Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

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Extended Tech Tree Mod.
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257.727 MB
2023 年 3 月 13 日 上午 2:52
9 月 15 日 上午 9:05
118 項更新註記 (檢視)

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Extended Tech Tree Mod.

在 SirCampalot 的 1 個收藏中
Extended Tech Tree Mod.
32 個項目
描述
The Extended Tech Tree Mod is my personal mod for Cosmoteer.

I wanted a mod that extends the gameplay experience of Cosmoteer while seeming like it could be part of the base game.



My Extended Tech Tree Mod offers:

- more mineable resources that fit well with the extended tech tree items.

- new factories that can be used to refine and to fabricate new items from the extended tech tree.

- a deeper tech tree with more advanced weapons, thrusters, reactors, shields and armors using those new resources.

- a broader tech tree featuring side-grades like hyperium, sulfur, armored and nuclear powered thrusters and hyperium powered weapons and cockpit so small expendable reactorless ships are an option now.

- Support from multiple of my own asteroid mods.

- Upgraded Enemy Ships adding more than 1000 new ships that make use of these advanced weapons as I purposefully made most weapons and factories drop-in replacements to the original parts.

- Merchant Raiders mod that also features pirates and pirate bases using the weapons and items featured in this mod.

- A mod featuring ships ported from Cosmoteer Classic.

- Upgraded Defensive Platforms mod.



This mod is different from my other mods in that it's kinda like my workbench mod where I test and try out new features. Consider this mod be in a pre-release or beta state. There will be bugs. There will be things that look unfinished, won't work properly or not look any different from the standard stuff, but it should be stuff that works perfectly fine as is. I don't like OP stuff but I don't like stuff that doesn't work or doesn't provide any benefit either. I want things that are a (perhaps costly) upgrade that aren't too outlandish or worthless, but still give more depth to the original Cosmoteer.

There shouldn't be any crash bugs. If there are then please let me know in the comments so I can move it to the top of my priority list.

I am just one person working on this mod as a hobby, so don't expect this mod to be finished any time soon. It is in a playable state however.

I try to make it a priority to not break older savegames, if only because I'm working on this mod for my own playthrough.



This mod will work without any additional mods, but I find it more enjoyable to be used with a list of mods I will provide below.

This mod will work properly with my asteroid mods, but if you choose to not use any of my specially modified ones, none of the new resources will be featured in them.

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For a full list of items included in this mod, see this page: https://gtm.steamproxy.vip/workshop/filedetails/discussion/2946411143/3819657908530231397/


Some of the items in this mod:


- Mineable resource Silver which can be used to make Silver Coils. Silver sits roughly between copper and gold in value and is about as common as carbon. The sale price of copper is 40, of silver it is 100 and of gold it is 250 (so each resource up is 2 1/2 times as expensive as the previous one). Silver coils are the more advanced and efficient version of copper based coils when it comes to the most advanced equipment.

- Mineable resource Letalium (also known as Letalium-666) which can be used to make Enriched Letalium for use in advanced reactors or to turn into supernukes (because I like nukes :P ).

- Advanced reactors which require enriched letalium instead of enriched uranium. These reactors supply ultra-powered high density plasma batteries of quintuple-capacity (5x), decuple-capacity (10x) and quindecuple-capacity (15x). These batteries are fully compatible with standard batteries, they just hold a larger charge and are blue instead of yellow.

- Mineable resource Duranium which can be used to make more advanced armor and other advanced parts.

- Hyperium powered thrusters. These thrusters are as powerful as regular thrusters, but will consume (small) number of hyperium. Their main advantage is that much fewer crew trips are required to resupply these thrusters, but these thrusters require hyperium instead of batteries. So once you run out of hyperium, no more power for you..

- Sulfur powered thrusters. These thrusters consume sulfur instead of hyperium, but are cheaper to build and slightly less fuel efficient than the hyperium powered thrusters. Sulfur powered thrusters have about 20% more thrust and sulfur is easier to find than hyperium, but sulfur powered thrusters don't come in a huge variant and don't benefit from an engine room.

- Nuclear powered thrusters. Requiring enriched uranium, these more expensive thrusters require no external power at all to run (and can't have doors in them as these are not needed), but can take a while before they are powered on (so if these get EMP-ed, you're dead in the water).

- Advanced thrusters. Provide a significant boost to power, but they will require a lot of power as well to run properly. Very expensive.

- Advanced nuclear powered thrusters. Powered by enriched letalium, these are easily the most expensive thrusters as of now. Nuclear powered variant of the advanced thrusters. Contrary to the standard nuclear powered thrusters, these advanced nuclear powered thrusters have a moderate capacity to withstand EMP damage.

- Advanced engine room. Much more expensive engine room which gives a 75% boost to power of all engines (with the exception of sulfur powered thrusters).

- Hyperium powered lasers and disruptors, advanced lasers and disruptors.

- Advanced missile launcher, featuring the following 4 weapons systems:

The Trebuchet advanced high explosive missile. The factory converts he missile parts and ammo parts into advanced he missile parts. These 2 combined pack a much larger punch and I wanted a way to get rid of all the excess ammo that tends to get strewn around everywhere.

The Shutdown advanced EMP missile system. Combines emp missile parts with hyperium to significantly increase its potency.

The Hole-In-One supernuke missile system. Built from letalium and tristeel, these rather expensive missiles pose a serious threat to any ship not using any kind of advanced armor. These are not one shot one kill wonders though, I took significant effort to balance these weapons between being useless for their cost and being too strong.

The It-Follows Motion Mine system. These mines, once deployed, will slowly drift forward until they come in proximity of an enemy after which they will activate magnetic homing and detonate on contact with a single explosion. These mines are actually inspired by the motion mines in Battlefield 2142 :)

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Below is a link to a list of mods that I made specifically to support these new mineable resources. These mods feature a purple omega sign to make it easier to identify these mods in a list of mods (I have a very long list of mods and this way I can easily find them).
All these mods are compatible with my Extended Tech Tree Mod.

Extended Tech Tree Mod Collection:
https://gtm.steamproxy.vip/workshop/filedetails/?id=2946607362



Compatibility: This mod will not function correctly when used with Maltis Vanilla rebalance mod, because of that mod renaming certain base game data fields, which will make any mod that calls those values to not find the requested data, causing a crash. So until the mod author of that mod fixes the incompatibility that his mod created, any mod that calls certain data from the base game will break when used together with that mod.

This mod is incompatible with Broadsiders (and probably all of its derivatives)

TAF - Cable Age mod is reported to be incompatible with ETTM.

ETTM should be compatible with all other mods.

Credits: https://gtm.steamproxy.vip/workshop/filedetails/discussion/2946411143/4360120846407324382/










Legal stuff: I do not give permission to anyone to reupload or modify my mods without asking for permission from me first.
熱門討論 檢視全部(8)
105
3 月 28 日 下午 12:39
Feedback and other remarks.
SirCampalot
10
8 月 16 日 上午 7:18
置頂: Important announcement from me regarding the future of my mods.
SirCampalot
23
2024 年 6 月 21 日 上午 7:52
The items in this mod
SirCampalot
765 則留言
SirCampalot  [作者] 9 月 23 日 上午 9:13 
@66562940: Thank you for reporting. I have put it on my todo list for things I need to have a look at.
@DrBury: Thank you for the feedback :)

Also sorry for late response, I just got back from my trip abroad.
DrBury 9 月 21 日 下午 3:00 
I love how this mod keeps getting patched I'm so sad when old mods stop working because of cosmoteer's updates but I like the game too much to drop it.
66562940 9 月 16 日 上午 5:28 
Advanced Tractor Beam can only pull enemy ships towards itself, no matter which work mode I choose, it can only pull the enemy ships, but can not them away!
SirCampalot  [作者] 9 月 15 日 上午 9:08 
Version 1.5.1 is now released and adds the following:

- Added the Hyperium Grower


The Hyperium Grower is meant as a mid-game ship part and is thus not available early on.
It's essentially a converted small reactor core redesigned to use its internal power production to grow hyperium crystals instead of batteries.
But it will take a loooong time to grow hyperium, so your best bet is to (once you reached mid game and researched the HG) build a couple of them, then forget you have them.

The advantage is that, due to it growing the crystals completely without user intervention, it requires very little manpower. The only thing your crew would need to do is to fetch the hyperium and place it in a storage for future use.
SirCampalot  [作者] 9 月 15 日 上午 1:27 
@Dre Patron: Oh I get it now. dpmexplosive_struct_nuke is one of my WIP thingies. It was supposed to be part of some kind of kamikaze explosive, but I never got it to function in a satisfactory way so I simply commented it out (for the time being at least).

It shouldn't cause any problems unless you enable it again, but (as you already found out) chances are recent updates broke these testing parts.

The vast majority of testing WIP parts are not contained within ETTM btw, but in a private beta addon which also broke due to recent updates, but this will have to wait till I get back from my trip :)

I plan on doing a small update for ETTM later today, but don't expect anything major.
SirCampalot  [作者] 9 月 15 日 上午 1:21 
@Dre Patron: I haven't gotten this crash, but thanks for reporting.

Could you tell me when this exactly occurs so I can reproduce it?

Also better hurry because after today I'll be away for a week.
Dre Patron 9 月 14 日 下午 10:28 
@SirCampalot, Your mod is a must for me! but in the latest update I kept having issues with the "dpmexplosive_struct_nuke" file due to some unexpected * added or missing, I managed to fix it by but wanted to share that in case you haven't noticed yet :) (for now I'll just override your file locally) if you ever need some testing i'd love to help.
SirCampalot  [作者] 9 月 10 日 上午 11:15 
For the people who are having issues with their modlist due to not all of their mods having been updated to Cosmoteer 0.30.1, I have uploaded the previous version of ETTM to this page: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3565821352
SirCampalot  [作者] 9 月 10 日 上午 1:23 
@19rrnoah: This update hit at 1.15am local time, so I had just gone to bed.

Usually I prefer to prepatch my mods before Cosmoteer updates, but due to the nature of this update this was literally impossible, so I had to wait for Cosmoteer 0.30.1 to go live before I could update this.

Please keep sending me bug reports as I will have little time in the next few weeks, so I can keep fixing bugs afterwards.
SirCampalot  [作者] 9 月 10 日 上午 1:21 
Version 1.5.0

Preliminary update to support Cosmoteer version 0.30.1.
Previous versions of Cosmoteer will no longer work with the live version of ETTM.

Potential bugs: Since I had to work on this patch when the Cosmoteer release candidates kept making changes to hundreds of files, I opted to keep using a lot of the older sounds, for the time being at least.
So if some of the sounds do not work normally, please let me know as I'll probably be adding at least a few more patches after this version BUT I will go on a holliday soon and am really busy IRL rn, so this will take time.

But priority is to prevent it from crashing.