Northerner Tested bloodcult, Galaxy in Flames immediately overrides Blood cult without crash.
Galaxy in Flames 0.7.5 Update Labor Intensive (0.14.7 Compatible)(Dead Mod))
RedAndCosmoteer I think that is bc cosmoteer reads the mods in alphabetically order, and bc galaxy of flames is added to cosmoteer later than bloodcult it overrides everything that is already there, including bloodcult.
kieffer5101 Exactly.
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Northerner
I noticed something with the visuals of the cobalt small cannons. There is like a faint blue box around them, I'm not sure if this is also the same case for the larger variants. Here are pictures to show it. If you look around the cannons you will see it.
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Jabenyezaa thanks for pointing that out, I actually hadn't noticed that was visible, I'll fix it when I have access to my computer!
Hello! Unfortunately, I do not yet have access to a computer, but I think I'll evaluate the new version in a couple of days. Also would like to ask a question, you should send ships only created without mods, or your mod can also be used? Should I tell you ideas for fashion? And if I or someone else can improve your ships, should you send them?
germheh The thing is that submitting your ships to be added to the mod means your ships will now be on the opposing team, taking less damage is not a concern. As your ships are going to be facing a real player with a much more expensive ship, your goal is to be able to do as much damage to them as you can before you die. Having that many reactors will make your ships incredibly easy to destroy for a real human, but maybe not for the AI.
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Northerner I have made a few ships to be added to the mod! I have also painted them. (so you don't have to) Hope you like them, I hope to add some more in the future.
The Rail-Knight
The Falcon
Edit: I made the falcon much better.
Oneye thanks for your submissions and wow! I like those designs! When. Ihave access to my computer I'll test them and let you know how they do!
Oneye Both ships passed the tests! ill add them to the mod in a sub folder with your name on it!
I also noticed that the ships i pitted against falcon struggled far more that the ones that fought rail knight as rail knight passed by the skin of its teeth and falcon blew trough its fights. So i definitely need to revisit the lower tiers and make them better for their cost.
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Northerner Yes, Rail Knight is more for looks then combat, and the missiles added a lot of extra cost for not much firepower. Actually, even the falcon was made more for looks than functionality, you can find deliberate weaknesses if you look at it long enough. For example, the side cannon modules could have double shielded both cannons, but I made it to only cover one cannon per shield. The top reactors are not protected from the sides, and if you take out the top section all you have to do is target the control room and it can't move.
But I am going to send some (hopefully good) designs later on this week.
Northerner You have discord? I'd like to send my ships to your discord. So it is easier for me than to upload images to the forum. Google translate.
Hi! I made new ship. Can you test him?
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Artemis
Mass: 6972.4 Tonnes
Crew: 526 Souls
Value: 2,969,300
Don't mock her armor, it's key lol
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Spalato Thank you for your submission! Your ship passed, and will be implemented into the mod in the next update in a sub folder with your name on it.
Thank you for pointing out that most of the late game ships lack PD ha ha!
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germheh Thank you for your submission! Your ship did not pass however your designs are getting better. If you are going to make an ion ship know that Large Cannons and Missile launchers have much better synergy with ions than Laser Blasters. By adding Electrobolters and Laser Blasters you are, in my opinion, robbing Ions of their best attribute instant hit at long range since the AI will want to get close to use those short ramge weapons.
Also your ship routinely caught on fire so add some fire extinguishers, no one is going to bring power to shields when they are on fire.
IlyaDid Sorry for some reason i'm not getting notifications on this forum post, I do have a discord if you want to send me a discord link i will look at any ships you will submit!
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0.4.5 HOT FIX:
- Fixed Sinistar so it does not crash when the game attempts to load it in the Bounty Mode.
0.5.0 Update (Partial)
- Updated numerous designs to be more effective
- Added "Artemis" by Spalato into the Bounty Mode
- Added Rail-Knight and Falcon by Oneye
- Re-balanced Cobalt weapons to be less OP
- Minor sprite changes
- Added the end game ship Kraken
0.5.0 Is not complete however when testing the bounty mode i noticed that Sinistar did not load properly into the bounty mode so I made a hot fix and published what work has been done on 0.5.0 so far. 0.5.0 will see the completion of the Cobalt weapon sprites and many more changes and additions to the ships in the mod already as well as the potential additions of the tier 3 weapons.
Northerner is this compatible with 14.3?