Cosmoteer: 星舰设计师

Cosmoteer: 星舰设计师

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Expansion for Adjustable Fighters and Components
   
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标签: Mods
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更新日期
240.805 MB
2023 年 8 月 10 日 下午 3:19
10 月 4 日 上午 11:49
52 项改动说明 ( 查看 )

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Expansion for Adjustable Fighters and Components

描述
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)
热门讨论 查看全部(5)
10
9 月 4 日 下午 6:15
Suggestions or Balance concerns
joemama1512
6
2023 年 8 月 12 日 下午 4:30
Crashing on loading
Aaron
3
2023 年 11 月 26 日 下午 12:23
error with new patch
B4RNY90
202 条留言
Azmodan 10 月 5 日 下午 4:14 
Thx for the update. The moskito swarm rises again.
A bit curious what happens when (in the far far galaxy where no update was before:-) Walt gets to add carriers to the game.
joemama1512  [作者] 10 月 4 日 上午 11:49 
Apprciate it RustyDios! It appears to be working now with all recipes being unlockable.
RustyDios 10 月 2 日 下午 11:49 
it's correct to do that *on the parts* but the TECH in modes\career\tech still needs a valid group, so you either path to the fighters group//use the line of the parent OR put it in directly

eg; EditorGroup = "Fighter"

this will give it a valid purchase option in the career blueprints purchases
RustyDios 10 月 2 日 下午 11:45 
oh.. noonoo... I see what you've done.. that is not correct at all
joemama1512  [作者] 10 月 2 日 下午 4:09 
Um, Rusty do you know how to fix this?
I replaced the EditorGroups for the parentParts to get them to stack.

Like for the computer, I used this entry in the techs.rules

EditorGroups = []
EditorParentParts = [ "rustydios.fighter_cockpit" ]

How do I refer to your editor group of your cockpit?
RustyDios 9 月 30 日 下午 7:31 
Likely to be an incorrect EditorGroup on the tech template
Azmodan 9 月 30 日 下午 6:58 
Got a similar problem like urlings_55 . Some compoments like the drone cockpit ,the computer addon or the advanced trusters say blueprint not availabel. They also do not apear in the unlock menu at station but enemy fighters have them. Maybe a mod conflict (got half the still working workshop active :-)
joemama1512  [作者] 9 月 30 日 下午 2:33 
I just tested the supplimental computer and it seemed to be fine. What kind of issue are you having? It will be located under Fighter Cockpit category now like how all the thrusters are groupted, reactors, etc.
urlings_55 9 月 27 日 上午 11:55 
Is it possible the blueprints for the fighter cockpit computer are not enabled?
joemama1512  [作者] 9 月 16 日 上午 10:54 
Well that was unpleasant but I believe I have all the sound crash problems resolved. Let me know if theres any sound weirdness and Ill investigate and fix.