STORE COMMUNITY ABOUT SUPPORT
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Like in my current game (all tech done) i cannot build battlecruisers, carriers, and maybe 1 other. But i CAN build titans, dreads, exploration cruisers..
I reloaded another save (previous working games) and everything is there. Can build all types. Flip back to current save, carriers etc missing.
Both games full tech done (on repeatables only)
It very well could be a conflict, but it'd be a recent one. It's weird nontheless. Gonna do a new run today and will update this.
Side note: This mod is amazing - thanks for all of your work.
Escort carriers gone? im in late game and have flagships, dreads and juggers but no escort carriers, no more fleet invading? :(
Freelancer - Are you using any other mods that add Carriers or mess with them somehow? That’s very oddly specific to be missing ONLY that ship class.
In my current game, Harrington missiles with 0-80 range, outrange Knetic batteries (45-20 range), Tachyon lances (0-25 range). In some occasions with the carrier computer on, as the carrier is fleeing other vessels i even see harringtons preventing fighters that have an engagement range of 100 (125 for ancient fighters) from reaching their targets. The missile is just a must have since the AI uses it. Two of my supercarriers once destroyed an entire fleet of anemy battleships and corvettes by outranging them, showering them in harringtons.
That'a bit much for a PD countermeasure...
Just Carrier and Heavy, Strike Cruisers, maybe some others, not available in Ship desiger or to build at all (end game all tech researched)
Autochrone - Not sure what you mean by "ignores the system scale". All other stats for the missile pod are correct.
angpetru - I doubt it, but I may add this ability back into NSC2 now that Hyperdrives are a thing again.
clogbenner - Not sure what could be causing that, I haven't seen that. Are you using any AI mods?
Midnas - That's a mod load order issue, please read follow the instructions under the yellow banner above.