i wanted to create new weapon for cosmoteer that feels different in their use and different from what other modders have created. No bigger numbers here but some alternative balanced (i try to) weapons that add some diversity to the vanilla weapons.
Discord for Akinata Weapons Variants!
For the people who follow my work or want to discuss about issues/balancing , new content or create ships/make suggestions about this mod easily. 🙂
The mod has now a ModDB page!
Don't forget to check it out!
If you ever get an error and want to post it here or on the discord post only the phrase starting with :
"Halfling.Serialization.DeserializeException: Deserialization from source"
I don't want useless enormous error logs, thanks!
Also ther is now a special forum thread dedicated to bugs and troubleshooting for my mods here :
=> Both weapon variant and stargate mod are needed for everything to work properly. <=
version 0.0.11.RC1(compatible with version 0.14.4 and beyond)
version 0.0.10.RC3(compatible with version 0.14.0 and 0.14.1)
This version's bounty hunter mode may have some compatibilities issues with other mods that replace the vanilla tiers. (if they just add some tiers it should be fine.)
version 0.0.10.RC1(outdated, compatible with version 0.13.9)
version 0.0.8beta (outdated, compatible with version 0.13.5)
version 0.0.7 (outdated, should be compatible with version 0.13.5 and some older versions)
====>READ THIS !!!!====>HOW TO INSTALL====>
Don't use the ingame tool to intall my mods because there is 2 mods in that download because the stargate mod and the weapon variants mod are separated.
extract the content of this compressed file into:
Other mods by akinata:
■ akinata challenge mod one:
If you want some very nice music while playing cosmoteer go and take a look at Namek's mod : https://forum.cosmoteer.net/d/2577-namek-music-mod-v0-0-2/3
■ reduce pulsator and thunder ray range (-10)
■ maybe up OC missile damage on shield generator
■ 'roof' weapons arc change (200°)
■ railgun turrets can't fire through blocks anymore. to compensate it will have +3 penetration resistance and +2000 hp.
■ destroyer cannon bullet phase 2 will hit 4 times with less damage instead of one big hit.
Phase 3 will deal less damage but launch more tracking bullets.
Phase 1 will have a better AOE.
■ Repeater have now a better firing rate transforming the weapon into a burst long range weapon.
■ ammo eater will have 5% chance of causing fire when hitting a part.
■ saw blade variant price up and damage nerf.
■ thunder ray does a little bit of damage to OC shields (200) and a little bit less damage to normal shields. also it has now 5000 hp instead of 6000.
■ asgard plasma beams do -200 damage to shields per tic.
■ OC battery cannon drain increase against OC shields.(+500)
■ OC missiles increase damage against shield generator.(+100)
■ overhaul rebalancing of most cannons so that they fit the new vanilla rebalance for canons. (more health, more penetration resistance, more fire chance, better projectile speed, better max range and more damage to penetration damage + penetration damage reduction change upon penetration)
■ recoil added to cannons and missiles launcher weapons.
■ twin staff cannon will have a lower health. (3800 instead of 4000).
■ railgun turret variant max range increase from 90 to 95.
-some things i might have forgoten...
-Rework on most old bounty ships !
-Lots of new ships and bounty mode ships !
-Some new guns and devices !
-1 new super weapons !
-And more to come !
What can you find in this mod? :
■ One new difficulty for bounty hunter with 2 new tiers and a special fleet tier, one new starter ship and some unique ships!
■ More than 100 ships added to bounty hunter!
■ Lots of new weapons and devices balanced with vanilla!
■ Stargate weaponery!
■ New decals! (mostly stargate themed)
■ New textures!
(If you want a detailed description of each of my weapons and devices for AWV mod look here : https://forum.cosmoteer.net/d/5651-awv-and-devices-description)
Disclaimer: All the new weapons and devices from 0.0.11 are not listed here.
Akinata weapons variants:
Some Decals :
Some Textures :
upcoming features :
Delayed planned stuff :
■ a nuke (a one part nuke for fun and games.)
■ a weapon from the winner of the last tournament (melee weapon)
■ a reverse thruster (i can't think of something not gamebreaking for now so it is postponed)
(maybve a test bubble shield with holes everywhere.. but meh, i ll see).
About bounty ships:
No new bounty ships will be added after the 0.0.11 is out.
Project for 0.14.5.
Each weapons will have acces to multiple ammo type.. tho vanilla and stargate weapons wont be affected.
■ Energy based weapon will have access to vanilla energy and overcharged energy batteries.
■ I am still thinking about what kind of behavior will have the actual overcharged weapons with vanilla energy cells. tho they will keep their draining ability.
in the same manner, none overcharged weapons using overcharged batteries will not have draining power.
■ Shells based weapons will have access to AP (armor piercing)/ HE (high explosive)/ CL (cluster)/ SP (self propelled).
■ Ammo eater will be a totally new weapon dealing with gas type of weapons. there will be the corrosive bullet that will act just like the actual gun and a new one.
■ The dakka dakka may have access to multiple (2 or 3) fire mode with the same ammo (green ammo box) instead of multiple type of ammo.
■ The saw blade launcher will have 2 different fire mode, like the dakka dakka. the secondary fire mod will be just like the actual saw blade launcher variant.
■ My tractor beams may be removed or changed into totally new weapons (variants for the ion beam?) since walt will add his own tractor beams.
at one point i may add a repulsor beam for pushing fighters out of the hangar bay but i don't want it to be used as a ship pusher weapon. it would be too problematic to chase kiters with it. i will think of something.
■ No plan for point defence weapons for now.
■ There will be a new missile launcher that will act like the vanilla one to use all my custom missiles. but the longbow missile launcher will still be a thing. it will be used for special boosted missiles. it will use either regular missiles or special rocket ones not yet implemented.
Disclaimer: As usual, there is some stuff that will be done soon since i am currently working on them but id o'nt promise anything for the future of the mod. i mean, you know now what will be AWV like before i can call it 1.0 .But i don't know if it will be finished or when it will .
Future balancing :
_waiting for feedback 🙂
Feel free to give me feedbacks on those weapons as i try to make them as balanced as possible against vanilla weapons.
Have fun 😉