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1. An old glitch from the mods past still remains, being when building with any of the parts you often get booted into blueprint mode. No this isn't due to parts not being able to placed near each other such as engines or hyperactive nodes. Sometimes when just holding a building piece from this mod I just get booted into blueprint mode and it is quite irritating.
2. Revitalizing old textures and designs.
I do see you have begun to do this but I highly recommenced revitalizing the old graphical designs of the mods weapons. Many of the old ported weapons looked nice back in the day but they really don't flow with the game now a days. The standard turbolasers turrets look very basic, and other turrets look flat and don't have that level of depth the games building has now.
Laser effects and the damage of weapons may need to be tweaked to be comparable to new weapons, but this is minor really. P.S I understand it probably isn't that simple to just match the games art design, but it would do wonders to give everything a fresh coat of paint in this new era of Comosteer :]!
3. General stability and rounding off edges
I have found the mod tends to freeze my game and cause crashes every now and then, I do have other mods I must admit but my PC is far from weak. I imagine this isn't all the mods doing but only this mod seems to being doing this, I haven't tested it without my other mods so I can't be 100%. Other things like engine rooms not effecting the massive thrusters, proton torpedo launchers not being able to traverse as I know they used too in this mod, shield generators not showing their radius when in build mode so I have to build and power them to see if I placed them sufficiently, etc etc.
P.S The interior turbolasers flak cannons... don't shoot lasers currently, they shoot regular flak shells and their angle of traverse is massive and their traverse speed is also REALLY fast.
4. New items would always be amazing as always, there hasn't been that many new items added compared to the old mod, of course I imagine porting the mod to new Cosmoteer was no easy feat . But uno... new ideas and concepts such as hangers, and maybe direct power generators (Placed next to a building to directly power it) would be super cool. I do believe my 3rd and 4th points should come first in priority if you do take any of this into consideration!!!
In conclusion,
I am very happy to see the mod back but I do believe it needs work to work well with modern Cosmoteer. You've done a great job bringing it back, and please don't take this in the wrong way ofc, it's just my personal constructive criticism and recommendations is all
Thanks for the detailed feedback, Commander Ponds! We genuinely appreciate your constructive criticism and are thrilled to hear you've been a long-time fan.
1. Regarding the glitch you mentioned, this is on our radar, and I'm taking this issue back to our lead developer for further investigation. If you or anyone else notices any patterns or specific scenarios where this occurs, please let us know. It could be crucial in pinpointing the root cause.
2. We agree that the textures need some updating. Our current limited artist resources have led us to make tough choices, and we chose to push forward with what we had. We are hopeful that the release into modern Cosmoteer will attract new artists to our team. If anyone in the community is interested in contributing, we'd love to hear from you!
3. We're constantly looking for ways to optimize the mod, understanding that it's quite extensive. We haven't encountered significant performance issues in our testing, but as you state, we have only been testing with out own mods, as soon as anybody else's is thrown into the equation, it becomes difficult to pin point the culprit. Keep in mind, our mod is huge, so adding it to any other combination of mods is not recommended. That said, we'll revisit the engine rooms and shield generators (these should be potentially easy fixes). The changes in weapons, like the Proton Torpedoes and Flak Cannons, were deliberate, aiming for a balance that fits well with modern Cosmoteer. We appreciate people keeping an open mind and trying not to compare too much to the classic version (it can be understandably hard). We always welcome feedback on these changes, so please keep sharing your thoughts!
4. As for new items, we're juggling between introducing new concepts and perfecting the existing ones. We have some exciting ideas in the works and will prioritize them along with refining current features.
Your feedback is invaluable to us, and we're committed to making this mod the best it can be. Thanks for your support and patience as we continue to develop and improve. Stay tuned for more updates!
as well as at least double the range of the big weapons like the turbolaser.
Capital Ship to Ship combat feels because of this kinda bad
but otherwise 10/10 mod
Thanks for the feedback @NichtDenny - Have you checked out the Factions Mod yet? I haven't gotten around to updating all the cargo ships and stations yet but have at least changed decals and coloring on them to make them more Star Wars appropriate. It is a time consuming process so would definitely be interested in taking any ships/stations people want to donate to the cause, happy to credit them in the workshop description for their efforts!
Also, I like your idea about only doubling the range of the bigger turrets. I purposely scaled it down closer to vanilla to be a bit more reasonable, but agree it could be adjusted for a few of the larger turrets. Please also check your default attack range settings on the ship itself (especially if you are finding them to ram each other). I'll look into adjust ranges appropriately in a future release.
Here is a link to the factions mod in case you haven't seen it yet:
https://steamcommunity.com/sharedfiles/filedetails/?id=3121346591
Thanks again for the feedback!
we have a huge update/feature in the making regarding armor graphics....