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Mods / Re: [0.95.1a] TC: Archean Order: Rebalanced Combat/Lore RPG - *hotfix* 4/14/22
« on: August 05, 2022, 01:28:36 AM »
@MegaMemeMan That doesn't look like a normal AO crash to me. Are you trying to start on a specific campaign? This mod campaign is unfinished. Also, some other mods that you install might conflict with this mod. In that case, Please refer to the front page.
It's not recommended to immediately start a fight with a starter fleet. You should join other fights first to accumulate your fleet some more or fish in troubled water. Grab all the broken ships and slap whatever garbage weapons you have onto every slot. Even an unarmed shuttle start can go this way.
I'm assuming, NEX should be the one that controls fleet spawn. This mod only contributes by lowering the deployment cost of all ships. Adjusting and rebalancing those would be more of a pain.
Would it be possible for me to know the code to reduce the number of ships in a fleet in this mod. I am using Nex and the early game is a little rough without going straight to the crusier start as most starting pirate fleets usually have up to 7 frigates that will run down anything short of a combat crusier. Since this is just personal preference I don't want to ask for a whole update for just one change.
It's not recommended to immediately start a fight with a starter fleet. You should join other fights first to accumulate your fleet some more or fish in troubled water. Grab all the broken ships and slap whatever garbage weapons you have onto every slot. Even an unarmed shuttle start can go this way.
I'm assuming, NEX should be the one that controls fleet spawn. This mod only contributes by lowering the deployment cost of all ships. Adjusting and rebalancing those would be more of a pain.