Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

Star Wars: ACD Factions Add-on
56 Comments
goofball305 6 Aug @ 5:14pm 
Thanks for the quick turnaround!
Rojamahorse  [author] 6 Aug @ 8:54am 
Hi Everyone. HotFix was just uploaded for the EbonHawk issue. I'll have to look into the Black Sun and IO ships issue. It may just be an ordering problem. Unfortunately that'll take me a bit longer to sort out, but will I try to get something out asap.
Thneitor 5 Aug @ 2:11pm 
It seems house IO spawns with Black Sun ships
goofball305 4 Aug @ 7:42pm 
Getting the following error:

System.AggregateException: One or more errors occurred. (The given key 'Rep Ebon_Hawk Civ.ship' was not present in the dictionary.)
Rojamahorse  [author] 24 Jun @ 1:17pm 
Apologies for the long delay on some of these:

@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.
Noxious_Silver 15 Jun @ 6:43pm 
one of the enemy droid ships shoots buzz droids at you and I dont know how to kill them. It destroys my ship very fast.
The Royal Vulpine IV 26 May @ 8:32pm 
Not sure if we just haven't seen it, but I saw there is the "Mass Driver Compact Cannon" and it states it is a scaled down version. Where is the full size version of the mass driver? It's our favorite kinetic weapon for multiplayer
Isaac-wang 25 Apr @ 11:38am 
My saving as normal mode became creative mode(like It coss nothing when building),and I can't find where to disable Creative mode
🪐ringo 🪐 18 Apr @ 11:13pm 
The game dosen't load galaxies when I use ones from this mod
Rojamahorse  [author] 28 Nov, 2024 @ 1:35pm 
Thanks for the heads up and ESPECIALLY for providing the details! I don't often have the opportunity to test multiplayer. Hotfix incoming, since its a small change you may need to verify your files/close steam/restart your computer/etc etc. to see the change.

Thanks again and Happy Thanksgiving to those celebrating!
Remmon 28 Nov, 2024 @ 11:12am 
I can confirm that the Star Wars faction mod is breaking multiplayer. See the wonderful stack trace below.

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.
Nuramor 28 Nov, 2024 @ 11:09am 
We have the same error
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
Vizsla 27 Nov, 2024 @ 10:33pm 
I was having the same issue as Diamon. My error pointed me to en.rules file and I had to comment out these lines (287 & 288) and was able to get to multiplayer.

// MaxPlayers = &~/PvpModeConfig/MaxPlayers
// MaxPlayersTip = &~/PvpModeConfig/MaxPlayersTip

Rough file location: \SteamLibrary\steamapps\workshop\content\799600\3121346591\strings
Diamon 27 Nov, 2024 @ 10:26am 
mutliplayer keeps getting error just by clicking on it from main menu
Rojamahorse  [author] 16 Sep, 2024 @ 8:40am 
Hi Tettykins, - The mod should be working just fine. I would ensure you re-select all prerequisite mods any time Cosmoteer updates. (I believe there is also a toggle in game to disable the setting that automatically removes all mods anytime Cosmoteer has a version update.)
Tettykins 11 Sep, 2024 @ 1:10pm 
Looks like Factions stopped working after the new update. Any ETA on when it'll be working again?
Rojamahorse  [author] 30 Aug, 2024 @ 2:36pm 
Greetings, Commanders!

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
Rojamahorse  [author] 24 Jul, 2024 @ 2:25pm 
FYI hotfix 1.7.1 has been updated for the factions mod. This should fix the issues with the asteroid sys gen compatibility issues. If you have updated and are still having issues check to make sure your mod version says "171.270" in the mod selection menu. If it does say that and you are still having issues, let me know!
Pup Sentinel 22 Jul, 2024 @ 10:50pm 
@BITTER LYNX + @Rojamahorse
Seems to be an issue with sys gen (System generation?) Maybe look there?
Hope this helps.
Rojamahorse  [author] 22 Jul, 2024 @ 10:17pm 
Glad to hear it, sorry about mine-able megaroids though. It may just need an update, but I'll take a look if there is anything on my end causing the issue.
BITTER LYNX 22 Jul, 2024 @ 10:11pm 
@Rojamahorse I FOUND THE PROBLEM

it seems that minable megaroids and this mod dont play nice anymore, it works now
Rojamahorse  [author] 22 Jul, 2024 @ 9:59pm 
@BITTER LYNX Make sure you are checking all mods are unsubscribed fully and re-downloaded. I was able to load previously saved games & start new ones without issues.
BITTER LYNX 22 Jul, 2024 @ 9:59pm 
@Rojamahorse i have some others, ill try just the star wars mods to see if that works
Rojamahorse  [author] 22 Jul, 2024 @ 9:53pm 
@BITTER LYNX, Interesting, let me take a look. You don't have any other mods enabled?
BITTER LYNX 22 Jul, 2024 @ 9:36pm 
it seems the new hope galaxy preset wont let the game launch with the new update, i unsubscribed and subscribed again a few times but kept getting a crash that referenced A new hope asteroid gen
it ran nicely before the last mod update so it seems it is something wrong with the newest update of the mod
Rojamahorse  [author] 22 Jul, 2024 @ 8:03pm 
Greetings, Commanders!

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!
Rojamahorse  [author] 1 Jul, 2024 @ 2:09pm 
Greetings, Commanders!

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!
Rojamahorse  [author] 28 Jun, 2024 @ 12:50am 
@Kane please read the description under Important Notes above, or look at the screenshot in mod description or read one of the many similar inquiries in the comments :steamhappy:
Rojamahorse  [author] 28 Jun, 2024 @ 12:46am 
@Devourer try turning on the built in mod for increasing ship size/larger ships. That’s odd I’ve never had that happen before and have an enlarged build size built into the mod. Either way this should be fixed next patch.
Kane 24 Jun, 2024 @ 4:06pm 
some reason i cant get the star wars factions to show up in my world map nor any ships flying
Devourer 22 Jun, 2024 @ 9:48pm 
Unsure if you're still updating this I'm giving it a try and I noticed a starter ship is missing
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
Rojamahorse  [author] 12 Apr, 2024 @ 8:19pm 
@point5lightspeed3 - Apologies for the delay, I posted on your Youtube Comment some better instructions on how to un-sub and re-sub if that is the issue.
Matt Parker 11 Apr, 2024 @ 8:02pm 
@Rojamahorse here's a video of what's going on in my game, this was taken after the .26 update to the base game, after I had unsubbed and resubbed to the SW mod, and it's STILL doing this. https://youtu.be/jtc2aZdT4XE
Matt Parker 11 Apr, 2024 @ 7:46pm 
After testing, it seems like only the SW: Droids tab and the Flight tab have Star Wars stuff in them. I'm certain it's part of the update, as it was working before. Also there is a LOT of music skipping, but that's unrelated I think.
Matt Parker 11 Apr, 2024 @ 7:34pm 
@Rojamahorse Thanks so much for this awesome mod! I'm curious if you've updated it to work with the .26 update? It seemed to break after I updated the base game. Thanks!
Rojamahorse  [author] 11 Mar, 2024 @ 10:15am 
@Vank - This is likely due to you having an incompatible mod that affects career mode. When loading a new career, the game looks for a compatible starting node based on conditions set by this and other mods, if one of those conditions aren't met the game won't be able to start. Try only running the star wars mods and see if it works. If it does, start enabling your other mods one by one, repeating the process until it doesn't work and you'll be able to find the culprit.
Vank 10 Mar, 2024 @ 6:05pm 
i shall continue trouble shooting to see if i can figure out the issue
Vank 10 Mar, 2024 @ 5:47pm 
currently with this mod when starting a new game i get stuck on "Starting Game" when picking a star wars custom scenario map
Rojamahorse  [author] 25 Feb, 2024 @ 10:13am 
@Развязка Пупка - Thanks for the feedback. Could you provide an error log to our Discord by chance? I had a similar issue but couldn't reproduce the error reliably. Having trouble determining if the culprit is a problem of the mod or game's performance.
Sanix2009 24 Feb, 2024 @ 6:30am 
Mod is awesome, however I get A FastParallel task threw one or more exceptions. (Pathfind operation failed!) exception thrown
Rojamahorse  [author] 5 Jan, 2024 @ 9:59am 
Hi Everyone, just a reminder to refer to 'Important Notes' for some of your frequently asked questions. I have also added a Questions/Feedback Discussion Thread for questions and suggestions on Factions. Thank you!
Klench FOR Kench 5 Jan, 2024 @ 12:17am 
Im hosting an MP game for a friend and me and have noticed the factions mod doesn't seem to be working its not adding starwars AI ships to the game. Only using your starwars mods and a singular stacking mod
AvengerActual 2 Jan, 2024 @ 8:23pm 
Damn, hey is there a link for this outside of steam? Currently I have to transfer files from my phone and can't get my surface pro online... GitHub link maybe?

Ah I'm fucked lol.
∴ 𝐓𝝠𝐔 ∴ 1 Jan, 2024 @ 3:09am 
Oh and I have one question, what does Hypermatter actually do? I haven't been able to figure out those reactors and their purpose XD
∴ 𝐓𝝠𝐔 ∴ 1 Jan, 2024 @ 3:08am 
Another thing, though I think you did this intentionally is that large turrets have the same range as most medium turrets? On one hand it would make sense for them to have slightly more range, on the other, I can see on a balancing standpoint why not. I have noticed the A.I. loves to stay back and snipe depending on the range of their majority of weapons. Although, long-range battleship fights would be quite interesting. A Larger version of the medium long range turbo blaster could be quite cool for example. Granted, I don't know too much about star wars to really say if this is something which exists, it should remain accurate, after all!
∴ 𝐓𝝠𝐔 ∴ 1 Jan, 2024 @ 3:08am 
@Rojamahorse Oh! That reminds me... I know this isn't really a 'feedback' section, but since we have this conversation going now, do check out the large ion thrusters, the 8x16 and 10x14 thrusters have messed up thrust values and actually go down in the amount of thrust they produce propotionally to their size compared to the previous 7x10 one. I tested it and it does not appear to be a display issue. It's not really a huge deal as the 7x10 ion thruster does produce enough thrust to accelerate larger ships to decent speed, just wanted to point it out.

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.
Rojamahorse  [author] 30 Dec, 2023 @ 11:06am 
@TAU - thanks for the feedback, a lot of love and countless hours went into it, so I'm very happy to hear people are enjoying it! The little Starguards are usually a good counter 1v1, I did nerf them a bit prior to release b/c I thought they were a little too effective. I will likely revisit this and give them a boost again... This is definitely a work in progress, balancing is tough and the aim is to get this working a little like rock paper scissors. Right now the best solution for bigger ships is a combo of the Starguards and using small shields to help cushion the blast while the bigger shields are down.

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!
∴ 𝐓𝝠𝐔 ∴ 29 Dec, 2023 @ 12:49pm 
Really well-made mod, I am quite enjoying it, but there is one small thing which quite annoys me:

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.
Silverwolfss 26 Dec, 2023 @ 3:17pm 
anytime
Rojamahorse  [author] 26 Dec, 2023 @ 1:18pm 
@Silverwolfss thanks for the heads up. Unfortunately that will likely happen with Star Wars ships names. I may consider adding an additional naming prefix to my factions mod to help with this. It will take some time though (as you know its a massive list of ships we have)... I had a hard enough time not duplicating names on my own ships :).