Fix works, here log file: https://easyupload.io/gdk7q4
Thank you I'll take a look at the file! Glad the fix worked!
*EDIT*
Found it:
45774 [Thread-3] INFO data.scripts.overrides.markets.AOSystemMarketManager - Checking: ena - for any overridden ships.
45774 [Thread-3] INFO data.scripts.overrides.markets.AOSystemMarketManager - Removing: ena --- open_market --- overridden ships...
45775 [Thread-3] INFO data.scripts.overrides.markets.AOSystemMarketManager - Removed -- buffalo -- from ena
- Looks like a pesky vanilla buffalo got into Ena's market somehow! I checked the logs and the Sci-Corps don't know the hull and it should have the no_drop,no_sell,no_drop_salvage tags regardless... that's incredibly strange! Maybe it was added through a hardcoded id by something?? Oh well its gone now at least.
Known ships log:
45759 [Thread-3] INFO data.scripts.overrides.AOVanillaOverridesManager - Current known ships for: scicorps - [archean_shrike, archean_odyssey, archean_wolf, archean_omen, archean_fury, archean_epiphany, archean_templar, archean_apogee, archean_mercury, archean_buffalo_scicorps, archean_astral]
Heads up, including militarized subsystems to the atlas MKII and the colossus MK III hull makes it so that the crew required to run the ship is more than the maximum amount of crew the ship can hold. (before D mods!)
Ah thanks I removed the additional crew requirement for the next update. It effected a lot of ships that now have that hullmod built-in.
really stoked and excited for archean order's update to 0.95 now
Have fun and please report any issues you may find!
Regarding some earlier questions/suggestions:TG and Sci-Corps:Yes I definitely plan to give them some more unique stuff. For TG, it will be combat freighters and a lot of their admirals will have Command Experience as one of their skills. Its both thematic and makes them fairly unique to play or fight against.
Sci-Corps will get some unique smaller ships and they exclusively have access to the Odyssey and Apogee. They already have a few unique weapons based around ion tech and several unique wings including a legendary wing. I also plan to give them exclusive access to the Clouburst legendary missile system - so I'd expect a missile cruiser or maybe light missile battlecruiser to support that. I'd expect that ship to also have built-in Ionized Warheads.
Unique Bounties:This is something I have been wanting to do, I just haven't gotten around to it. I honestly want to add some boss encounters as well, but those will probably be time consuming to implement. As far as Vayra's Sector goes, it depends upon what the mod does as a whole and whether or not that will hurt the overall TC experience. I've heard of people running that mod alongside this one in the past, however, but my knowledge of its features is lacking.
Nex Mercenaries:I'll take a look and see about config options for this. Its been a while since I checked them out.
Story/QuestsApologies, but I'd expect a lot of quests to be narrative-driven and have a lot of text. I happen to enjoy story telling, sorry! I'm sure some won't necessarily be long though. A lot also depends upon the implementation methods - which I haven't had a chance to look at yet. I also need to fully complete the vanilla story line in order to get ideas of how to integrate any story I write into that narrative. I don't want to do things that will interfere with or break the immersion of the established lore. Its meant to supplement it.