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Cosmoteer: Starship Architect & Commander Cheats, Codes, Hints and Walkthroughs for PC Games.

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 Cosmoteer: Starship Architect & Commander Cheats

 
   
 
 
Cosmoteer: Starship Architect & Commander

Cheat Codes:
------------
Submitted by: David K.

How to Disable Repair Costs (Easy Cheat):
-----------------------------------------
Written by 500KG

-=How-To (Step-by-Step)=-
* Open the game in Dev mode.
* Create a new game or load your current one.
* Press Shift + @ to the Dev interface
* Ship -> Tick the Invulnerable box.
* Save game.
* Close game, repoen in normal mode.
* Congratulations, you now have a ship that takes no damage, 
  so needs no repairs.



Tips to Build Station:
----------------------
Written by Magnum Opus

If you want to know how to build a station and how that can then trade 
with you – read below. Is it the same as building a ship? Or what is 
different from building what is a station or a ship? The answers in 
this guide.

-=Basics=-
* A station right now is basically a ship.
* You still need the typical modules. The only difference making it a 
  station would probably be to make it non-movable.
* But since the game right now is too limited, that wouldnt get you far.

-=Pro Tips=-
* Because of the limitations, i would advise you to create a station 
  next to an AI controlled station.
* Since you cant create a designated Spacestation, the AI ships/Factions 
  wont aknowledge you and thus not send trading vessels to your station.
* Which means, if you have a station somewhere in space, it would be pure 
  luck for other spaceships to visit it.
* To workaround that problem, placing it next to an AI station means you 
  regulary have trading vessels appear in comms range.

-=Trading=-
* The AI wont trade with your station by itself, it has to be in coms 
  range for you to initiate trade (i hope that changes in the future).
* Yeah, it isnt worth it to lets say produce Ammo to sell it, its not 
  worth anything.
* Its a bit unbalanced that a produced item is less worth than the actual 
  resources used.
* To make trading worthwhile, you need to get hands on valuable resources, 
  not iron or sulfur.



How to Capture a Disabled Ship:
-------------------------------
Written by Player 1 (Cosmo)

This is a guide on how to capture a diabled ship, increasing your fleet size.

-=How to Do=-
* Park your main ship close to the ship you disabled.
* Press the small button on top of the eye icon.
* Press the transfer crew to the ship menu.
* Transfer some crew.

Note: You might need to fix some parts on the new ship (or the whole ship) before 
it can fly and your crew can man the stations on board.

You can now choose the new ship or both ships and fly them.
See you in space.



Useful Tips:
------------
The easiest way to play is to have at least two ships:

* A tank that just parks a distance directly in front of the enemy and kites 
them backward. You can do little rotations in place to spread the damage out 
across the frontal armor, instead of letting the enemy drill straight through 
one spot. I use my giant factory ship for this. The enemy seems to prefer to 
chase the most expensive ship. Early game, you want at least two layers of 
armor and a small shield behind it. Later on, you want to keep adding layers 
and small shields. Never use a large shield in the front, sides only. (It can 
rapidly become a giant hole in your armor.)

* Your second ship should be fast and maneuverable with high DPS. Its job is 
to get behind/flank and shoot the vulnerable parts. Early game you can directly 
target the cockpit or reactor. Mid-game, you probably want to start with the 
engines. Late game, you probably want to start by targeting the weapons systems 
that hurt you the most. (Hitting Disruptors first is usually a good bet.) Your 
flankers don’t have to be beasts–I was killing level 18s with some pretty small 
ships. I used 3 flankers with 75-150 crew each, and I overcrew my ships by a 
fair amount.

* I love ions with prism turrets, they’re available relatively early, scale 
well as you combine them, and you don’t have to manage expendable resources. 
Also, you can get a LOT of firepower out of a very small hole in your armor. 
Enemies like targeting prisms, so shield the crap out of them, and use armor 
to limit the angles they can be hit from.

* Rail guns are super easy mode, but require some tedious maneuvering and 
targeting. I refuse to use them for anything but popping stations.

* Deck Cannons are extremely powerful, but I dislike designing around their 
downsides (stun, high ammo usage, slow shells), so I haven’t used them in 
career in my entire 350 hours.

* You probably want to have a creative mode save where you can load up the 
enemy ships and take a look out how they’re constructed. Most of them are 
suboptimal (we’re supposed to win, after all), but they’re definitely good 
enough to learn from. They almost always have some obvious weak point that 
the player is supposed to exploit to begin clawing their way in to the core. 
(Cosmoteer just is a puzzle game with spaceships and guns.)

* Enemy difficulty probably increases by faction in the order Fringe < 
Monolith < Cabal < Fringe, although that depends on your playstyle and 
construction.

* Strategically, only repair one ship at a time after a battle. Keep Assists
with Construction turned OFF on your ships in the best condition. You want 
them ready to respond to an ambush. There’s an emergency recall crew button. 
Don’t be afraid to hit it very early.
 

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