Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

Command Computer
15 Comments
tentengreen 7 May @ 2:33am 
OK
醉弈星尘  [author] 7 May @ 12:40am 
我最近几个月在忙着办公室装修的事,更新上会慢些,小伙伴们多谅解哈。有什么bug随时反馈我看到就会修改。
醉弈星尘  [author] 13 Apr @ 3:39am 
@tentengreen 感谢你的评论。
简单的修改,例如你可以通过尝试修改推进器的.rules文件来实现(thruster_small.rules):
========================================
BatteryStorage
{
Type = ResourceStorage
ResourceType = battery
MaxResources = 0//电力储存量

========================================

FuelUsage = 0//燃料使用量
FuelRecharge = 0//加油量
========================================
使用电的武器也是同样道理,将储储藏量设置为0,消耗量设置为0,也就是说不需要添加电池,不会消耗电力。
tentengreen 5 Apr @ 7:00pm 
あのー、質問何ですが燃料を使用しないAIの銃もしくはスラスターって作れませんか?よければお願いします。
(翻訳)嗯,我的问题是,是否有可能制造出不使用燃料的人工智能枪或推进器?如果你不介意的话请。
醉弈星尘  [author] 26 Mar @ 7:04am 
@BattleMaster
Thank you for your support.
BattleMaster 26 Mar @ 4:20am 
this looks fun, gonna give it a go
醉弈星尘  [author] 22 Mar @ 12:54pm 
@Emily Laine
Thank you for your support. Regarding the functions of the heat sink and extender, I need to think again. If you have any new ideas, please let me know.
醉弈星尘  [author] 22 Mar @ 12:42pm 
@Fire Pixsel
Good question:steamthumbsup:, that's also what I've been thinking lately.
At the beginning, my original intention in creating this Mod was to save the crew needed for the spaceship and optimize the post game experience.
The advantage of the initial version is that it can generate command points without the need for energy and crew supply (although it does not save much crew, it provides a way).
But later on, this setting made me feel like I was using a cheat machine.
So, I want to change it to make the gaming experience more balanced. I added plans to consume processors, but it seems no different from letting it consume energy.
At present, it seems that I need to re plan my future ideas.
Thank you for your comment, it makes me need to seriously consider the significance of this mod for users.
Fire Pixsel 22 Mar @ 12:01pm 
what makes them better over command rooms?
Emily Laine 22 Mar @ 11:38am 
I'm happy to help, and this is looking really good now that I've had some time to play with it a bit more. The material costs are almost trivial in my current game, but I am towards the end of that playthrough with a heavy emphasis on industrial capacity. So, these modules seem good in my opinion.

I am interested to see what you do with the expander and heat-sink in the future, and especially the latter as heat generation would be an important consideration in ship design but plays no role in the base game. So I like that you are adding it.

Also, I meant to say this earlier, but these models look great in a ship. Kudos.
醉弈星尘  [author] 22 Mar @ 1:02am 
@Emily Laine
Thank you for your comment. I will now fix the bug you mentioned regarding incorrect command point values. Looking forward to more ideas from you about this mod, thank you:steamhappy:
Emily Laine 21 Mar @ 5:15pm 
Hey, thanks for updating the page here, really appreciate that.
I'm playing around with these now and they seem fairly balanced with regards to material cost, though they don't seem to use power. That's entirely your prerogative, of course, but maybe something to consider for balance purposes.

One bug I'm seeing, though, is that the super computer grants 12,000 (12k) command points rather than 1,200 (1.2k). Otherwise, this is a neat addition to the game. Thanks for sharing it!
醉弈星尘  [author] 20 Mar @ 12:53am 
@Emily Laine
Okay, thank you for the comment.
Emily Laine 19 Mar @ 5:59pm 
A cool idea, would you be able to add the material costs for the modules, please? I'm curious how balanced they are and hoping that they are expensive.
醉弈星尘  [author] 19 Mar @ 12:21am 
Thank you for the translation in the comment section. If there are any language translation errors in the internal translation of my mod, please let me know.