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System.AggregateException: One or more errors occurred. (The given key 'Rep Ebon_Hawk Civ.ship' was not present in the dictionary.)
@Noxious_Silver
- Buzz droids can be tough, your best bet is to intercept the rocket with point defense before they deploy and/or keep moving so they don't land on you.
@The Royal Vulpine IV
- The compact mass driver was a personal side project and isn’t from the classic mod. We are still pretty backlogged so it won't be coming soon but if we add a full-size version, it’ll be in the main mod, not factions.
@Isaac-wang
- Not sure what’s going on there, but since this is the first I'm hearing of it, I doubt its an issue caused by our mod. Try double-checking your game mode settings and other mods, maybe you have something defaulted incorrectly.
@🪐ringo 🪐
- Sounds like another mod may be overwriting ours, or you might not have selected one of our galaxy presets. Check around screenshot #7 or #8 in the mod description images above for guidance.
Thanks again and Happy Thanksgiving to those celebrating!
Reference "~/PvpModeConfig/MaxPlayers" at node "<D:\Program Files (x86)\Steam\steamapps\workshop\content\799600\3121346591\strings\en.rules>/CareerModeConfig/MaxPlayers" could not be resolved.
System.TypeInitializationException: The type initializer for 'Cosmoteer.Modes.MPModes' threw an exception.
---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation.
---> Halfling.ObjectText.OTNavigateException: Reference "~/PvpModeConfig/MaxPlayers" at node "<D:\Program Files (x86)\Steam\steamapps\workshop\content\799600\3121346591\strings\en.rules>/CareerModeConfig/MaxPlayers" could not be resolved.
We had a crash when opening the MP menu. The game crashed to windows. Please note the hardcoded source line when trying to access OTNode.cs. I do not have a folder called 'walt':
---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation.
11/28/2024 19:57:23 | ---> Halfling.ObjectText.OTNavigateException: Reference "~/PvpModeConfig/MaxPlayers" at node "<F:\Spiele\Steam\steamapps\workshop\content\799600\3121346591\strings\en.rules>/CareerModeConfig/MaxPlayers" could not be resolved.
11/28/2024 19:57:23 | at Halfling.ObjectText.OTNode.FindAtPath(String path, ICollection`1 traversed, Boolean makePath, Boolean dereferenceFinalNode) in C:\Users\walt\Documents\Code\Cosmoteer\Halfling\HalflingCore\Source\ObjectText\OTNode.cs:line 410
// MaxPlayers = &~/PvpModeConfig/MaxPlayers
// MaxPlayersTip = &~/PvpModeConfig/MaxPlayersTip
Rough file location: \SteamLibrary\steamapps\workshop\content\799600\3121346591\strings
We’re excited to bring you an update just in time for my birthday weekend! 🎉 v172.270 is here with fantastic new customization features. Check the change notes (top right, next to the preview images) for details.
If your decals are missing or you encounter issues, ensure your mod says 172.270 in the mod menu (in-game). The Intro ship should display the same on the top right corner.
Troubleshooting Tips:
Load Cosmoteer without mods if issues arise.
Ensure all SWACD mods are enabled, then restart.
If problems persist, unsubscribe from our mods, restart without them, exit, resubscribe, and reload.
Thank you for your continued support and patience. Fly safe!
May the Force be with you!
❤️ SWACD DevTeam
Seems to be an issue with sys gen (System generation?) Maybe look there?
Hope this helps.
it seems that minable megaroids and this mod dont play nice anymore, it works now
it ran nicely before the last mod update so it seems it is something wrong with the newest update of the mod
We're alerting you to a recent update in Cosmoteer to version 0.27.0, which may affect the functionality of the Star Wars: A Cosmos Divided mods. We’ve swiftly implemented compatibility fixes and updates to ensure this works with NEBULAS!
Troubleshooting Tips:
[*] Initial Check: If you encounter issues, start by loading Cosmoteer without any mods (as indicated in the crash window).
[*] Re-enable Mods: After the initial check, make sure all SWACD mods are enabled, then restart the game.
[*] Resubscribe if Needed: If problems persist, unsubscribe from our mods, restart the game without our mods, exit, then resubscribe. This helps address any quirks with Steam Workshop updates not downloading correctly on the first attempt.
Thank you for your continued support and patience. Fly safe!
We're alerting you to a recent update in Cosmoteer to version 0.26.2, which may affect the functionality of the Star Wars: A Cosmos Divided mods. We’ve swiftly implemented compatibility fixes to ensure smooth-ish game-play.
Troubleshooting Tips:
[*] Initial Check: If you encounter issues, start by loading Cosmoteer without any mods (as indicated in the crash window).
[*] Re-enable Mods: After the initial check, make sure all SWACD mods are enabled, then restart the game.
[*] Resubscribe if Needed: If problems persist, unsubscribe from our mods, restart the game without our mods, exit, then resubscribe. This helps address any quirks with Steam Workshop updates not downloading correctly on the first attempt.
Thank you for your continued support and patience. Fly safe!
you are unable to start with the A-Wing it is classed as illegal by the game because the ship is placed outside of the regular sized build box
Ah I'm fucked lol.
Also, after some more playing, I can say the proton torpedoes are not a huge concern. So far there haven't been any ships I encountered except one who fires more than 2 torpedoes at once. I can see why they would need to do that amount of damage so small cheap and nimble bomber ships become quite viable against large threats.
If you are flying something smaller, the protons can be easily outrun or dodged in most cases if the ship is maneuverable enough. Hope this helps for the time being and happy hunting!
Is there any way to effectively deal with proton torpedoes beyond using the compact StarGuard which runs out of ammo after a one second volley? I am having a real hard time dealing with the torpedo spam, and since they are doing 120k damage each, they obliterate shields.
I may just be missing the effective weapon to deal with them, but from all that I can see, nothing else targets torpedoes except for the massive flak turret (though I have not tested it yet)
I do think the damage should be toned down on the torpedoes. Either that, or they should travel much slower. They destroy the gigantic shield in 2 hits, which is a bit excessive imo.