Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

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Expansion for Adjustable Fighters and Components
   
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Tags: Mods
File Size
Posted
Updated
218.797 MB
10 Aug, 2023 @ 3:19pm
6 Sep @ 9:06am
49 Change Notes ( view )

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Expansion for Adjustable Fighters and Components

Description
What is this?
Adds new components to expand the excellent Adjustable Fighters and Components mod.

I took over the apparently abandoned original Fighters and Components mod then was contacted by a co-author.
We decided to turn this mod into an expansion of his mod update which he had been working on.

Why?
In Cosmoteer, smaller craft are at quite a disadvantage vs larger ones. Compare 1 bridge to 20 cockpits for example at one third the cost and energy and crew.
This mod is therefore made to make smaller craft more viable by adding advantageous items that hopefully allow for new strategies.

Main Ideas
* While batteries are standard practice for conventional vessels, this mod takes advantage of Quantum Electromagnetics interlocking which allows high energy transfer rates from small reactors directly to nearby parts! It is implemented on ALL fighter parts unless specified. However only small, specially made fighter reactors can take advantage of this and all vessels cannot handle more than 4 total reactors without creating quantum instabilities. The energy buff from reactors will show the charging range.

* All thruster parts benefit from being near to a cockpit (or drone core) and gain a lot of extra efficiency. A thruster buff will show the buff range.

* The turreted weapons are usually very fast rotating so you can fire while moving and the turret can track.

* Some weapons have large capacitors which let them store up a lot of firepower and release in a big volley, then run off to recharge, so strafing and hit and run become more viable.

* Ammo using weapons tend to have autoloaders and deep ammo bays to make fighters more viable without needing constant reload. The idea is to reload inbetween battles ideally. Some guns do benefit from having a few loading crew available though.

* HOWEVER, I intentionally made these parts NOT work all that great with normal or larger ships as they are not supposed to be strictly superior to existing parts. Fighter parts generally don't have all that good of penetration and fighters are better at hitting weak spots instead of trying to chop through dozens of armor blocks.

Features

So many parts!
See the second picture for current list of parts. They are all balanced as well as I can to work well with small fighter craft but not so great for large slow ships. I have lots of weapons, some thrusters, and some utility parts.

Added new enemy encounters. To remove these, just modify C:\Program Files (x86)\Steam\steamapps\workshop\content\799600\3018217021\mod.rules with a text editor and delete the very bottom section that says add enemy fighters, save and make it READ ONLY.

Note that there are part limits on certain components. I have removed enforcement of these myself but some are part of the parent mod. You can easily hack these out in the mod.rules file if desired.


Credits
Many Thanks to Tyrosr and RustyDios for the base mods.
Thanks to Kroom for his armor work that the fighter armor is rezzed and adapted from.
Thanks also to Kroom for his Krooms Forge that I used one gatling barrel and sniper barrel from.
Thanks to SirCampalot for his explosiveStructure that I grabbed with permission and his help on the forums for my modding questions!
Last but not least, thank you to GA author UltraNova for allowing me to use some of his sprites that inadvertently got added to my mod by my art director! (kid)
Popular Discussions View All (5)
10
4 Sep @ 6:15pm
Suggestions or Balance concerns
joemama1512
6
12 Aug, 2023 @ 4:30pm
Crashing on loading
Aaron
3
26 Nov, 2023 @ 12:23pm
error with new patch
B4RNY90
183 Comments
RustyDios 2 Sep @ 9:58pm 
Base Mod Meltdown Update is finally out .. you might need to check this one still works correctly ..
RustyDios 1 Sep @ 4:24pm 
I have plans for how to handle thermal/heat on fighters... I think you'll love the idea when seeing it. Alas still stuck in testing and ironing out bugs and issues and crashes before I want to push it live
joemama1512  [author] 1 Sep @ 2:38pm 
Rusty, could you do me a favor and consider adding some of the Subsections like they do with armor? Like put all the Shields into a subsection and same with the Thrusters. Since I have several additional such parts that would be handy. I plan to add an Armor and Structure subsection too probably.

The plasma gun had to be dropped as they got rid of the RepeatedEffect thing....which caused crashes anyways that they wouldnt fix, so no big loss I guess. Anyone have another idea what to do with it?

Not sure about the heat gun either. With no AreaFire effect, it doesn't do a very good job of setting fires even with a high chance of doing so. Plus it is a bit redundant now with the thermal lance. Any ideas there would be appreciated too.
joemama1512  [author] 1 Sep @ 2:38pm 
Ok, I have updated the mod to work with the thermal update finally. I will have to put some thought into how I want to deal with the thermal overload stuff.

My initial thought is that fighters are generally too small and do not have the thermal mass to deal well with higher heat situations. I may have a hard time coming up with overloaded new functionality for all the weapons to be honest. However, RustyDios sounds like he has plans, so I will pretty much wait to see what Rusty does and then do my best to follow his example.

It is odd that normal lasers now act like my Pulse Lasers when overloaded. Such drastic changes in functionality by overloading them seems weird to me. But I guess go with the flow?
joemama1512  [author] 29 Aug @ 7:04am 
Thanks for the heads up. Ok, I will update this mod to get basic functionality working and once Rusty has his mod updated, I will see what he did and kind of follow his lead.
RustyDios 28 Aug @ 9:57am 
Just a heads up.. the base Adjustable Fighters mod this one uses will soon get it's Meltdown Update (I've been working hard on it!).. at which point this mod will likely need an update/overhaul too to bring it up to speed anyway

There are many things changing in the base mod, mostly all around the overclocks...
LNOMAD 28 Aug @ 6:53am 
So it seems to work... but a new error for the shotgun comes up about damage per shot:

\fighter_shotgun\fighter_shotgun.rules>/Part/StatsByCategory/0/Stats/DamagePerShot" failed.
LNOMAD 28 Aug @ 6:43am 
It has been at startup, yes. Adding the /BaseValue worked, it fixed the disruptor but it is now giving me an error on the shotgun. I will go ahead and add the same line of code to it to see if it works as well.
shephjr15 27 Aug @ 6:09pm 
so a few of the most egregious issues, the damage type "fire" was removed and replaced with a status effect, so ANY weapon that lights fires is going to need adjustment, same for the flyswatter weapon's "areafire"... those were the majority of what I had to adjust in this mod to get it running (and in a lot of others). And of course most damage in general in the base mod being rejigged to "BaseValue" as you already noted with the disruptor, that will keep cropping up.
joemama1512  [author] 27 Aug @ 5:23pm 
I did find one issue with the fighter disruptor where you have to change to this in the stats section:

shield_gen_small/shield_gen_small.rules>/Part/Components/ArcShield/ResourceDrainPerDamage/BaseValue

This is cuz they randomly changed the field definition from a single value to a 'structure' so to speak so you have to dereference the field you need. I was able to bring up my mod at least with that change.

I will go ahead and try out my mod ASAP without the DLC installed and just see if I find any other obvious screwups and I will fix them. Anything specific you can mention will be really helpful.