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While I love the fleet fight side of this (tactical as we say over in Xcom gaming), the problem for me is that mouse control is really SUS, and the UI (what UI? LOL) for the ship fighting is a cluttered mess without serious messing around. For the more "casual", the bling is enough without more headache.
Also, get ready for an avalanche of new patches as PDX is dropping 4.22 release next week.
With the RS- ship in scale mod this will getting worse because your fleet will stuck in this battle FOREVER as their weapon range to far to firing, so is there any solution or patch to this issue?
My solution was to install ASBIronman. The bling is still there, but now the ships do what they are supposed to. (As far as I can tell anyway. Camera control is kinda' lame for this stuff.)
After hitting the target, the energy sphere will stay in place for a few seconds before disappearing.
If you don't have a similar issue then that means I can narrow it down, though! I'm not sure what might be conflicting, but there's certainly a chance as I'm running just under 100 other mods.
I use Downscaled Ships aswell but do not have this issue, are you using any other mods?
Would it at all be possible for there to be a patch to reduce the size of the effects appropriately for downscaled ship mods or would that be too much work?
It's not a deal breaker by any means and I am still only using Corvettes on this save, so the issue may be reduced once I field larger ships, but I figure there's no harm in asking! I'll continue to use this amazing mod either way. :)
I had 4.0 without biogenesis and everything worked fine. I just bought biogenesis, I saw you said Maulers weren't working correctly
Just had a battle with 4 ships total, 2 Maulers and the biogenesis frigate (whatever it is called) against a mining drone
The Maulers stood still and did nothing. The mining drone and the frigate stayed at a distance and lobbed shots at each other. They did not approach.
Again, mod worked fine last night without biogenesis, on 4.0, and same mod list otherwise. I just bought biogenesis and same mod list in use, and all 4 ships involved had odd, stationary behavior. So it doesn't seem to be specific to maulers.
I turned the mod off and they fought per vanilla usual. I only have base ASB installed and the enhanced particles turned off
@Marcel Soares No but there is an ironman version in the collection
@Prax ty, behavior will be fixd
@Big Boy Boris @joe @[F.I.S.T] diva.Y.J rl @Reichtag realspace-shps in scaling combined with asb causes fleet strength bug, maybe i can fix idk yet.
@Large_Gremlin Yes
@Sleuth Kog'Maw Its meant to be empty because the effects come from muzzle, its a trick.
@John Helldiver Thats not asb I think
@Deep♂Dark yu can try the modding den discord for help
@General_Qwert64 Yes. All effects only generate when in system view
@J Rockit thnx
@PythonicArgent its not perfect yet, I am looking for a way to make it shoot more 3d
Any word on the fix for Maulers? They just float in place getting shot :<
With this mod it slows the battles down by reducing the Ship Fire Rate by a set amount and in doing so reduces hostile fleets like Mining Drones below 0% SFR which causes their fleet power to drop to 1-3.
Thanks, that was my line of thinking too actually but I wanted to make sure
When I ran NSC (dumped that a while back) I put NSC below (later) ABS, if that helps.
Same here - also currently working on an AI Mod which changes defines, but for some reason this mod changes AI Behaviour (could have something to do with the balance changes).