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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.

                            Re: door symmetry: It's not that it's a challenge, it's that it actually bugs out using mirror mode. It won't let you place doors on asymmetrically placed parts. And I know about part substitution. To fix the bug, you need to make a second copy of the part with mirrored orientation and set up part substitution like the 1:2 armor slopes do.

                            I'm also running into practicality issues with LFCs. They do basically nothing to shieldeds and as such are only useful within the range of weapons that can drop shields. The longest ranged weapons that can potentially focus down a shield have only 2/3 the range of the LFC and 30% the range of the Mk2. There's just no point to having a dedicated anti-armor weapon that outranges the longest ranged general purpose weapon.