One Ship To Rule Them All! | 10 | COSMOTEER 🚀| Lets Try
HTML-код
- Опубликовано: 21 авг 2024
- COSMOTEER; Starship Architect & Commander
Design and simulate the starship of your dreams! Command it in epic battles and manage your crew while exploring a dangerous galaxy. Play alone or with friends, test your ship in online PvP, and let your imagination reach for the stars!
Released on Steam 26th of October: store.steampow...
PATREON
Consider supporting the channel on Patreon: / nilaus
(16% discount on Annual pledge)
SOCIAL:
Twitch: / nilaus
Patreon: / nilaus
Discord: / discord
Twitter: / christiannilaus
Tips: streamlabs.com...
VOD Channel: / @nilaustv8036
Blueprints:
nilaus.atlassi...
#NilausTV #StayEffective #Cosmoteer
I know you like the boosters for their thrust, but they have a significant drawback compared to regular thrusters. They can't be charged while they're firing. Says it in the description.
This
Yes so they will all die out. Since all of your backward thrust is boosts when they are done boosting you are dead in the water going backwards. Having a mix of heavy thrusters and boosters are good.
Them being on top of engine rooms mean they don't stay out for long. If you need back thrust _now_ they come in handy.
Agreed, the power problem with the boosters is because there aren't any that will have power after boosting. Switching a few for another type of booster is probably the best option
The fact that it is 8000 vs 9000 I just prefer the huge unless a huge wont fit. Not to mention the huge are more efficient
today i got hired on this massive ship, as "spare crew", full pay and all. Ion Operators be seething.
Hi Nilaus, big fan of the series so far! One note that might help you out: you can massively increase the available building area through an in-built mod. you can activate this even for an already started run. just go to the main menu -> mods -> activate the huge ships mod or sth like that -> reload the game -> play your save. this increases the square you can build in massively!
its great if you want some non-cubic designs, especially when building rail ships!
It seems this game needs more tech advancing. It seems like you get what you need fairly quickly then all you can do is get bigger. I'd like to see a couple of more levels of shields and what not needing new materials you can only get in higher level places.
That is what I was thinking. You can get everything in the game in the first system if you wanted to and I actually did.
i personally like medium reactors for shields, because the crew WONT LEAVE THEIR ROOM untill the shields are missing 3 batteries, if you are using medium they will react one battery sooner, so only when the shield is missing 2 batteries. and as long as the reactor is near by, i think the reaction speed is VERY handy for something that can loose power as fast as a shield!
Tip: You can right click the build a ship button at the top and select the bigger grids.
are you seriuos? are there any drawbacks to that?
Huh, that's not an option for me.
@@opshlds Theres a built-in mod to allow the large grid.
I d reccomend giant thrusters instead of at least half of the boosters. This way you could still make use of the boost in critical situations, but profit from the sustained backward momentum. A big ship like this needs the big newtons for reliable movement :)
After you complete the prototype it's time for mass production, to create the ultimate flotilla.
The flying city block
5:03 that noise i think conveyed all those mats going byebye perfectly!
Hardest difficulty run would be interesting to watch after your done with this one. If you want to make it more spicy ironman as well.
After a boost thruster fires, it turns off until it is fully refueled. So yes you get a huge burst, but then you have no reverse thrust at all until they are recharged. I'd replace most of the reverse boosts with Huge thrusters. keep a few boosters for braking if you want.
I know the whole point of the run was to see what could be done with a single ship but given how powerful multiple ships can be, I'm super excited to see that
Boosters are great for short engagements. Should you ever encounter anything a little longer, they are honestly quite trash since they cannot be charged while boosting. Meaning you are going to end up with completely empty forward thrusters after engagements, which makes your ship especially without serious side facing thrusters dead in the water, with every action / rotation bringing you closer to the enemy.
"We stop for no one!" :)
Imagine knowing that your job only kicks in because the guy before you died horribly.
I guess kind of like standby diver.... Well when I was standby diver I didn't have to go in after a body. Just meant I did second shift.
Welcome to Corporate career
New Crew: "Wow! You're really famous and willing to pay us a lot of money. Can we join your crew?"
Nilaus: "Sure. Here's your money. Now into the brig with the lot of you! Bwahahahaha!"
New Crew: "WTF?1'
Hey Nilaus, awesome video! With the boost thrusters they turn off after a while when they go into boost mode. I've found on my ships that they do better backing up if the boost thrusters are mixed with some regular ones so the ship doesn't stop after the boost and can try to keep up the distance made.
nilaus building the borg cube
I saw someone else mention it, but thought it's probably best if several people mention it. There is a built in mod that you can activate in the main menu, that gives you a massive area to build your ship in.
You might consider it cheating because of how big you can build, but you gotta remember, it is built in, by the devs, and with more size comes more crew and build cost, slower speed etc.
But this way you can build something larger and maybe not a square, if you so desire.
Anyway, love the series! Bought the game myself after i've watched the first episode and have put in almost 200 hours at this point.
I wonder if putting your mining lasers just forward of the aft thrusters and backing into salvage or asteroids would be better. It seems that is where most of your storage is already.
Borg Cube ... and we know how bad the Borg are to deal with ^___^
Nilaus ... u are far better in this (and most all other) games u play than the other streamers i know. Your Ship atm is way better than those 3 streams with 7.200 fame i saw. Congraz and stay effectiv :)
a tip make a storage ship and dump all the stuff there instead of lugging it with you also it means you fight and then move on to fight something else and you leave the looting ship to do its job in the mean time. - that will make your combat ship soo much better. plus this ship is also very explody - too many reactors and they are not protected - or easly penetrated through the rest of the ship - aka not enough armor plus reactors close to rails ? geez - that is a disaster waitng to happen. plus seriosusly a command in the top right ?!? xD - this is just insane weakness - it can easly knock the ship entirely out of combat if it goes down. (im talking about the initial ship).
I spent half a day experimenting with the Crew AI. Not going to ruin it for you but my day ended with the basic rule to never leave a room without a hallway touching it and never assume adjacent room feeding is efficient. Hint 7:50 Move the point defense capacitors down one cell.
Try scaffolding - you always shoot thru it, while enemy ordance might be stuck upon it.
You might use it for leading away EMP by connecting to unimportant parts of the body.
The best use is shield+one layer of scaffolding+projected shield layer+one layer of scaffolding.
I've tried to form into a buglike aesthetics (trioblites to be more exact).
I also wish if you take a peek onto From the Depths, I feel it's perfect for you.
For both you can find videos on my shoddy channel, but Lathrix and Monklizard are two best examples for FtD
Have a nice week!
The Guild of Calamitous Intent.
Awesome ship dude! I am no where near that yet! Railguns are so much fun i love this game! xD
Need more rail guns. Like cowbell, you can never have enough.
Love the battle strategy and game play style. It's fun!!! My only concern is how close the front two reactors are to the front of the ship. A lucky shot and the reactor could explode and take the front of your ship off.
So this game is just a turkey shoot basically. The enemy never even gets close to hurting you seriously.
It can be, it depends on the settings you chose.
I was wondering if you could overcome the size limitation by fitting several ships together to make one, like a jigsaw puzzle? Using the formation to keep them pushing the same way, it might even work....
That might give you something really fun to do, albeit probably totally impractical
maybe the ships could hold together with tractor beams pulling them together? Just thinking on how to make something actually gigantic :)
Nilaus, you have space for crew storage between the two rear truster blocks. Let's call them "hot bunks".
i like you, nilaus, bc you go the distance
So I bought this game because of this series. You are bad for my wallet.
I jumped in on the hardest difficulty, and that stuff is BRUTAL. After the first few missions it's super easy to get caught in a spiral where any damage you take is so expensive to repair you cant recover from a poorly-won fight, and every enemy does huge damage if they manage to pull down your shields.
Have you tried any of the higher settings? Currently I'm trying to mine grind my way to factories so I can make my own repair materials, but it's slow going.
ah yes, Nilaus is back
There is a built in mod that makes the building box larger
Rail guns can have more then 30 segments with increasing % its just not displayed on the tool tip.
Now correct me if I am wrong, but based on what you've said about beams so far in a previous episode, the current deisgn you have is inefficient. You pointed out 3 rules:
1. Always merge beams with the same power, never different.
2. Always merge 2 beams at once.
3. Beams lose power when interacting with prisms.
If I understand correctly, then 2^n is the best amount of beams to have, and 2^(n-1)+2^(n-2)....+4+2+1 for the prisms.
In one module, you have 8 beams, which means you need 4+2+1 beams to deliver optimal power, but since that is not possible due to the blocky nature of the ship, you need an additional 8, which routes the beams together. Currently, your setup is 8+2+1+1+1, which is not optimal.
The mistake lies in the very first merge. You route the outermost cannons into the innermost, which means you are combining a beam which has been redirected once with one that you didn't, which breaks rule no.1. Then you redirect those two to 2 and 1 each, so it's fine, although since it needs to bounce once to get to the side of the ship, an optimal design would merge the 8 at the outside of the ship, but that would mean having a gaping hole in there, which you might not want to do. adding 4 more prisms would solve your issue, merging the first 8, before they become 2.
After merger, you rebounce it 2 more times, which is inefficient, but again, due to the nature of the ship, there seems to be nothing to do about it. However, when you scale it up to 16, the problem is even worse, since the beam at the back is redirected one more time, to merge with the one on the front, which means that again you are mixing beams with different power.
Now I don't know how much power they lose when being redirected and how much they lose when they are merged inefficiently, if those 4 additional prisms cost you more dps than the inefficient merging, then the whole thing I said goes out the window, except for the bad merging of the two modules of 8.
As a side note, although your front has significantly better protection now, the previous design's fatal flaw still persists, a triple reactor is right behind the first layer of armor which means if it gets blown up the entire deck behind it with 4 cannons is gone, save for a few things.
Thanks for these vids, they are very entertaining and instructional, by far the most detailed and advanced gameplay I have seen so far.
His setup is fine, only beams with even power are merged. Passing through a prism does not reduce beam strength, only merging does. It's only inefficient in the sense that one could find a shape in which a prism that only redirects would not be needed.
@@CGDW2 Ah, that explains it. Yeah, like I said, if I am wrong on the premises or I misunderstood something, the whole thing collapses. Then his beam setup is indeed fine.
Damn, Nilaus, you sold the game to me with the Roci and Tempest references, this just takes the cake. :D Anyways, did you try playing Mindustry?
Boost thrusters have a cooldown period after thrusting I think 🤔.. so in an engagement the ship loses all of its reverse thrust if boost thrusters the only ones providing reverse thrust
I believe it’s possible to change the size of the square in the files it might just interact weirdly with the image file of the ship which is saved as 128x128 I think
I heard there's preinstalled official mod you only need to turn on
Yeah there's a extra large ships feature, needs to be turned on in the campaign start
we are borg
Those burst thrusters are really good at acceleration, top speed and non-burst time those thrusters suck.
Imo burst thrusters are only good for turning and acceleration
Keep the episodes coming
holy shit, how much crew you need to run this thing?!
Just think about being on a star treck ship that runs into this cosco borg cube...
So building an Imperial Stardestroyer would be not good??
I am struggling to build a endgame capital ship that uses 2000 crew. Still have to rely on my flankers for endgame ships
Test your reversing speed, not your forward speed. It's what keeps you out of enemy range.
A railgun ship is high speed with low armour. Every other weapon system requires tons more armour and shields depending on how short the range is. So, the only other weapon systems that synergise with a railgun's 600m range is EMPs (offensive shield depletion), HEs (offensive medium range) and flak batteries/point defense (defensive protection against missiles).
I told you many times in the comments that boosters suck for big ships. You absolutely do not understand boosters at all. After you boost, it is completely depleted and has a cooldown before it can work again even on normal mode. So, in that cooldown time, you have 0 reverse thrust and your ship automatically grinds to a halt. There's nothing weird about it at all. Read the description for boosters. My full build grid sized quad railgun ship reverses in excess of 80m/s (depending on how many storage blocks are installed). 0 boosters.
Every single enemy ship is a silly build against a quad railgun ship that can reverse in excess of 80m/s. Even on grand admiral difficulty. I've essentially stopped killing enemy ships with my quad railgun ship in the 16-18 zone on grand admiral and have simply spent the last week and more just building, testing and scrapping massive non-railgun ships. Everything gets destroyed unless you have flanking ships and additional dedicated point defense ships. Even then, usually the first line of defenses will get destroyed in 2v1 fights. Tell us how your lightly armoured solo ship fares against 3x Ipssismus (spelling is probably wrong) enemy ships at one pull without using your railguns when you get to that zone. They have 4x railguns, 4x ion beams, and a crazy buttload of HE missiles. Arguably the most dangerous ship in this game, even on captain difficulty, which is what I presume you are playing. It will literally be eye opening for you.
The game comes with an implemented mod called 'Huge Ships'
Boosts the max building size from 120x120 to 1000x1000 😜
i downloaded your ship png but i cannot import it in my game the blueprint seems invalid :/ i also activated the mod 'huge ships' because your ships seem to be bigger then the default limitation of 120x120 tiles. I really would like to try out your ship, am i doing something wrong?
Could you share your design on steam workshop?
You have way too much mass wasted on storage bays.
You should instead have dedicated (optimized) battleships: (maybe more than one role per each ship)
- The "tank", dedicated to take the brunt of enemy attacks. Thus should be ther COSTLIEST ship, as the AI tends to target the biggest ship. But here it is much more important to have TONS of shields and armor, than having tons of weapons.
- The "backstabber", this one is faster to manoeuver to the side/back of the enemy ship to attack the less defended parts from better angles than their typically much well defended front side. The best "penetrating far inside the enemy ship" weapons should be on the backstabber. Backstabber must compromnise between fast manoeuvering speeds, vs side/back armor, because in multi-enemies battles, if not super careful with backstabbers, they can often easily end up behind one enemy (yay!), but showing their own back to another enemy (oops!).
- The "missiler". Stays a bit in the back, has tons of missiles. Optimized to send missiles in large volleys, with a pause beeen waves, and not as a constant trickling stream of missiles. Using "bigger waves of missiles" tends to overload the point defense capabilities of the enemies, for massive damage.
- The "interdictor", basically tons of point defense. This frees up a lot of space on the tank, allowing the tank to have more armor and weapons. Can combine well with the missiler role: make a really wide ship, with entire front being Point Defenses, and entire back being Missiles.
- And then one ***100% separate*** cargo-mining-fabricator ship, with no weapons and a bit of defense. All other ships can combine multiple roles, but should have only as much storage as minimum absolutely needed to do battles.
what is this abomination....
i'd be careful allocating crew to capacitors over directly to point defence as from what i've heard from others they prioritise filling the capacitor and wont fill point defence, plus with how little crew is in those sections theres a good chance in prolonged fights they will run dry
Good point, they should be assigned to the PDC directly
@@Nilaus You can allocate crew to the capacitor if the capacitor is dedicated to powering only that specific bank of PDC. In which case you also need crew dedicated to supplying capacitors with batteries. This solves any PDC down-time during prolonged fights and you don't need much crew (2 to service the PDC, 2 to carry the batteries to the capacitor).