OK. This is epic
Abh Mod v0.6.7 for Cosmoteer 0.14.12, 0.14.13, 0.14.14, 0.14.15
- Edited
The planned Star Trek parts have been moved back further except for some weapons here. This version adds more turrets, specifically, the roof turrets version of the old weapons. Not all are covered but most relevant.
Changes
- Vertical missile launcher now can switch to use all vanilla missiles, mines
roof turrets versions of old:
- electron_laser_turret2, for the beam
- electron_laser_turret3, for small one but shoots shots
- antiproton_turret, for the single gun
- antiproton_turret2, threw in a new dual variant, why not
- retractable_antiproton_turret2, the single one
- retractable_twin_antiproton_turret2, the dual version
New
- flex_hybrid_turret, a mixed PD with ordinary PD and AHEAD with rods
- flex_hybrid_turret2, dual version for larger ships
- micro_torpedo_turret, Kelvin timeline micro torpedo turret
- hydrant fusion_beam, has different power settings: normal, overload, suicide overload with 1x,2x,10x power
- hydrant hellbore, works best against shields, interaction with ESG is not possible atm
For the electron laser weapons you can now build accelerator-undulator parts to increase the firepower as far as the battery storages allow. There are three parts:
electron_laser_source serves as the starting point
electron_laser_undulator, the main extension parts, can be used to split into two ways
electron_laser_undulator_bend_left/right, to build around corners
Star Trek time_warp_core1, time_warp_core2 : displacement warp drives; long-term parts will be upgraded to blink drive feature; hence, not fully operational yet as planned
ball_defense_turret; another Yamato additions
A set of intruder defense parts: corridor_security1x,1corridor_security1x1 corner L/R parts and for more HP corridor_security1x2, and corridor_security2x2 L/R. You really only need the first two. They currently suffer from an animation game bug.
weapons_locker1x2
storage_automated01 L/R universal storage system for later
armor_2x2corner L/R special purspose
By request added re-imaged Battlestar Galactica turrets
- BSG_battery_turret, the large railgun turret; dual attack/defense mode (flak); default is attack
- BSG_defense_turret2; the dual gatlings; semi-flak mode and less laggy than vanilla PD; should help with spam
- BSG_main_battery; fixed railguns for the nose; 2x powerful shots as battery turrets
Penetration might be high, no explosive warheads; might change depending on feedback
Example ship:
Update for the time being. I've decided to change the fusion beam's size from 4x4 to 6x6 and nerfed it in normal mode. Overload and suicide overload modes work, however, a game bug has appeared. If it doesn't get fixed in 0.14.12 I'll be forced to release a downgraded version.
It's released!
In there are still a lot of effects and animation failures and game bugs I could not resolve yet but they don't impact on how the parts function. I might be awhile before I get them to work. Walt will have the game bugs likely fixed this week. Also note a game bug make the hydran fusion beam not use power.
The BSG weapons are specially made to give the same TV impression.
- Edited
I seem to be having an issue with the power transfer system, whenever I add another shield or gun I have to completely delete my power grid due to the new shield not getting power then rebuild the system, is it just me or has anyone else had an issue with this?
Thanks for the tip, I'll try reloading the ship next time.
Now I'm getting an error whenever I try to load my game or buy a ship with the modded items,
Error Loading Game: An item with the same key has already been loaded
- Edited
I got a crash when the cloning pod times out. Though I think what you did wrong is you typed "clone_pod" instead of "cloning_pod" for when the pod returns to normal. By the way, can you fix the biocorridor? Can you please change it to something else since I hate it when I have to go into the settings and wait hours for it to load.
How do the supply corridors work I'm confused
Thanks that was helpful. This wall really confusing.
Also for some reason my saves keep corrupting any idea why? they keep saying that "an item with the same key has already been added." I don't know what that means.
- Edited
Kriencky Do you mean playing save games? AFAIK some past RC versions had that problem and became incompatible. I also encounted a similar one last week with 0.14.12 stable just because I removed a part. Walt hasn't said anything about it yet.
If it's the ship's file then it's more likely a mod bug. Hunting it down would be difficult since it could be anywhere. But it would be very helpful if you got an idea which part you used that caused it.
Ive been trying to do a BH run with abh ships as enemies. I was assuming it was built into the mod. Is there a way to have enemies in BH to abh ships?
MultipleFountains The Abh mod hadn't had any ships yet because that would be too much. At the time, BH didn't support mod ships to begin with, later only one mod could use BH at a time. Only in the latest 2-3 game versions are multiple supported.
If you want Abh ships you can try this old ships mod
https://forum.cosmoteer.net/d/2066-abh-bounty-ships-v0-2-0
It requires some refresh of the BH code especially with the recent Cosmoteer 0.14.12 version (see release notes)