Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

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Extended Tech Tree Mod.
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13 mar, 2023 @ 2:52
24 nov @ 5:53
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Extended Tech Tree Mod.

I 1 samling av SirCampalot
Extended Tech Tree Mod.
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Beskrivning
The Extended Tech Tree Mod is my personal mod for Cosmoteer.

I wanted a mod that extends the gameplay experience of Cosmoteer while seeming like it could be part of the base game.



My Extended Tech Tree Mod offers:

- more mineable resources that fit well with the extended tech tree items.

- new factories that can be used to refine and to fabricate new items from the extended tech tree.

- a deeper tech tree with more advanced weapons, thrusters, reactors, shields and armors using those new resources.

- a broader tech tree featuring side-grades like hyperium, sulfur, armored and nuclear powered thrusters and hyperium powered weapons and cockpit so small expendable reactorless ships are an option now.

- Support from multiple of my own asteroid mods.

- Upgraded Enemy Ships adding more than 1000 new ships that make use of these advanced weapons as I purposefully made most weapons and factories drop-in replacements to the original parts.

- Merchant Raiders mod that also features pirates and pirate bases using the weapons and items featured in this mod.

- A mod featuring ships ported from Cosmoteer Classic.

- Upgraded Defensive Platforms mod.



This mod is different from my other mods in that it's kinda like my workbench mod where I test and try out new features. Consider this mod be in a pre-release or beta state. There will be bugs. There will be things that look unfinished, won't work properly or not look any different from the standard stuff, but it should be stuff that works perfectly fine as is. I don't like OP stuff but I don't like stuff that doesn't work or doesn't provide any benefit either. I want things that are a (perhaps costly) upgrade that aren't too outlandish or worthless, but still give more depth to the original Cosmoteer.

There shouldn't be any crash bugs. If there are then please let me know in the comments so I can move it to the top of my priority list.

I am just one person working on this mod as a hobby, so don't expect this mod to be finished any time soon. It is in a playable state however.

I try to make it a priority to not break older savegames, if only because I'm working on this mod for my own playthrough.



This mod will work without any additional mods, but I find it more enjoyable to be used with a list of mods I will provide below.

This mod will work properly with my asteroid mods, but if you choose to not use any of my specially modified ones, none of the new resources will be featured in them.

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For a full list of items included in this mod, see this page: https://psteamcommunity.yuanyoumao.com/workshop/filedetails/discussion/2946411143/3819657908530231397/


Some of the items in this mod:


- Mineable resource Silver which can be used to make Silver Coils. Silver sits roughly between copper and gold in value and is about as common as carbon. The sale price of copper is 40, of silver it is 100 and of gold it is 250 (so each resource up is 2 1/2 times as expensive as the previous one). Silver coils are the more advanced and efficient version of copper based coils when it comes to the most advanced equipment.

- Mineable resource Letalium (also known as Letalium-666) which can be used to make Enriched Letalium for use in advanced reactors or to turn into supernukes (because I like nukes :P ).

- Advanced reactors which require enriched letalium instead of enriched uranium. These reactors supply ultra-powered high density plasma batteries of quintuple-capacity (5x), decuple-capacity (10x) and quindecuple-capacity (15x). These batteries are fully compatible with standard batteries, they just hold a larger charge and are blue instead of yellow.

- Mineable resource Duranium which can be used to make more advanced armor and other advanced parts.

- Hyperium powered thrusters. These thrusters are as powerful as regular thrusters, but will consume (small) number of hyperium. Their main advantage is that much fewer crew trips are required to resupply these thrusters, but these thrusters require hyperium instead of batteries. So once you run out of hyperium, no more power for you..

- Sulfur powered thrusters. These thrusters consume sulfur instead of hyperium, but are cheaper to build and slightly less fuel efficient than the hyperium powered thrusters. Sulfur powered thrusters have about 20% more thrust and sulfur is easier to find than hyperium, but sulfur powered thrusters don't come in a huge variant and don't benefit from an engine room.

- Nuclear powered thrusters. Requiring enriched uranium, these more expensive thrusters require no external power at all to run (and can't have doors in them as these are not needed), but can take a while before they are powered on (so if these get EMP-ed, you're dead in the water).

- Advanced thrusters. Provide a significant boost to power, but they will require a lot of power as well to run properly. Very expensive.

- Advanced nuclear powered thrusters. Powered by enriched letalium, these are easily the most expensive thrusters as of now. Nuclear powered variant of the advanced thrusters. Contrary to the standard nuclear powered thrusters, these advanced nuclear powered thrusters have a moderate capacity to withstand EMP damage.

- Advanced engine room. Much more expensive engine room which gives a 75% boost to power of all engines (with the exception of sulfur powered thrusters).

- Hyperium powered lasers and disruptors, advanced lasers and disruptors.

- Advanced missile launcher, featuring the following 4 weapons systems:

The Trebuchet advanced high explosive missile. The factory converts he missile parts and ammo parts into advanced he missile parts. These 2 combined pack a much larger punch and I wanted a way to get rid of all the excess ammo that tends to get strewn around everywhere.

The Shutdown advanced EMP missile system. Combines emp missile parts with hyperium to significantly increase its potency.

The Hole-In-One supernuke missile system. Built from letalium and tristeel, these rather expensive missiles pose a serious threat to any ship not using any kind of advanced armor. These are not one shot one kill wonders though, I took significant effort to balance these weapons between being useless for their cost and being too strong.

The It-Follows Motion Mine system. These mines, once deployed, will slowly drift forward until they come in proximity of an enemy after which they will activate magnetic homing and detonate on contact with a single explosion. These mines are actually inspired by the motion mines in Battlefield 2142 :)

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Below is a link to a list of mods that I made specifically to support these new mineable resources. These mods feature a purple omega sign to make it easier to identify these mods in a list of mods (I have a very long list of mods and this way I can easily find them).
All these mods are compatible with my Extended Tech Tree Mod.

Extended Tech Tree Mod Collection:
https://psteamcommunity.yuanyoumao.com/workshop/filedetails/?id=2946607362



Compatibility: This mod will not function correctly when used with Maltis Vanilla rebalance mod, because of that mod renaming certain base game data fields, which will make any mod that calls those values to not find the requested data, causing a crash. So until the mod author of that mod fixes the incompatibility that his mod created, any mod that calls certain data from the base game will break when used together with that mod.

This mod is incompatible with Broadsiders (and probably all of its derivatives)

TAF - Cable Age mod is reported to be incompatible with ETTM.

ETTM should be compatible with all other mods.

Credits: https://psteamcommunity.yuanyoumao.com/workshop/filedetails/discussion/2946411143/4360120846407324382/










Legal stuff: I do not give permission to anyone to reupload or modify my mods without asking for permission from me first.
Populära diskussioner Visa alla (8)
105
28 mar @ 12:39
Feedback and other remarks.
SirCampalot
10
16 aug @ 7:18
KLISTRAD: Important announcement from me regarding the future of my mods.
SirCampalot
23
21 jun, 2024 @ 7:52
The items in this mod
SirCampalot
776 kommentarer
SirCampalot  [skapare] 24 nov @ 6:01 
Concerning the missing push button effect of the Advanced Tractor Beam, I originally wanted to simply disable the button for the time being, but since I can't be sure if this will break people's playthroughs somehow I just made minor changes to the description of the Advanced Tractor Beam.

This isn't he permanent fix
It's just to make it clear the push thingy currently doesn't work as it should and I'd rather have a button that doesn't do anything than temporarily removing it and potentially shafting anyone who had this button enabled and break their playthrough somehow.
SirCampalot  [skapare] 24 nov @ 5:57 
The battery size changes were a part of making ETTM compatible with the meltdown update, which added a vanilla 4x battery size.
This necessitated me to change the battery sizes of every advanced item producing batteries (the battery size increased but total power output was made to stay as it was before meltdown for balance purposes) since it was using the custom 4x battery size as a base.
However, apparently, amidst the hundreds of individual changes I needed to make for the last 2 big patches, I apparently forgot to modify the battery sizes of these 2 ship parts.
This should now be fixed.
SirCampalot  [skapare] 24 nov @ 5:54 
Version 1.5.1b is a minor patch

- Fixed Advanced Capacitor battery storage sizes (was 4x battery size, is now 5x battery size)
- Fixed Advanced Large Reactor Core battery sizes (was still using old stats from before meltdown, this is now fixed).
- Changed description of the Advanced Tractor Beam to make it a bit more clear it can only pull (till I get to fixing this).
SirCampalot  [skapare] 16 nov @ 0:15 
@TMC_Atom: Thanks for reporting. I'm aware of the issue but no clue what causes this. It should work, but it simply doesn't.
TMC_Atom 15 nov @ 19:38 
having an issue where advanced tractor beams always pull things no matter what theyre set to.
SirCampalot  [skapare] 23 okt @ 1:42 
Version 1.5.1a is a minor update:

- Fixed bug with armored thrusters introduced by the meltdown update, they can no longer catch fire.
- Armored thrusters also get a very light increase in thermal resistance, making them a little bit more resistant to thermal damage.

Atm there are 2 major bugs I still need to work on: The recently reported bug of the advanced ions no longer combining by their prisms and the advanced tractor beam not having a proper repulsion mode (button to reverse doesn't seem to do anything, otherwise it works fine).
Neither of these 2 bugs make any sense to me, they should just work, but they don't.

I'm probably gonna have to completely re-do both of these. Even the devs had no idea what could have caused the ion combination bug.
SirCampalot  [skapare] 21 okt @ 4:25 
@Lexxas: I had a look at what the cause of this might be, but it must have been caused by one of the recent updates as I haven't made any structural changes to this weapon in like 2 years or so.
So I'm assuming something changed with one of the recent updates.

Honestly, I haven't a clue what the issue could be or how to fix this. I'm asking one of the devs but they live in the USA so aren't at work rn.

I'm assuming it's something with the prism, but other than completely redoing the weapon I currently don't know how to fix it (since I don't know the problem and haven't a clue why this problem even exists now while before it didn't).

I will update you on any progress, but I do consider this a priority bug.
SirCampalot  [skapare] 21 okt @ 3:43 
@Lexxas: Thanks for reporting. I've been able to confirm your results and I will see why this changed. The advanced ions themselves sure didn't change, it must have been some change with one of the recent updates.

Definitely a bug!
Lexxas 20 okt @ 23:47 
Advanced ion prisms don`t combine damage from advanced ion beam emitters. An advanced ion prism deals damage equal to only one advanced ion emitter, regardless of how many emitters or other prisms are aimed at it.
SirCampalot  [skapare] 27 sep @ 1:10 
@Goldenthunder96: I still need to add parts that make use of aetherium, these are next to be added.
Till then their only use is for selling for credits.