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Mods / Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« on: April 03, 2024, 04:07:01 PM »
Having now been able to fully play around with the Reverse Engineering building, that is, to reverse engineer XIV (vanilla and modded) to be able to build them myself and add them to my patrol fleets, since I'm doing an Ironshell commission run.. There's just the one little issue.
Far as I am aware, you cannot reverse engineer strikecraft or weapons. So even if I manage to get most of the XIV ships (Be that vanilla or modded) I cannot outfit them with strikecraft and weapons that are for the most part, added by mods (Ironshell mostly for XIV stuff, but Tahal Starworks, BigBeans, etc, Basically any mod that also adds unique and special weapons/strikecraft) Which don't generally have any blueprints available to find or buy off the Prism Starport.. as far as I've figured out in my current 15+ year long game.
So uh.. Yeah, would be cool if we could reverse engineer weapons and strikecraft as well as the ship hulls.
In other news though: I've been able to reverse engineer a bunch of the Explorarium ships and most of the XIV ship types so.. I love this building.
Far as I am aware, you cannot reverse engineer strikecraft or weapons. So even if I manage to get most of the XIV ships (Be that vanilla or modded) I cannot outfit them with strikecraft and weapons that are for the most part, added by mods (Ironshell mostly for XIV stuff, but Tahal Starworks, BigBeans, etc, Basically any mod that also adds unique and special weapons/strikecraft) Which don't generally have any blueprints available to find or buy off the Prism Starport.. as far as I've figured out in my current 15+ year long game.
So uh.. Yeah, would be cool if we could reverse engineer weapons and strikecraft as well as the ship hulls.
In other news though: I've been able to reverse engineer a bunch of the Explorarium ships and most of the XIV ship types so.. I love this building.