1
Mods / Re: [0.95.1a] Concord 3.5.2g
« on: May 04, 2023, 07:56:45 PM »Literally opened it on word pad and it worked, excel didnt work.
Glad it worked out, then.
Starsector 0.97a is out! (02/02/24); New blog post: Save/Load UI, Autosave, Intel Map Markers, and More (04/10/24)
Literally opened it on word pad and it worked, excel didnt work.
Im still having the crash
Like this?
,concord_hiressensors#,0,,,"auto_concord, vanilla_auto_concord",,0,,TRUE,,0,0,0,0,org.sutopia.starsector.mod.concord.adv.DataEnactDomain,,,
Hi,How do you delete this? I tried deleting it but concord would not load and crash before start.
With version 3.5.2g High Resolution Sensors are broken, their sensor value is not added to the fleet's total.
Removing the "concord_hiressensors" line from hull_mods.csv fixed the issue for me, so the script is probably interfering with the core one.
Hi gamers. I'll be releasing a NEW mod next month called The "Shogunate". They'll be a hightech Japanese themed faction with an emphasis on high tech weaponry but medieval theming.
Could you try if this fixes the issue? My guess is that it won't, but at the very least it will rule out one potential cause for the issue.
By the way, does OVERLORD account for drone conversions for crewed fighters?
- WINGCOM
- Pilots have a small chance to level past threshold for max officer level, up to level 12
- Level up chance increases as number of engagements (consecutive battles before victory/retreat) ship is involved in increases
Hmm, damn. I might not get around to this in time for the next fix update, but can you upload your save somewhere, if it doesn't have 'too many' (hopefully 50 or fewer) mods? Also the full log, or at least the part after the text "Caused by" in the error message?