- Edited
POSTED 10/19/2017
Hey again. I couldn't download Meranera's Additional Weapons Mod, so I have edited ships that required that mod. These ship libraries no longer need the Additional Weapons Mod to function.
POSTED 9/23/2017
Hello. For the few of you who are aware of this mod, apologies are in order. Development stopped abruptly with no explanation. For that, I am sorry. A lot of stuff happened in a short space of time that I was not prepared for. Suffice it to say, I am a student--and that is all I am going to say about that, as this is the internet. But you don't want to hear about that--you probably want to know if I am going to be keeping up with this mod. Short answer; yes, I will be updating this mod. Long answer; I am still busy and figuring things out, so my initial plans of rebalancing the game that encourages enemy fleet fighting will likely not happen for awhile. However, I will try my best to at least keep the mod updated in it's current state.
While I will not be able to update it today, I have plenty of time tomorrow, Sunday, to at least get it working with the current build of Cosmoteer. If for some reason anyone notices that Sunday, 7:00 PM CST rolls around and I have still not updated it, feel free to bug/spam me with various comments like "Get on with it" or "What are doing??" or "Please tell me you're not still asleep" and I'll get the idea and hop on it.
Thanks again for your patience everyone!
POSTED 8/26/2017
Alright! I am awake again. I added ship libraries and an option to add them to bounty mode, but I am definitely not finished. This is a scenario mod that will bump up the difficulty by encouraging fleet tactics by both you and the A.I. Sensor array ranges will be beefed up so that most, if not all, of the enemies in the area will swarm you. There will be three difficulties: Playing as a Collective agent, (EASY) an Insurgent rebel officer (NORMAL) and another difficulty for HARDMODE. I haven't picked a faction yet for HARD.
Ship libraries:
https://www.dropbox.com/sh/bf7yf14x00q0ozz/AABN9Z9k99E5lBrn2DyRsAuca?dl=0
Ship libraries with bounty mode
(NOT BALANCED. I am trying to figure out the optimal base prices for ships so that there is a somewhat gradual curve of difficulty. I am also trying to figure out how to tell the game to ignore the original bounty mode text so that the other ships don't spawn.)
https://www.dropbox.com/sh/oaigysi3rxf1qeb/AACzXNWeiVBZQkJX7fW5vRiHa?dl=0
Required mods if downloading all ships:
MicroTech Mod
https://forum.cosmoteer.net/d/2030-microtech-mod
Bubbet's Placeholder Mod
https://forum.cosmoteer.net/d/1513-bubbet-s-placeholder-mod
Extra Cannons/Cannons Plus Mod
https://forum.cosmoteer.net/d/678-extra-cannons-cannons-plus-mod
LORE
For generations, the Directive had controlled the galaxy with an iron fist. They kept the peace by enforcing rules and regulations galore--yet people still committed crimes in the open sea of space. No government is perfect. The Directive was far from it, but trying. Eventually, organized crime coalesced into what is now known as the Collective. It's members scattered throughout the vast reaches of space to protect the whole, the Collective operated with elements such as the black market, human trafficking, contract killings, and more. Where the Directive saw corruption, the Collective was there.
This conflict would continue until the two powers united to resist an even greater force: a group of freedom fighters that had had enough of both the Directive and the Collective. Claiming that the current government was ruling by fear and order, they promised trillions of citizens that they would bring freedom to the galaxy and branded themselves the Terran Insurgent Freedom Fighters--T.I.F.F. or the Insurgents for short.
The Directive, being a highly structured government, had little room for innovation and free experimentation. It's first attempts at repelling the T.I.F.F. were complete failures due to their outdated technology and ship designs. Naturally, they turned to the Collective for help, an organization not only known for it's criminal elements, but for their tendency to capture, scrap, and upgrade ships.
Of course, help isn't free.
In exchange for the Collective's help, the Directive promised the Collective that it would allow the organization to operate without fear of being hunted down--albeit with some restrictions. Negotiations were made, but the looming T.I.F.F. threat had both parties agreeing to most of the conditions right off the bat. The deal was made, and the Terran Insurgent Freedom Fighters were no more.
Or are they?
Fast forward a thousand years and the Directive almost looks the same. Crime is still rampant, murders still happen. Black market deals go through, and the Collective is still around.
If you look closer though, you'll notice the people are more compliant. Those who manage to educate themselves live in fear and speak of rising up once again. But why? What has changed? Why, only the ones who commit the crimes.
When the Directive needs a party member silenced, who do they turn to? When the Directive needs a substance that is highly illegal for the public to obtain, who do they turn to? When the Directive needs someone exiled, hunted down, or tortured who do they turn to?
The Collective.
Rumors stand that small groups of resistance fighters still live in the farthest reaches of space. A remnant of the Terran Insurgent Freedom Fighters, waiting in the shadows.
If they come, the Directive (and the Collective) will be ready.
Faction Synopsis
The Directive
The current ruling power, the Directive is a highly authoritarian government on both the economic and social fronts. Their military is comprised of comparatively weaker craft as they generally rely on the Collective for support.
The Collective
A shady underground organization that works for the Directive and high paying independent contractors, the Collective, among other things, deals in the black market, contract killings, human trafficking, and political silencing. Their members are also infamous for capturing, scrapping, and upgrading all kinds of ships.
Terran Insurgent Freedom Fighters [T.I.F.F.] [Insurgents]
A resistance group dedicated to overthrowing the Directive and destroying the Collective, the T.I.F.F. were once a great threat to both parties and almost achieved their goal nearly a thousand years ago. Now they may stand a chance yet again.
Ship Designs
The Directive
$87,350 | Crew: 14
The d-AP01 [Directive - Armor Piercer Series 01] is a mass produced Directive fighter ship designed to tear armor from enemy ships. While cheap for the Directive to mass produce in their factories, no independent pilot in their right mind would ever purchase or commission this ship.
Requires these mods:
https://forum.cosmoteer.net/d/1513-bubbet-s-placeholder-mod
https://forum.cosmoteer.net/d/678-extra-cannons-cannons-plus-mod
$87,400 | Crew: 12
The d-LF01 [Directive - Laser Frigate Series 01] is a mass produced Directive fighter ship. It's not designed to do anything in particular. It's said that the engineers of the d-LF01 saw the chassis for the d-AP01, decided they liked it, slapped a few lasers on it and called it a day. It's also said that Directive engineers are not paid very much and are expected to do volunteer work for the security of the state.
Requires these mods:
https://forum.cosmoteer.net/d/1513-bubbet-s-placeholder-mod
$114,850 | Crew: 22
The d-SD01 [Directive - Shield Diffuser Series 01] is a mass produced Directive fighter ship designed to give a light tap to tear through enemy shields. A Directive official from the Board of Defense oversaw the field tests for the d-SD01 and was amazed at the speed the Electro-Bolts ripped through the shields. What he didn't know was that the engineers for the project had rigged the test shield to a low power source. Ironically, it would have taken said engineer less effort to add a few more Electro-Bolts to the d-SD01 than it was to rig the field test.
Requires these mods:
https://forum.cosmoteer.net/d/1513-bubbet-s-placeholder-mod
$101,000 | Crew: 16
The d-AP02 [Directive - Armor Piercer Series 02] is a mass produced Directive fighter ship designed to tear armor from enemy ships. The addition of two small lasers increased it's damage output significantly, but not enough to even come close to justifying the market price for the average consumer.
Requires these mods:
https://forum.cosmoteer.net/d/1513-bubbet-s-placeholder-mod
$134,050 | Crew: 22
The d-LF02 [Directive - Laser Frigate Series 02] is a mass produced Directive fighter ship. With the extremely poor performance of the d-LF01, the Directive commissioned a new team of engineers to create an improved version. While the Directive Board of Defense praised the team for it's "innovation and engineering prowess", consumer response from neighboring systems has generally been along the lines of "it's better... I guess."
Requires these mods:
https://forum.cosmoteer.net/d/1513-bubbet-s-placeholder-mod
$106,500 | Crew: 16
The d-SD02 [Directive - Shield Diffuser Series 02] is a mass produced Directive fighter ship designed to tear through enemy shields. When the Directive saw the incredibly poor cost effectiveness of the d-SD02, they recommissioned the engineering team to fix the problem. The team's response was the (somewhat) new and (kind of) improved d-SD02 equipped with advanced technology they had developed called the Auto Cannon. Except they hadn't developed it--they'd stolen the technology off a passing freighter's cargo bay and reverse engineered it, thereby skipping fifty years of technology, Directive science advancements being what they are.
Requires these mods:
https://forum.cosmoteer.net/d/1513-bubbet-s-placeholder-mod
$4,183,300 | Crew: 612
The d-FT01 [Directive - Fighter Transport Series 01] is an extremely common Directive transport that can hold up to 12 cannon fodder fighter ships in it's docking bays. It also comes with a poorly placed complement of Hydra Missile Launchers on both it's port and starboard.
Requires these mods:
https://forum.cosmoteer.net/d/1513-bubbet-s-placeholder-mod
https://forum.cosmoteer.net/d/678-extra-cannons-cannons-plus-mod
$4,465,300 | Crew: 636
The d-FT02 [Directive - Fighter Transport Series 02] is the newest Directive fighter transport stocked with the latest and greatest Directive fighter ships. Other improvements include an additional two Hydra Missile Launchers; one bow, one aft. The d-FT02 took 15 SGC [Standard Galactic Cycles] to develop.
Requires these mods:
https://forum.cosmoteer.net/d/1513-bubbet-s-placeholder-mod
https://forum.cosmoteer.net/d/678-extra-cannons-cannons-plus-mod
Terran Insurgent Freedom Fighters
$128,550 | Crew: 17
The AXE is a light fighter in multiple ways. Lightly armed, lightly armored, and light as a feather, this common ship acts as a reconnaissance vehicle. Incredibly weak on it's own, the AXE suffers from it's inability to break shields of it's own caliber.
Requires these mods:
https://forum.cosmoteer.net/d/1513-bubbet-s-placeholder-mod
https://forum.cosmoteer.net/d/678-extra-cannons-cannons-plus-mod
https://forum.cosmoteer.net/d/2030-microtech-mod
$146,200 | Crew: 12
The RAM does exactly what it says it does. Given to both aging and daredevil captains, this ship is designed to rip through armor and explode violently near enemy ships when it inevitably falls. Incredibly fast, this ship is the first one into the fray and the first one to die.
Requires these mods:
https://forum.cosmoteer.net/d/1513-bubbet-s-placeholder-mod
https://forum.cosmoteer.net/d/678-extra-cannons-cannons-plus-mod
https://forum.cosmoteer.net/d/2030-microtech-mod
$162,950 | Crew: 30
The HAMMER is a light missile frigate. Strong in numbers, this ship also pairs well with the AXE. While less common than the AXE, it also is a decent scouting vehicle.
Requires these mods:
https://forum.cosmoteer.net/d/1513-bubbet-s-placeholder-mod
https://forum.cosmoteer.net/d/2030-microtech-mod
$337,300 | Crew: 66
The MACE is a bludgeon. A blunt weapon. A smack to the face. This fighter is specifically designed to tear through enemy shields. For that reason, most MACE pilots are paired with an AXE or HAMMER for reconnaissance missions, as neither ships are equipped to deal with shields. Alternatively, MACE pilots can be paired with...
Requires these mods:
https://forum.cosmoteer.net/d/1513-bubbet-s-placeholder-mod
https://forum.cosmoteer.net/d/2030-microtech-mod
$840,400 | Crew: 150
The PIKE. A mid-range missile cruiser equipped with a bow-mounted Rotary cannon and six large cannons that cover the bow, port, and starboard for close combat engagements.
Requires these mods:
https://forum.cosmoteer.net/d/1513-bubbet-s-placeholder-mod
https://forum.cosmoteer.net/d/678-extra-cannons-cannons-plus-mod
https://forum.cosmoteer.net/d/2030-microtech-mod
$6,202,900 | Crew: 801
The JAVELIN is a behemoth. Heavily armored, stacked with shields, slow, and powerful, the JAVELIN is a heavy missile frigate and light ship transport that comes packed with 22 Hydra missile launchers all over the bow, port, and starboard; 10 Sniper cannons evenly split among the port and starboard that act as broadsides, dealing devastation to unshielded enemies; and is even loaded with one AXE, RAM, and HAMMER fighter for support.
Requires these mods:
https://forum.cosmoteer.net/d/1513-bubbet-s-placeholder-mod
https://forum.cosmoteer.net/d/678-extra-cannons-cannons-plus-mod
https://forum.cosmoteer.net/d/2030-microtech-mod
The Collective
$305,450 | Crew: 30
A stripped down and repurposed AXE. The Collective has modified it by replacing the weak Auto cannon with a Sniper cannon for long-range engagements. With improved thrusters, F.T.L., shields, reactor, sensor array, cockpit, and point defense systems, the revamped AXE is an ideal light fighter that excels at extreme ranges. Keep your distance.
Requires these mods:
https://forum.cosmoteer.net/d/1513-bubbet-s-placeholder-mod
https://forum.cosmoteer.net/d/678-extra-cannons-cannons-plus-mod
https://forum.cosmoteer.net/d/2030-microtech-mod
$1,023,675 | Crew: 30
A stripped down and repurposed RAM. The Collective has shelled out tons of credits for this one. The terribly weak LMGs have been replaced with a Nuclear missile launcher capable of destroying armor and shields via it's immense blast radius. A sensor array has been added and the reactors have been largely removed and condensed. More shielding has been added to the front. While the RAM still needs to get close to enemies, it's considerably less suicidal. Why nuke yourself when you can nuke others?
Requires these mods:
https://forum.cosmoteer.net/d/1513-bubbet-s-placeholder-mod
https://forum.cosmoteer.net/d/678-extra-cannons-cannons-plus-mod
https://forum.cosmoteer.net/d/2030-microtech-mod
$279,250 | Crew: 30
A stripped down and repurposed HAMMER. Other than the standard upgrades (including shielding, point defense, sensor array, F.T.L., thruster, and reactor modifications), the Collective has largely left the HAMMER and it's function alone, keeping it as a mid-range light missile frigate. The bulk of the cost is due to the replacement of the basic missile launcher with a Hydra missile launcher.
Requires these mods:
https://forum.cosmoteer.net/d/1513-bubbet-s-placeholder-mod
https://forum.cosmoteer.net/d/678-extra-cannons-cannons-plus-mod
https://forum.cosmoteer.net/d/2030-microtech-mod
$612,950 | Crew: 66
A stripped down and repurposed MACE. For a ship that was designed to tear through shields, the original MACE didn't have a lot of shielding itself. The Collective has remedied that, adding lots of shielding and a few micro missile launchers for taking out unshielded ships.
Requires these mods:
https://forum.cosmoteer.net/d/1513-bubbet-s-placeholder-mod
https://forum.cosmoteer.net/d/678-extra-cannons-cannons-plus-mod
https://forum.cosmoteer.net/d/2030-microtech-mod
$1,745,400 | Crew: 180
A repurposed PIKE. Sometimes capturing a ship is difficult, and more cost effective to buy. This is the case for the PIKE. Most attempts to capture the PIKE by the Collective resulted in a ship that was too costly to repair. As a result, the Collective learned of the base model's general weaknesses and simply bought and improved the PIKE by replacing the large cannons with Sniper cannons, adding micro missile launchers, and giving it the standard upgrades. The Collective upgrade of the PIKE is now slightly reminiscent of it's namesake's function compared to the base model.
https://forum.cosmoteer.net/d/1513-bubbet-s-placeholder-mod
https://forum.cosmoteer.net/d/678-extra-cannons-cannons-plus-mod
https://forum.cosmoteer.net/d/2030-microtech-mod
$9,140,875 | Crew: 862
A captured and repurposed JAVELIN. The JAVELIN is incredibly hard to capture, and impossible to buy. As a result, JAVELINs renovated by the Collective are extremely rare and often show signs of shredded armor plates. To compensate, the Collective has loaded this ship with an array of improvements such as Sniper cannons, heavy shielding, micro missile launchers, and stocking the fighter bay with Collective versions of the AXE, RAM, and HAMMER.
https://forum.cosmoteer.net/d/1513-bubbet-s-placeholder-mod
https://forum.cosmoteer.net/d/678-extra-cannons-cannons-plus-mod
https://forum.cosmoteer.net/d/2030-microtech-mod