Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

Adjustable Fighter Components
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Update: 2 sep om 21:30

v3.0

MELTDOWN UPDATE:

This was a HUGE update bringing these parts to meltdown in a balanced and useful way.
Added thermal parts interactions, added Overclocks, added updates to bring in to BnB-PVP, added comments, added 3 new parts, added a better method to go unlimited, added better code, added new Fighter Designs, rebalanced old stuff, rebalanced old designs, replaced some sprites .... and some more stuff I forgot about

This update was a whole month in the making, I hope it is enjoyable to use!

Update: 4 apr om 18:05

v2.0

BUGFIX: Hopefully fixed issues with Fighter Thrusters not firing correctly.

What happened to v1.9? Well, that was an update that I forgot to push to the workshop that fixed the StarReactor not supplying power to it's own Hyperdrive...

Pretty sure I fixed some of the hyper/stardrive power sprites too.

Update: 30 jan om 10:42

v1.8

BUGFIX: Fighter parts should no longer complain about "access"

Update: 28 jan om 4:01

v1.7

UPDATE: Fixes to the thrusters caused by the 0.28.1 updates -- fighter thrusters do NOT get the "constantly on" feature of other small thrusters due to being direct-cable-powered anyway

Update: 23 dec 2023 om 17:23

v1.6

HOTFIX: Fixes new Hyperium Crystal sizes

Update: 23 dec 2023 om 16:39

v1.5

Update for game version 0.25.0
Hyperdrive and StarDrive image changes

Update: 4 dec 2023 om 11:36

v1.4

Update to make my local version live on the workshop, should all be working - needed to force this update to play with my own family -- sorry I cannot recall exactly what has changed from the last version

Update: 17 aug 2023 om 7:12

v1.3

Added some minimal compatibility with More Control Rooms by Swefpifh and Expanded Tech Tree by SirCampalot

The 1x2 "Fighter Cockpits" from these mods should be able to take Fighter Reactor Power and will count towards the limited number of "Fighter Cockpits" per ship ... but won't have the built-in airlock, fire extinguisher, manoeuvring thrusters, thruster-boost buff or crewbed ... of the "true" Fighter Cockpit. However, I don't change anything else about them and they won't be found under the fighter category either.

Update: 16 aug 2023 om 16:28

v1.2

BUGFIX: Basic Reactor square was off by one, now fixed!
Many Thanks to joemama1512 for checking my work! I missed this in my testing ...

Update: 16 aug 2023 om 13:10

v1.1

Balance Pass:
Cockpit sight range increased to 250, radar range to 900. This is slightly better than 1/2 a Small Control Room, and at least gives them enough sight for the maximum Point Laser range.

Increased Cockpit Command Points from 22 to 24. Not much of a bump, but with "both cockpits" that's a huge 48 Command Points, just below the value of a Small Control Room. If you need more, then you are no longer designing a Fighter but a small/starter ship and should move up to normal Control Rooms (maybe with a cockpit on the side?)

Squared all ranges. Basic Reactor is now 2Tile Square, Star Reactor is 3Tile Square and Advanced reactor is 4Tile Square!!

Cockpit Thruster Buff turned into a 3Tile 'Rectangle'

BUGFIX: Fixed the incorrect reactor output intervals. This was a copy/paste error! Sorry.
Basic interval is 0.825, Star is 0.725 and Advanced is 0.625. This gives a clear output to "progressively better" Fighter Reactors ...

Many Thanks to joemama1512 for the suggestions :)