Im running into an issue. i disable both groups when i start a new game and yet both groups start in my game. Is this a known issue or am i doing something wrong?
IX Revival does not have an option to disable the IX Battlegroup so I'm not sure how you're even getting the option to disable both factions. If you do not want IX Battlegroup and Trinity Worlds content to appear, only enable Emergent Threats and not Emergent Threats IX Revival in the mods menu on the launcher.
Bug report:
Doing a free start you sometimes spawns you on a IX battlgroup planet. They start with 10 massive fleets and are hostile to you. They catch you and will always force you to battle. This is an instant restart. Happened a few times already.
I can imagine an independant faction start placing you in that system would be similarly disastarous.
I will speak with the dev of Nexerelin to see if there's something I can do to exempt the IX Battlegroup and Trinity Worlds homeworlds from being free start locations.
Is there a way to make a custom faction friendly to the IX fleet/Trinity worlds? I'm making a small mod which includes a faction that I want to be allied to the IX fleet against the rest of the sector if they are present.
Is there a list or something I can add my faction's id into to make them allied or was this coded in a way that makes it impossible? I looked at the code and it seemed hard coded but I figured I'd ask to be sure.
Apologies if this has been asked before, I skimmed through this thread but didn't see anything relevant.
This is something I would need to do on my end. The relevant listeners that handle this are in data\scripts\ix\listeners with the IXReputationListener.java file's setIXHostileToAll() method and IXReputationResetListener.java file's lockReputationToHostileForAll() method. If you want to do some local testing, you can try creating an exemption for your own faction following the examples of current exempt factions, but feel free to post the faction id and I'll add it as an exemption into the next patch.
Hi! Got report - game will crash when you trying to autofit this ship (Mimesis battleship). Playing with many mods all to date.
Thanks for the report. I'm not sure what's causing this since the error log is a bit mysterious as to what's causing it, but I will take a look.
Absolutely love new remnants, but couldn't care less for other stuff rom this mod. Would you be so kind as to split this mod in modules or add some toggles?
Unfortunately the remnant and non-remnant content are heavily integrated with each other in terms of custom bounties, ship builds, and hullmod mechanics, so this is not something I'd be working to add. The IX Battlegroup content is split off it its own mod so that can be disabled on its own.
Since many new ships (IX for the most) of this mod is skins of the "original hull", rather than skins of the vanilla hulls.
This will cause those ships will not benefit from the changes of Ships Mastery System nrely update.
For example: other Benteng varieties gain 75% MP when any kind of Banteng gain 1 MP. But Banteng (IX) gain nothing.
Not really a bug, but may cause some tiny problem though.
Ship Mastery System will probably have to handle that on their end if they choose to, since the new mastery mechanics are from that mod. In ET, some new ships are skins while others are technically new ships as a workaround for a modular ship bug in the core game, and sometimes it might also be done as a stylistic choice, as skins get two paragraphs of descriptive text instead of the normal one.