peers at the names, narrowing eyes judgmentally
These names... I use these names.
jabs a finger at you.
You better be glad these ships are awesome.
does the 'I'm watching you' gestures while backing up, slips and falls down the stairs with a yelp
The Upheaval [Ship Library, Scenario, Game Rebalancing, Modded Parts]
Xavius I mean... They're basic melee weapon names. I can change them if you really want xD
Thanks! I hope they're awesome. It's easy for me to make ships that are well-laid out, but not ships that look pretty. And I definitely have trouble incorporating both. These ships are probably more pretty than efficient.
Microbot024
Haha, I make a lot that look pretty great; have you seen my own ship fleets?
Not all of them are very impressive, firepower-wise, and basically only function in fleet actions.
- Edited
Xavius Actually, no. I haven't seen your ships. I did try to search the forum for your ships to see the ones you made that had the same name as mine, but I couldn't find a collection of your ships.
Oh. Duh. Found it. Just a suggestion, it might be more helpful to condense all your ships into the original post so people can easily find all of them. Also, it took me about five seconds to confirm that, yes, we use the same naming conventions...
facepalm
I'll check your War of Atma Garrok often so I won't make any more ships with the same name as yours. xD
Microbot024
Ah, I split them up so it's easier to comment on different designs rather than all of them at once.
As for the naming conventions, the Loyalist Fleets use any non-modern weapon names, based on their role in the fleet.
Xavius Makes sense.
Finally finished version 1! You can now separately download the png files and download required mods without worrying about missing parts. I'll work on adding a ship library later today--it's 1:30 AM where I am...
Microbot024
How about adding forth side of conflict ? Unknown aliens, elusive, VERY POWERFUL (ABH), very weak structure wise (ABH force block connections), size goes from small (one fusion core, all weapons are energy based, power only by energy laser or energy distributor, looks very alien, like segmented not attach able parts), oh and you forgot to mention pirate and repurposed trade, freight ships, (remember huge con mal battleship from SW ? What was cruise liner before), thank you.
x3owns Great idea! I was actually planning on adding filler factions like pirates, miners, civilians, transports and more ships for the main factions. I just wanted to get started--I mean, I did post this yesterday! xD
Thanks for the suggestion though! I'm a little iffy on the aliens though because it kind of breaks immersion to see a bunch of humans on a supposedly alien ship. I've got this idea running that maybe they're parasitic aliens that take control of the humans or the humans are slaves.
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.
Microbot024
Elesive can be just like hive mind, using humans because there is abundance of curious fools in deep dark abyss of space
Microbot024
Smuglers for hard, and elusive for insane (cause they will be super fragile structure wise, but powerful and with strong shields), oh, and maybe sin cores if they get fixed eventually :I
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!
WOW I did not even get to it yesterday.
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.