider bases.
- Slight rebalance, now that the carrier missions are added to the addon, I've slightly reduced the spawn chance of the carrier missions.
This new mission type will be fairly uncommon and will start spawning at around star system tier 11 or so. There will be 0, 1, 2 of these bounties, but the chance that 2 will spawn is pretty low and the chance of a total of 1 of them spawning is at roughly 50%.
I will be adding this mission type to the addon for this mod, for which the spawn chance will be a bit higher.
I wanted this ship type to be fairly uncommon in the base mod and a bit less uncommon for the people who want to use the addon for this mod. I may tweak the spawn ratios a bit more once I add this mission type to the addon of this mod.
So if you see this type of bounty, expect to be fighting maybe like 10 small fighters. There are 12 carrier designs added to Merchant Raiders now.
- Added merchant raider carriers along with a new mission type. The mission type is quite similar to the bounty for a single ship. The new ship type is the merchant raider carrier, a type of splitter ship that consists of one larger ship with many smaller fighter-sized ships attached using explosive structure.
Once you get into range, the fighters will detatch and fight on their own.
The main carriers will be poorly armed, their fighters are their main weapon.
Be sure to destroy the main carrier after it has launched its fighters or it may spawn even more fighters once you get into range again.
Some other changes under the hood, but don't exactly remember what.
Atm I'm working on several new mission types, but it may take a bit before these are all ready.
New ships have mostly been added to the mod already, but these won't spawn yet as the missions and balance aren't ready yet.
If you want, you can do a save right before you do a hyperjump to a new star system with this mod active, but it's not required.
Laster fighters I added now since the planes are ready, but I want to do some more testing to determine how strong they exactly are, but adding the planes themselves now makes me able to add them to the addon faster (it just saves me some time later).
There will also be a new mission type soon (it includes another new type of merchant raider), but still working on those.
- Added the grand flagships.
- Also added laser fighters, but not implemented yet.
- Some grammar errors have been fixed (thx for reporting).
Minor tweaks done to a few of the ships and adding lore to some of the ships that still had it missing for whatever reason.
- Added a new mission type (split across 3 basic sub-missions). Added accompanying new ships used for the new mission types.
- Added one new flagship.
- Lowered the tiers of some of the types of fighters (has no effect on gameplay).
- Added some ships for future use.
The new mission type is to destroy a spy platform (low tier systems), a listening post (mid tier systems) or a radar base (higher tier systems).
These smaller bases spy and collect data on civilian shipping and their movement and help coordinate attacks on them and therefore must me destroyed.
These missions sit somewhere between the single ship merchant raider ship missions and the merchant raider base missions in difficulty.
It will be (lightly) guarded by raiders and fighters which will increase in size and numbers as the star system tiers increase.
- Added one new flagship.
It's not much of an update, but I had this ship ready for a few weeks now and the rest of the planned new content isn't ready yet.
- Added more new variants of the standard merchant raiders (especially the lower tier ones). These ships should start appearing in the Merchant Raiders Expanded addon as well.
- Rebalanced the drops of some of the lower level merchant raider bases as some of their drops were excessive for their tier. The tier 1 stations and the mid and higher tier stations have not had anything changed to them.
- Added the fighterbombers.
- Added 2 more of the small defensive stations.
The 2 more defensive stations will start appearing in the Merchant Raiders Expanded mod as well and will add to the variety of smaller defensive extra bases that help defend the main base (total number is not changed).
The fighterbombers are a bit larger than advanced fighters and carry weapons that are appropriate to the factions these designs were stolen from by the merchant raiders (missiles, cannons, lasers or nukes in stead of the PD the usual fighters have).
They have a chance to appear at mid-tiers in very small numbers and a higher number may appear in higher end systems.
If you're getting a crash which mentions this ships name, please update to the 1.0.5a version of this mod.
If this version also crashes, please let me know.
I had originally wanted to include a new class of fighters, but when I was about to upload, I noticed I hadn't actually included them, so I'm going to add them to the next patch which gives me more time to refine them a bit better.
I'm probably going to keep making new flagships, but probably not as many as before as I think there's a good amount of them in the game right now (but there will be more of them for sure).
There will also be more of the other ships, but progress is slower atm as I'm still taking something of a break from Cosmoteer and doing all the modding in between for little bits.
- Added 9 more pirate flagships. Total pirate flagships is now 25.
- Added 4 new Defense Points so all factions now have about an equal number of different designs.
- Made edits to some of the old Defense Points, Flagships and some other ships (very minimal).
- Moved 1 of the old pirate flagships (Pyrrus Troglodytum) down from tier 14 to tier 12 to make room for the new (tier 14) pirate flagships. The tier has no influence on actual gameplay except that the tier 12 ones will spawn a bit earlier, so I sorted the bit more bigger and strong ones a bit higher to make them appear a little bit later in the game.
- Did miscellaneous other tweaks to some of the older ships in this mod.
I'm also waiting for career 2.0, but I really do hope it won't cause me too much work fixing existing mods.
I can't wait to see what it becomes once the base game adds more modding support for stuff like story events. Should be right around the corner with Career 2.0 incoming.
Since the merchant raider fighters in this mod use this cockpit, this should aid in making fighters (that have thrusters pointing only backwards) that run into an object, unstuck themselves and should make the merchant raider fighters a bit more agile.
The Pirate Lootboxes are similar to storage pods and come in 4 variants and can sometimes be found in the same area where a merchant raider is present.
Once you get close enough, a new icon will appear making it a bit easier to find. However, I';d advice you to put a map marker at that location as when you visually spot it, the marker will disappear (similar to how the ? marker will often disappear from certain asteroids).
I tried to make these storage pods a bit easier to find (don't we all love the storage pods that we can't find anymore?) and the additional map icon will be helpful for this purpose.
- Added more merchant raider variants to make the enemies encountered more diverse.
- Rebalanced the cargo dropped by some of the older merchant raider designs.
- Added the small, med, large and huge Pirate Lootboxes which are essentially the pirate versions of the storage pod and hold stolen cargo that is intended to later be transported to the main merchant raider base.
- Fixed a bug with the heavy fighters not firing.
- Added more fighter variants for future use.
- Added 8 more pirate flagships. Total is now 16.
- Tweaked the pre-existing pirate flagships (mostly minute changes and a bit more lore).
- Tweaked the spawning of pirate flagships so they will start appearing at level 12 with a 60% spawn chance (a little bit earlier) and the spawn chance and number of flagships will overall gradually increase as the level goes up.
- Changed the level of the defense stations (the smaller bases that, in higher levels, guard the main pirate base). This has no effect on gameplay.
- Added the heavy fighters.
- Added a pirated version of the new trade base the most recent Cosmoteer patch added.
- Updated flagship Beyond All Reason.
I've playtested using new started games but also with my own old save which is like more than half a year old now and it worked perfectly.