Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

Halo: War of Annihilation (CUSTOM MUSIC, HANGERS)
107 Comments
Guschado Fring  [author] 13 Aug @ 5:07pm 
@thesnowylynx No, thank you ;)
Guschado Fring  [author] 13 Aug @ 5:07pm 
@Delamouuuuur Try adding a Pinch Fusion reactor first, they need those to function
thesnowylynx 13 Aug @ 4:25pm 
Thank you for the great work!
Delamouuuuur 13 Aug @ 12:48pm 
For some reaons certain covenant shields can't be installed on some ships.
Guschado Fring  [author] 11 Aug @ 7:50pm 
@justanotherjoe This mod isn’t designed to be balanced for the base game or any other mod, and is meant to be played as a standalone (for the most part). I’m working on factions (UNSC, Covenant, Insurrectionists, etc.) to completely overhaul the game, making career mode balanced.
(although this is relatively low on my priorities compared to new parts and stuff)
justanotherjoe 11 Aug @ 6:46pm 
other than that mod is great though, i thank you
justanotherjoe 11 Aug @ 6:46pm 
could prob do with a balance pass, its alright to be a bit stronger than vanilla but some of these are insane, even compared to SW and other mod stuff, the larger 2 plasma cannons and coilgun cannons especially. the MACs and plasma beams are still silly OP but not as bad due to the very long cooldown
ONYX 10 Aug @ 1:20pm 
NIce, can't wait to see it !
Guschado Fring  [author] 10 Aug @ 8:26am 
@ONYX Should be fixed in the next update
ONYX 9 Aug @ 7:40am 
Hi, insane mod but Covenant thrusters have weird controls, they make you spin whenever you turn even slightly if you were going forward. Maybe it's a config problem or something, but it makes aiming and piloting rly annoying, especially on smaller ships
DIREWOLF36 4 Aug @ 8:00pm 
i joined your discord to show you crash dump
DIREWOLF36 4 Aug @ 7:53pm 
i got the crash code if you want ill send you
Guschado Fring  [author] 4 Aug @ 7:27pm 
@DIREWOLF36 Wdym? It should be working. If you mean the game says 'this mod might not be up to date', don't worry about it; click the 'I don't care' option (or whatever it's called), and the mod will still work.
DIREWOLF36 4 Aug @ 7:12pm 
still not working as far as i can tell? any update on this? not pushing just a friendly check ty.
8vantor8 4 Aug @ 4:58pm 
if you want lower starting funds go use one of the other mods on the workshop
Zombo 3 Aug @ 4:09pm 
how do you get this mod working.
Mr_butterbuns 3 Aug @ 10:24am 
can we get a setting to lower the amount of starting funds?
Guschado Fring  [author] 31 Jul @ 8:31pm 
@! ! _ _ G R E Y _ _ ! ! Prob soon, I just gotta finish up some stuff
! ! _ _ G R E Y _ _ ! ! 31 Jul @ 7:53pm 
When's that update being pushed?
8vantor8 31 Jul @ 5:24pm 
nice
Guschado Fring  [author] 31 Jul @ 5:09pm 
@8vantor8 Already fixed it, dwai
8vantor8 31 Jul @ 4:34pm 
i don't think it is a issue that they can catch on fire, but rather the fact that they can't be put out.
as I am using it to mine the asteroids around the sun. now i will fully admit i could be wrong as i know little about programming, but what if we borrowed code from the Engine room so it could link up with the heat pipe network, and made the shields be a crewed room? then we wouldn't be able to bypass the new thermal system, but still be able to put out the fires?
Guschado Fring  [author] 31 Jul @ 4:09pm 
@8vantor8 Working on making the shields inflammable, and have been the whole day. Be patient.
8vantor8 31 Jul @ 3:47pm 
so we have to just watch our very expensive shields burn to the ground, the only option for avoiding that is to demo the generator and hope you get most the parts back
8vantor8 31 Jul @ 3:42pm 
hey, because the Shield Generators don't have doors anymore it means that the second they catch on fire we can't put said fire out
Guschado Fring  [author] 30 Jul @ 4:19pm 
@Lonylo Fully up to date!
The Don 30 Jul @ 4:07pm 
HANGERS!?!? Count me in!
Lonylo 30 Jul @ 3:52pm 
which version is this mod for?
the scallywag 23 Jul @ 10:23pm 
this might just be the mod of all time.
Guschado Fring  [author] 19 Jul @ 10:55am 
@KilledJoy Giving parts research requirements is so ridiculously tedious I prob wont get to it for a long while. And I’m working on custom factions too.
KilledJoy 18 Jul @ 8:34pm 
This coulda been cool but uh... started with all the parts unlocked and would be cooler if there was a way to replace the default ships.
Guschado Fring  [author] 18 Jul @ 2:49pm 
@RNJRgreen Thanks, that's pretty cool to hear!
Guschado Fring  [author] 18 Jul @ 2:47pm 
@Definitely A Tree Yeah, I know, just found out about it yesterday :(. It should be fixed in the next build.
Definitely A Tree 18 Jul @ 11:08am 
Im having issues with the Ruoth-pattern Pinch Reactor. They won't pull power from it to power shield generators or hyperdrive
RNJRgreen 17 Jul @ 3:06pm 
great to hear, this mod sorta got me back into playing cosmoteer.
Guschado Fring  [author] 17 Jul @ 2:58pm 
@RNJRgreen Ok, I got it. It should be fixed in the next build.
Guschado Fring  [author] 17 Jul @ 2:42pm 
@RNJRgreen That's strange, I've never had that happen. I'll see what I can do to fix it.
RNJRgreen 17 Jul @ 1:55pm 
deep sigh.... 1st off amazing mod just hats off... 10 outa infinity, get it XD. anyways... seen that it recently got updated with new items I immediately upgraded all UNSC ships that i had built with the mod and started to finally build some covenant ships........ and from there i made a discovery. With the new UNSC slipspace/hyperdrive built on some ships.... i found that pressing the resource button or V for shortcut.. it crashes the game with 'Nullable object must have a value.'?????.
it took me a while scrolling through the crash log and found nothing helpful in it
(as usual with the crash logs XDXD) anyways i did some testing to see WHY only some ships when selected while using the resource button made the game crash. Then i noticed...... ALL HALO ships with the new slipspace/warp drive causes the game to crash. Other than that... works perfectly, i removed the new item and everything works.
synjyn 16 Jul @ 10:30pm 
@ThiccMcButters, idk fi this will help but I saw your comment and I know with most games on steam, if you are having incompatibility issues with only the one mod, try unsubscribing, then re subscribing, both of you. That makes sure both are the same exact version. Ofc make sure your games are closed and do it, and make sure you don't have to enable mods in the menu. Good luck
Guschado Fring  [author] 16 Jul @ 8:45am 
@ThiccMcButters 🤷‍♂️ works for me
ThiccMcButters 16 Jul @ 12:54am 
This doesn't work in multiplayer at all. My buddy and I have only this mod/Prereqs subscribed, and it says incompatible even though we've checked the entire list.
PROboszcz (501st SOARD) 10 Jul @ 10:45am 
can you make the M60 sentry more expensive but higher damaging than the M870
Slushy 9 Jul @ 1:37pm 
I love this mod and the way you implemented all the weapons! Keep it up!
Guschado Fring  [author] 8 Jul @ 4:46pm 
@Vermin Supreme What do you mean? If you mean MACS don't fire in direct control mode, you gotta press right click instead of left click.
Vermin Supreme 8 Jul @ 2:36pm 
Idk if im just dumb, but I cant get any of the MAC weapons working. Its just ignored by crew.
goofball305 8 Jul @ 12:45am 
Potential Bug: MAC Projectiles don't seen to be reaching their intended ranges. The 20DA1C2 Light MAC Cannon has an indicated base range of 3580m, but only reaches 2000m in my tests. Adding 3 accelerator coils has no effect on the range.
Guschado Fring  [author] 7 Jul @ 3:14pm 
@FluffsSquad I was messing around with the idea of a sorta sensor suite, so sure.
FluffsSquad 7 Jul @ 1:39pm 
Might I suggest a large sensor array? I can't tell if the standard sensor array leaves the ship in the explosion range of the NOVA nuke
fljmemklf 6 Jul @ 12:40pm 
Where is the custom menu?I can not find it.
Guschado Fring  [author] 2 Jul @ 10:24am 
@devildavin 🤷‍♂️