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Author Topic: [0.96a] Take No Prisoners v0.16.1 was a mod about being nice to your prisoners  (Read 63913 times)

woodnoah

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Re: [0.96a] Take No Prisoners v0.16.1, a mod about being nice to your prisoners
« Reply #60 on: November 02, 2023, 02:01:02 AM »

These officers are provided by different mods and hvb collaborations,There is a question as to why this problem arises and why captive mods can be captured,I checked the code to see if this mod can only be captured by a fixed force officer.
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woodnoah

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Re: [0.96a] Take No Prisoners v0.16.1, a mod about being nice to your prisoners
« Reply #61 on: November 02, 2023, 02:01:53 AM »

That is to say, if a new mod appears now and it is not added to this mod group,then all the officers of that mod and the officers of the linked hvb bounty mod will not be captured, right?If that's the case, how do you ensure that you can always update the constants in your code, that is, keep updating this mod,Or perhaps there is a problem with my understanding.This mod can already capture all officers in the constellation Perseus,So why can't I capture an officer with a captured mod and not with that mod
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Syzler

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Re: [0.96a] Take No Prisoners v0.16.1, a mod about being nice to your prisoners
« Reply #62 on: November 02, 2023, 07:14:49 AM »

How to change the ransom amount in the mod settings?
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JoeCool

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Re: [0.96a] Take No Prisoners v0.16.1, a mod about being nice to your prisoners
« Reply #63 on: November 04, 2023, 07:01:53 PM »

The Nexerelin LunaLib version checker complains about the redirect from
https://github.com/scardwell15/takenoprisoners/raw/main/takenoprisoners.version
to
https://raw.githubusercontent.com/scardwell15/takenoprisoners/main/takenoprisoners.version

If I put the second link in takenoprisoners.version it works fine.
« Last Edit: November 04, 2023, 07:08:34 PM by JoeCool »
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JenkoRun

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Re: [0.96a] Take No Prisoners v0.16.1, a mod about being nice to your prisoners
« Reply #64 on: December 11, 2023, 11:23:21 AM »

If you're taking requests could you add an option to prevent capturing officers above level 5?
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slackboy101

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There a list of compatible mods like Sindirian Fuel?
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WyldMann

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Re: [0.96a] Take No Prisoners v0.16.1, a mod about being nice to your prisoners
« Reply #66 on: February 09, 2024, 06:48:33 AM »

Is it just me or officers recruited by this mod are not affected by skills that raise their max level and max elite skills?

I have officer training, officer management, and cybernetic augmentation. All of my vanilla officers can reach their new max levels and max number of elite skills. Those recruited by this mod are maxed out at base value.

Though fyi, I did modify the base value for max officer level and max elite skills to be 6 and 4 respectively in starsector-core's setting.json (long) before starting this save.

Also when update c:
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coolio

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Re: [0.96a] Take No Prisoners v0.16.1, a mod about being nice to your prisoners
« Reply #67 on: February 15, 2024, 07:39:15 PM »



Also when update c:

You can change the mod config file if you want. Seems to work.

Also, dang it. I thought this mod let you capture crew.
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Lers

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Re: [0.96a] Take No Prisoners v0.16.1, a mod about being nice to your prisoners
« Reply #68 on: February 21, 2024, 06:46:17 AM »

Is anyone else also having captured max lvl officers only having 1 elite skill? Is there a way to edit this in the mod?
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