Join me as I play Cosmoteer, a game where you can design any ship you want and succeed in manifuld ways! ⭐Support Katherine on Patreon: https://www.patreon.com/katherineofsky
Find on Steam: https://store.steampowered.com/app/799600/Cosmoteer_Starship_Architect__Commander/
A huge thank you to the developer for providing me with a game key!
Release Date: 24 Oct 2022
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Check out these other fun series:
Timberborn Golem Update (The Other Mesas): https://www.youtube.com/playlist?list=PL4o6UvJIdPNoV8J3EimJxfyDX-tB70SdK
Factorio 248k Mod: https://www.youtube.com/playlist?list=PL4o6UvJIdPNqllP7IA-oMtm36buGspdNY
Factorio Seablock w/ Mathias: https://www.youtube.com/playlist?list=PL4o6UvJIdPNq5muuq4aXIlyxSAgmCxOAp
Copyright © 2022 KatherineOfSky. All rights reserved.
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About Cosmoteer:
Design awesome starships using intuitive ship creation tools that are easy to learn but hard to master. Fully customize your ship’s shape and floor plan, choosing where to place individual modules including weapons, engines, hallways, and crew’s quarters. Your ship’s design is key to its survival, and every decision you make will impact its performance in battle. Easily share your designs with others through the Steam Workshop, Forums, and Discord.
A ship’s crew is its lifeblood. Numbering from half-a-dozen to a thousand or more individually-simulated people, your crew will pilot your ship, operate its weapons, and carry munitions. How efficiently they operate determines how well your ship will perform in combat. Your crew are autonomous but you can optionally customize their behavior with specific roles and job priorities.
Command your ship or fleet in real-time tactical battles. Combat is physics-driven, explosive, and immensely satisfying. Each module can be individually targeted and destroyed, and whole ships can even break apart into multiple pieces. Target an enemy’s weapons to eliminate its offensive capability, destroy its shields to lower its defenses, or go for the kill by taking out its reactor.
Become the most famous “Cosmoteer” in the universe by battling A.I. ships, taking on contracts for factions, earning loot, and upgrading your own ship while exploring a procedurally-generated galaxy, alone or in online co-op with friends. Then test your ship design and command skills online against other players in multiple PvP battle modes. Or let your imagination fly free in the Creative Mode where you can build whatever you want with unlimited resources.
Still want more? A powerful modding framework and Steam Workshop will keep Cosmoteer constantly feeling fresh with new player-created weapons, modules, and other enhancements.
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I'm afraid you owe me a night again. Why do you keep playing good games?!?
Really liking following you playing this, you come up with really good design ideas that I build off of. I was wondering how you got the UI to display your whole inventory? I couldn't find a button or switch for it in the settings.
Does the railgun have recoil at 34:49? Do the other guns?
Got the game yesterday cause of your series, really liking it so far c:
I am beginning to think a t-shaped hull, with a row of weapons in front is the only way to go. Second and third rows are an over-lapping brick armor. The next two would be storage, and WAY in the back, only, is the cockpit, crew quarters, and reactor.
the point defense doesn't have crew access
1:03:53 because otherwise it would be called "greenprint mode" or whatever 🙂
Nice redesign of the ship, though it's worth doing a quick check everything has power and crew access. Also you may want to reserve a storage upfront for cannon ammo
23:50 You were going slow because the railgun unbalanced the ships's mass, so some thrusters had to stop burning and the left had to burn to compensate the torque
It looks like the asymmetry is taken into account by the flight model. Not sure if the effect is more power use or lower thrust-probably lower thrust – but your rear engines weren't firing all at full.
A center of mass indicator would be nice too, to help with that.
The small reactor on the avenging angel is causing some issues, crew that is grabbing from the left side ends up grabbing 1 power from the small one instead of walking 2 tiles further to Grab 2 power from the medium one. You would be much better off removing it or placing it somewhere that is far away from your medium reactors to save walking time
looking good. i think with the rail gun, you could drop all the other weapons and just keep yourself at max visible distance… sorta just snipe the enemies from range and you are safe from counter attack… that would free up space, lower energy cost and be safer than running head on into the enemy… but then where will the drama come from? also, that smaller reactor is probably hurting more than it helps, because as you upgade the size of reactors, it also upgrades the packet size of the energy… so crew / energy throughput is more time efficient with larger reactors. happy journeys.
Avenging Angel, I know I've heard this name on another game before… I can't remember. Good choice though, since I'm bad at design my ship is just called Murder Box
Lack of corridors will make your ship design inefficient. Having your crew go thru rooms to get somewhere important will slow them down.
The reactors at the front of the ship are vulnerable to penetrating weapons like cannons or railguns
Check out RAIL FANNING. Having the railgun off-center is fine, if you configure it correctly.
Hey Katherine! Any chance youre gonna try Settlement Survival? I need your wisdom to make my settlement survive xD
14:00 it's not so much the 'bigger' reactor, the sky-factory needs to fly faster.
The (left) engine keeps failing, because it drains its fuel faster than the people can deliver it.
Moving the reactor to the engines would fix travel-speed.
(might mess up energy-heavy components at the front though, in which case: more reactors required)
The alarm pretty much goes off when you move the ship a long distance while people are on EVA. It's basically an alert to recall them on board.
First and foremost: protect your railgun. This thing is highly susceptible. If one part explodes the whole thing blows up. If an enemy with 2-3 disruptors comes along and shreds your shields and get a few lucky hit's to your railgun, that could end really bad.
I for my self builded my ship entirely around the edvantage of the huge range: I made it very light, extremely fast and extremly maneuverable. I always keep my distance and most of the enemys die befor they can even hit me once.
Second: This gun is the most expensive part in your ship. I think, to fully use the capacity of your railgun you should place the generators closer to it. And your railgun uses usual Ammo (6 per shot) so make sure you have enough of it or use an ammo-fac. and sulfur (my approach).
wow youve gotten so good. Your design for rail gun is awesome. "help help help kill it kill it fast"
You should start using ALT to see the advanced info for every equipment or even better turn it on as default option in the menu.
Like in Factorio, ALT is the king of information.