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Atarlost Thanks as usual for the feedback.

One thing I will say is that some of these parts are there for the aesthetics, and in hopes of Walt eventually adding new functionality that I can use as a tie-in. One example: I really want engineering rooms to increase engine output, but alas, that ability doesn't exist (yet). Regardless, I'm going to try balance them to be inline with vanilla components for now. I'd also like the two tactical stations to increase weapon rate of fire or something similar. There's just no way to do that at the moment.

The plasma reactor was a really quick experiment to see if I liked an "upgraded" reactor as an unlock node in the tech tree. I do, so balancing is the next step. Good feedback there.

I hear you on both engineering rooms. I love the way they look, so I desperately want them to be viable options for good ship design. Again, since there aren't a lot of "global variables" that I can have them access, I'm a bit stuck on what to do with them. I was originally balancing their output to be more space and cost efficient than standard reactors. On my next balancing pass I'll rework them to be a good option instead of plasma reactors.

Regarding engineering rooms' "dubious" nature due to pathing, in my mind, the "drawback" of having the increase in space and cost efficiency is the fact that it's a choke point for pathing. You can't have your cake, and eat it too. I don't want too many of my parts to be straight upgrades. There should be a balancing factor to consider. You get X, but lose Y. Those kinds of quandaries make for fun strategic gameplay, imo.

Ha, I am really struggling to find the niche for the UV Laser. Every time I put it on a design, I'm underwhelmed. I'm open to any thoughts anyone has.

Laser PD isn't stopping missiles for you? Even after the adjustments I made? I find it to be insanely effective. The range and targeting boost over standard PD means that layering the two of them makes for two level of PD. Well placed I find it to be a very good defense against missile spam.

Yeah, light armor was a super quick addition. Basically, I wanted something to fill interior spaces where I didn't want corridors, but I also wanted a roof (which structure doesn't add) for coloring and decal placement. It's literally just a recolor of standard armor. If you look really, really close, you can see I just toned down the effect of the armor pattern. Coming up with a unique design is on the to do list.

Just wanted to give you a good response. You've put a lot of effort into your feedback and testing (of which I'm incredibly grateful), so I want to mirror that effort.

Hey! I've been experimenting with your mod and I've been combining it with other mods, namely Archon's plasma one (https://forum.cosmoteer.net/d/3163-archon-plasma-mod-v0-9-2-new-railgun-turret-and-v13-support) and Stargate one (https://forum.cosmoteer.net/d/1095-weapon-variants-stargate-mod-now-with-ships-in-bounty-mode) and I've been integrating their weapons with your tech tree system, as well as updating their locale for the strings to show appropriately, and I had to reduce/augment/tweak the range of pretty much all weapons for it to work appropriately, though, but once done it really gives a nice sense of progress.

There's thrusters linked to the main eng., so having one does increase the engine output, since you get access to nice plasma thrusters, and the Warp core I linked to more advanced types of engines, etc.

Point is, your mod is pretty amazing, and with more props/weapons/etc. linked to your tech system, it makes Cosmoteer a damn cool experience.

P.S: I find lasers to be pretty effective too!
P.S.S: If you want me to link what I've done, I'd love to do that.
P.S.S.S: A combined mod with your tech system and other weapon mods would be amazing.

    Mendelssohn Well, if I'm interested in what you did, connect 3 mods and make them one, with a "tech tree" is interesting.

      jfjohnny5 Looks extremely promising!

        This looks very promising. congrat for the sprites, it must have taken you alot of time to make them. what software did you use to make them?

          akinata Thanks! Just Photoshop. Some of them (looking at you, Warp Core Engineering) got complicated enough to animate where I might have been better off with After Effects, but PS has always served me well.

            jfjohnny5 whats the latest version

              Jared CC 2018. Though I didn't use any special new features. Just lots of layer effects, brushes, and time.

                jfjohnny5 can i have the link or whatever just to be sure

                Atarlost I looked into the symmetry issues you mentioned with the Tac Center. What I discovered from looking at both the 1x1 and 1x2 armor wedges is that the mirror mode isn't actually mirroring sprites at all. Walt has a predefined rotation matrix for the 1x1 wedge that simply rotates the part as appropriate when mirroring is on. The 1x2 wedge, which appears to be mirroring, is actually just using part substitution. When you place a 1x2 L in mirror mode, it substitutes a 1x2 R on the other side.

                As there doesn't appear to be support for true mirroring at this time, it's not a change I can make. For the parts I have with asymmetrical door placement, like the Tac Center, I'm just going to leave them as-is. I consider it a design challenge in-game to make asymmetrical parts work with your ship layout. It encourages more interesting design. FWIW, there's no reason you'd need more than one Tac Center anyway, so the issue is somewhat moot.

                  Jared http://www.adobe.com/products/photoshop.html

                  I feel the need to point out that Photoshop itself isn't a magic silver bullet. I've been using Photoshop for something like 18 years, so I've learned a lot. You can accomplish the same results as I have with free software like Gimp. It's just not what I use.

                    jfjohnny5 no i mena whats the most recent downlod link XD srry for the conffusion

                    Jared Adobe Creative Cloud is a subscription service. There's no single app download link that I'm aware of.

                      jfjohnny5 no for the mod XD. what is the most recent mod downlod link is what i should have said

                      Jared Oh, lololol. I messed up who I was replying to. You weren't asking about PS at all were you? Yeah, the latest mod DL link is always in the first post.

                        jfjohnny5 k thanks

                          Holy Crap! I think this is the best mod I've seen! I love the way the parts look stock alike and the tech tree idea is awesome. Are you still looking for build submissions? I'd love to build some ships for it.

                          jfjohnny5 Nice, but you do realize the Death Star Lasers are just for having fun with, not meant to be taken seriously, right? I don't encourage people using it for anything more than a novelty.
                          Sprites are well done.

                            Xeridan Thanks! Yup, there's a thread in the Ship Design section of the forums. I welcome any and all submissions!

                            @ClassicJam Ha, of course I know they're just for fun! This whole thing is just a game afterall. 🙂 Just trying to be clear about my goals so people know what to expect from the mod.

                            I tried using your mod (version 0.23.0) and I got the same error as it seems @Jesus3747 had.

                            Halfling.Serialization.DeserializeException: Deserialization from source "<D:\Cosmoteer\Data\rules.txt>" failed. ---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> Halfling.Serialization.DeserializeException: Deserialization from source "<D:\Cosmoteer\Data\Ships\Terran\terran.txt>/Terran" failed. ---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.ArgumentOutOfRangeException: Specified argument was out of the range of valid values.
                            Parameter name: pixelSize

                            It seems to be caused by the the Warp_Core_Engineering part having more OperationalDoodad AnimationFiles images than Cosmoteer can handle.

                            Note: There doesn't appear to be anything wrong with the images. The error occurs if there are more than 25 of the images in the AnimationFiles list. Removing any 5 of the images from the AnimationFiles list fixed the error for me.