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oooh

    3 months later
    Drakador_Chaos changed the title to Bloodcult Reworked(V1.9.5) (WIP) (Compatible 0.15.7-12).

      Added a new version with 0.15.12 compatability.

      Added 0.15.12 version of the eye of Doom, apparently I´ve also forgotten to update the ship desings, again.

          10 days later

          Update:
          Added a new 15.12 version which fixes some things and does some changes.
          -Bounty hunter is fixed (Thanks to @kwhwwymwn)
          -Changes to bountyhunter spawndistance and other things
          -Ships have been updated
          -Increased some prices
          -Bloodwells and Factories now have seperate buffs, Bloodsense range increases the more of them you have
          -Increased Flak damage
          -Added some custom names for bc projectiles in the statsection
          -Removed old code and unneeded files so the mod uses less space
          -Changed folder structure, not like anyone cares

          5 months later
          Drakador_Chaos changed the title to Bloodcult Reworked(V1.9.5) (WIP) (Compatible 0.15.7-14).

            As stated above, mod is compatible.
            That´s everything.

              5 months later

              ok mod works but bloodcult is painfully overpowered. I understand that that's the point, but it antiquates everything from the basegame and every other mod, which kind of limits what kinds of ships you can make. the fact that two hits from a flak cannon that fires 3 times per second is enough to knock out a large shield (star wars) is insane. all of the numbers are increased tenfold compared to base, so you HAVE to make a bloodcult ship in order to survive. It would be more interesting if the mod was toned down to be at least comparable to other mods and basegame.

              edit - im using the 15.10 game version with the 15.7-15.10 version of the mod, as well as ABH, Star Wars, and AWM. Not even ABH is OP enough to survive. I dont remember bloodcult being quite this powerful. Maybe release a "balanced" version which makes it so non-cult ships are still viable. Also, unrelated, but an updated version of the 40k mod would go well with this, but that was made by someone else i think.

                Cornelius_McMuffin
                I will consider it with full release and yes I am indeed coding both mods, though I made the art for neither of them.

                2 months later

                i got a crash saying to report it to the mod maker but it is too long to post
                what should i do

                  here:

                  foodking
                  how do i fix this
                  also can the eye of doom be used on its own

                  foodking

                  ---> Halfling.Serialization.DeserializeException: Unable to find source for non-optional field "EnemyCombatNoBuildRadius" in source "<[user's home folder]\Documents\My Games\Cosmoteer\Mods\BloodCult(0.15.8)\Bloodcult\mod.txt>/Actions/0/ManyToAdd/0".

                  you are using an outdated version of bloodcult
                  check the first post and download the correct version (since you are using cosmoteer 0.15.13, you need the bloodcult version for the 0.15.12, the latest version may not be compatible)

                    foodking no, the eye of doom need the special reactor that come with bloodcult

                    kwhwwymwn thanks

                      kwhwwymwn just did that with the bloodcult mod and the eye of doom mod and got

                        foodking that's weird, i fixed bloodcult last year and it used to work

                        btw, is there any reason you are using cosmoteer 0.15.13 and not the latest version?

                          I'm going to look into it end of next week, seems to be an issue with bounty hunter.