Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

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Expanded Vanilla Armors
   
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Tags: Mods
File Size
Posted
Updated
18.106 MB
11 Sep, 2024 @ 11:54pm
22 Sep @ 9:38pm
10 Change Notes ( view )

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Expanded Vanilla Armors

In 1 collection by Rojamahorse
Star Wars: A Cosmos Divided Collection (Official)
6 items
Description
SWACD Presents: Expanded Vanilla Armors (Standalone or Add-on!)

Enhance your fleet’s customization with an extensive collection of armor shapes, inspired by Kroom's Normal Armor Expanded (Classic Mod).

This mod introduces over 50 unique armor shapes and structural parts, all equipped with toggle-able textures that allow seamless integration with both Durasteel and Doonium armor from the SWACD Main Mod.

Don’t use SWACD? No problem! This mod works perfectly as a standalone, or as an addition to your non-Star Wars mod setup. Your game, your choice.

Key Features:

  • Over 50 new armor shapes and structure parts.
  • Four distinct toggle-able textures to match a variety of armor types.
  • Compatible with SWACD Main Mod or as a standalone mod for any playstyle.
18 Comments
Rojamahorse  [author] 28 Sep @ 12:45am 
@264155249 If I understand correctly, no it should not have any relationship to sound effects

@KnobleKnight2002 You can edit the default values in base_part_terran.rules (found in ships/terran/Armors/Vanilla/ folder of my mod), but my next update will fix that automatically...providing they are overwriting vanilla values the way I think they are....
KnobleKnight2002 25 Sep @ 2:19pm 
I am using a mod in my mod-pack that doubles the vanilla armor, however the mod does not apply to this armor expansion mod. I was wondering, is there an easy way for me to go into the mod files and change the HP values so that they are double the value? I didn't want to have to go into each individual part to do it if possible.
264155249 15 Sep @ 7:40am 
音效更改对它有影响吗
Rojamahorse  [author] 28 Jul @ 6:22pm 
坏坏猫猫 unfortunately no plans are in the works for adding anything to this mod in particular (aside from structures potentially). That said others are welcome to use the baseline code to make their own types and variations, just need to make your own sprites and I appreciate you giving credit to the authors. (and Kroom for the framework/idea of course!)
坏坏猫猫 27 Feb @ 12:22am 
can you add more type of armors?i really need some different type of armor.for example,Ablative armor has a lot more health and very heavy,but lack of explosive absorbtion/resist and penetrate resist;tristeel armor is very light and still has a similar stats to vanilla armors,but very expensive;REA has a very high explosive resist(up to 95%),but very pore at penetrate resisting.
And i really want more sizes of armor to build larger ships with strong armor plate,like 2*4,4*8,very large armor plate to resist the most powerful attacks.(whats more,you can increase the density severely for those huge armor plate for balance)
Aguiaia 20 Dec, 2024 @ 7:30am 
mighty fine addition. if I may be so bold, could you add a 1x6 wedge (broken in 2 1x3 pieces )? That way we could have subtler angle options that are compatible with your already 1/2 pieces.

Also some of your inner corners don't align with the partial thickness pieces.
Rojamahorse  [author] 24 Sep, 2024 @ 2:04pm 
Haha thank you @joemama! Yes that was a tragic mistake made with the original release of SWACD. Had no clue why things were ending up with negative density.
joemama1512 23 Sep, 2024 @ 7:22am 
Yes that was it with the colliders. Also I see you've already discovered the wonky formulas in regards to cost. Make sure you do NOT use formulas for the density... it now calculates it based on the part size so the density should stay constant.
Rojamahorse  [author] 22 Sep, 2024 @ 6:58pm 
Thank you @Demon Cat Summoner Lv63. May your summoned cats always have extra sharp horns and perfectly curled tails.
Rojamahorse  [author] 22 Sep, 2024 @ 6:50pm 
@joemama Yes there were definitely issues with the colliders but I think I believe Walt patched that. So we can go below .5 now. Most of mine should be fairly accurate with a couple exceptions that aren’t terrible but I still need to adjust. Is that what you are referring to or did I miss another issue?