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Messages - Raio_Verusia

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16
Mods / Re: [0.95a] Quality Captains: A Skill Rework v1.0.8
« on: August 30, 2021, 05:45:50 AM »
I couldn't get it to do anything, no matter what I did it just refused to initialize anything. Changing optionals, nothing. It's as if it wasn't installed at all, despite being enabled (disabled, enabled again, turned off, saved, uninstalled, installed again, enabled etcetcetc). I don't know, 1.0.4 worked fine drag and drop but 1.0.8 refused to work until I did that so I figured it was an accidental thing left in :o

Edit: It's quite possible maybe Archean Order requires that line un-commented? I didn't think it changed much with skills but maybe I'm wrong there?

17
Mods / Re: [0.95a] Quality Captains: A Skill Rework v1.0.8
« on: August 30, 2021, 12:58:47 AM »
Quality Captains has been officially updated to 1.0.8!...

Since updating, does not work. I fixed it though, take a look at your mod_info.json.

"skill_data.csv" line right under replace has a # in front of it. I'm no coder so idfk what it does but not what it's supposed to, I compared 1.0.4's json to 1.0.8 and that was the only difference.

18
Mods / Re: [0.95a] Unpack Blueprints
« on: August 29, 2021, 12:31:39 PM »
As long as the added package still calls [...]MultiBlueprintItemPlugin in the special_items.csv, you can manually change it to "data.scripts.UnpackBlueprints" and it should work without issue (although I haven't personally tested it).

If it doesn't call MultiBlueprintItenPlugin then it's doing something special and I would advise against changing it.

I don't know if I'm doing something wrong testing this theory of yours but it's not working for Archean Order (I know, probably the worst mod to try this with lol)

It just crashes with being unable to find the script, when it finishes loading and tries to enter the menu.

19
I just had to abandon a game as I couldn't defend my one size 4 colony with two cruisers and some destroyers against endless hordes of battleships. Every faction other than the independents was at war with me.

I can't help you with what you wish to know, but I can offer help some other way. Do not rush colony building. Build your fleet and work as a commissioned officer for some time, maybe even a full cycle. Get to exploring, and make sure you hit system bounties and help defend stations etc. Don't start a colony until you have confidence in your fleet combat-wise and like, 1 million credits. It helps to build relations with factions before doing so. It's not an easy game but, I rapidly became so powerful (even with ruthless sector) by playing the system bounty cards just right. And by system bounty, I mean, if pirates or a faction's enemy is harassing enough, a faction will put out a bounty over an entire system containing the threats and you rack in a lot of dosh by killing ships that you are able to kill. Just regularly check that bounties tab in intel! My mistake my first play through was rushing a colony.

20
I've recently started playing AO again after a long hiatus and this time I decided to give some of the mods on the "Shouldn't break balance" list a shot along side it. I don't know if it's a mod conflict or, some other issue, but I've started seeing non (AO) tagged weapons popping up in my game for purchase, such as the Tachyon Lance and Gauss Cannon. They are not usable but they take up shop space.

I have no idea what could be causing it as nothing touches weapons from what I can see, other than Rotary and that is just art?

Modlist Attached.



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