Cosmoteer: 星舰设计师

Cosmoteer: 星舰设计师

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Ω Upgraded Enemy Ships - Expansion for SirCampalots Extended Tech Tree Mod.
   
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234.662 MB
2023 年 3 月 25 日 上午 5:15
8 月 4 日 下午 11:46
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Ω Upgraded Enemy Ships - Expansion for SirCampalots Extended Tech Tree Mod.

在 SirCampalot 的 1 个合集中
Extended Tech Tree Mod.
32 件物品
描述
This mod spawns ships in career mode with upgraded weapons for all factions. Currently this mod has more than 1000 upgraded enemy ships and more are planned to be added.

With this mod you will encounter ships armed with super nukes, tougher shields, stronger armor, advanced ions, advanced laser blasters, stronger EMPs, advanced cannons and more powerful thrusters amongst other improvements featured in the Extended Tech Tree Mod.

The 2 main functions of this mod are: 1)To make enemies tougher to fight against (you can get upgrades, but so can they) and 2) to better integrate the new resources from Extended Tech Tree Mod into the game.
These changes make for a more seamless (but also more challenging, more varied and more unpredictable) gameplay experience when using the Extended tech Tree Mod (destroyed enemy ships drop resources like Silver Coils and Enriched Letalium making quickrepair right after a battle more easy). Please keep in mind that not all ships will be fully upgraded.

Most of the upgraded ships originate from the game files, but Kine has graciously given me permission to use his ships in this mod, so you may expect to encounter upgraded versions of ships made by him like Strigiformes, Atomic Retribution, Megapodius, Cristatus, Thornyard, Casuarius, etc. This mod will only contain the upgraded versions of his ships to increase cross-mod compatibility.
From version 1.0.8 this mod also contains some of TheMasterHoarder's ships, who has given me permission to use some of his designs so enemies in career will fly these.

The new variants use their name + a letter which designates its upgrade tier or variant. There are 3 base variants added by this mod.

The A variants will have mostly minor upgrades that have comparatively little effect on its combat capabilities, but will make the ships drop modded resources like silver coils and/or enriched letalium once destroyed. These feature mainly advanced hyperdrives (no influence on combat effectiveness) and improved reactors (the advanced reactors may make it harder to disable enemy shields) and in some cases slightly improved armor and other optimizations.

The B variants will feature upgrades to ship systems that are defensive or non-lethal in nature (like upgraded engines for increased mobility and advanced shields that are harder to disable, but also non-lethal weapons like advanced EMP missiles and disruptors).

The C variants are the most deadly of these 3. These will feature upgraded weapons like for instance super nukes, advanced ions and advanced laser blasters. When encountering a C variant, not all weapons may be upgraded ones, but particularly the higher level C variants may hurt a LOT more than you're used to if they manage to land a salvo on you.



As Extended Tech Tree Mod is still in active development, at this time not all ships will be represented evenly for now. This will get more evened out as I continue to work on Extended Tech Tree Mod. Also, this is already a huge amount of enemy ships modified, it takes a lot of time and effort as I'm just one person working on this mod.



This mod needs Extended Tech Tree Mod version 1.3.19 to function properly (the version from 10 februari 2025 or later), so please make sure you have the latest version of Extended Tech Tree Mod.
You can get Extended Tech Tree Mod here https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2946411143



As far as I can tell, all variants of ships (including the unmodified ones) have an equal spawn chance. The starter system is still relatively save. I have not tested all other mods that increase career mode difficulty, but this mod is guaranteed to be compatible with SirCampalots Fleet Action Mod. This mod only adds new ships that will spawn, it doesn't make any changes to other game files so I expect compatibility with other fleet enhancing mods to be fairly good (but no guarantees here).

Splitter ships feature from version 1.0.7 and up and are leveled according to their standard combined value, just like all non-splitter ships are. These will split up into smaller ships after being spotted so try to not get flanked :P.
These will be few in number, so you won't encounter them a lot.

Use this mod together with SirCampalots Fleet Action Mod if you want a real challenge :P. You can get it here https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2898393505

If you like my upgraded ships, you may also like my other mods that add ships to career like Merchant Raiders https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3093774017 and Classic Bounty Hunter https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3309446902

This mod is compatible with all mods listed in the Extended Tech Tree Mod collection https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2946607362 and my other mods.




Legal stuff: I do not give permission to anyone to reupload or modify my mods without asking for permission from me first.
热门讨论 查看全部(1)
8
2023 年 9 月 13 日 下午 11:18
Feedback and other remarks.
SirCampalot
66 条留言
SirCampalot  [作者] 8 月 4 日 下午 11:47 
Version 1.0.14a

Identical to version 1.0.14 which is itself identical to version 1.0.13

1.0.14a remedies the auto-disabling of mods caused by Cosmoteer 0.30.0a even if the mods work fine in Cosmoteer 0.30.0.

Also prepatched this mod to prevent Cosmoteer from auto-disabling this mod again when Cosmoteer 0.30.0b, 0.30.0c, 0.30.0d, 0.30.0e, 0.30.0f, 0.30.0g, 0.30.0h, 0.30.1, 0.30.2 and 0.31.0 get released.
SirCampalot  [作者] 8 月 3 日 上午 3:01 
Version 1.0.14

Updated version number to prevent the game from automatically disabling this mod. No other changes were made.
SirCampalot  [作者] 5 月 9 日 下午 11:53 
@4sunnyh: Would definitely be interesting to find out what other mods could even affect these modded parts in this particular way. It shoudn't be a thing afaicu, but if it really is another mod it's probably one that makes (extensive) changes to the vanilla prism somehow?
4sunnyh 5 月 9 日 下午 7:30 
Yeah it's weird: the screenshot was taken in a heavily modded campaign, and when I tried to reproduce the problem with only the extended tech tree and this mod, everything worked correctly. I will try to locate the problem myself (there were so many other mods).
SirCampalot  [作者] 5 月 9 日 下午 5:20 
@4sunnya: Your screenshot showed the name of the ship. I tested this ship ingame just now in creative mode and all the prisms are aiming correctly.

I don't know if this is perhaps a game bug somehow, but I will need to be able to reproduce the error if I am to fix it. But afaict rn, there appears to be nothing broken with the prisms of the Sol Renatus C
SirCampalot  [作者] 5 月 9 日 下午 5:11 
@4sunnyh: Could you give me the names of all the ships you found to be affected by this bug?
I will usually have preaimed all of the prisms correctly, so this seems odd to me. But if this bug is there then I will want to fix these.
4sunnyh 5 月 9 日 下午 3:37 
here is a screenshot
https://imgur.com/a/RbEWpvV
4sunnyh 5 月 9 日 下午 3:36 
Ion prisms for many ships are not correctly aimed (it appears that their aim targets are somehow cancelled so all prisms aim directly at the enemy) and their ion beam emitters are not working because they cannot hit the enemy.
SirCampalot  [作者] 3 月 30 日 下午 1:50 
@Moriarty: Thanks and keep enjoying!
Moriarty 3 月 30 日 下午 1:20 
Love your work. And thanks for keeping it update for so long!