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Author Topic: [0.95a] Kadur Remnant 3.2.3 - life support 2021-03-27  (Read 696172 times)

SpaceDrake

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Re: [0.95a] Kadur Remnant 3.2.3 - life support 2021-03-27
« Reply #585 on: January 10, 2022, 03:32:38 AM »

I mean, you always have the option of withdrawing, backing off to repair and re-arm, and striking again while fresh. It's not like the escorts will respawn.
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dampbacon

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Re: [0.95a] Kadur Remnant 3.2.3 - life support 2021-03-27
« Reply #586 on: January 14, 2022, 03:30:30 AM »

er any fix for the caliph shield anyone is aware of yet? 
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Jackundor

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Re: [0.95a] Kadur Remnant 3.2.3 - life support 2021-03-27
« Reply #587 on: January 18, 2022, 02:12:48 AM »

The missions probably need a rebalance, the one where you fight against the Xiv onslaught, 2 Legions and 10 cruisers in particular.... you can't deploy most of your fleet, there are no objectives on the map to boost your DP and you can't bloody do heavy damage against any of the capitals or cruisers (And if you could, they still have more to deploy)... Also, the preset loadouts for that mission are *** garbaj
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JohnVicres

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Re: [0.95a] Kadur Remnant 3.2.3 - life support 2021-03-27
« Reply #588 on: February 01, 2022, 11:37:01 PM »

er any fix for the caliph shield anyone is aware of yet?

I have a quick & crude fix for you!
First, go to Kadur Remnant\data\hulls\ and open both vayra_caliph_shieldgenerator.ship and vayra_caliph_shieldpart.ship; then, either put a # as shown or remove the following line:
Code
    #"vayra_modular_shields",

Then, open ship_data.csv, copy vayra_caliph_shieldgenerator's max flux and flux dissipation values into vayra_caliph_shieldpart's equivalent stats. Now you have a functional shield with the intended stats, but the "Shield Generator" module will unfortunately become useless.
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JohnVicres

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Re: [0.95a] Kadur Remnant 3.2.3 - life support 2021-03-27
« Reply #589 on: February 01, 2022, 11:43:32 PM »

can someone give me tips how to defeat caliph in an easy manner?
You probably can't avoid losing some ships. I've been consistently wiping out entire fleets on my own with the Caliph in my current Kadur playthrough, and even a Star Fortress isn't impossible to solo with it.
It has super-crazy-strong PD, so missiles are probably a bad choice... maybe lots and lots of disabler weaponry? I imagine a fleet of 4 decently armed Onslaughts and an Ion Paragon can kill an AI-controlled Caliph, especially with the currently-broken shield system.
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Bovine Colonel

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Re: [0.95a] Kadur Remnant 3.2.3 - life support 2021-03-27
« Reply #590 on: February 06, 2022, 12:19:35 PM »

Loving this mod so far, the lore is cool and weapons are much more interesting than vanilla ones.

Is there a way for those of us who are bad and need to use AI pilots to prevent the Prophet from using its ability? I've only got one battleship and whenever it needs to retreat it chooses instead to die with honor.
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Cyber Von Cyberus

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Re: [0.95a] Kadur Remnant 3.2.3 - life support 2021-03-27
« Reply #591 on: March 01, 2022, 02:51:46 AM »

Loving this mod so far, the lore is cool and weapons are much more interesting than vanilla ones.

Is there a way for those of us who are bad and need to use AI pilots to prevent the Prophet from using its ability? I've only got one battleship and whenever it needs to retreat it chooses instead to die with honor.
The Prophet is just ultra agressive and absolutely terrible at retreating, back in 0.91 I got caught by a giant bounty hunter fleet and had to retreat my fleet to recover my CR, but the prophet was backing off so slowly I've had no other option than to pilot a cruiser I had kept in reserve to escort it super slowly back to the edge of the map, by the time it reached the zone  and I took control of it to force it to retreat we destroyed at least a third of the enemy fleet with just the two of us.

In summary if you want it to retreat set some cruisers and destroyers to escort it and take direct control of the ship.
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vok3

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Re: [0.95a] Kadur Remnant 3.2.3 - life support 2021-03-27
« Reply #592 on: March 16, 2022, 05:06:47 AM »

I really like the concept of this faction but a lot of the ships are just designed to fall through the cracks of AI stupidity.  I can't count the number of times I've seen Falchions or Falcon(K)s or Eagle(K)s or even Sphinxes in situations where they absolutely need to back off and recover a bit or get to safety, and instead they hit their speed boost, charge into the middle of the enemy, and blow up.  I've seen them ram stations doing this.  Falchions in particular are a trap - I've repeatedly seen single Falchions take on single Hounds and lose.

The Archimandrite seems to be the only destroyer in this faction that the AI can handle reasonably well.

The ships are fine and even fun in player hands.  The problem is that means you have exactly one ship in your fleet that is fine.  The others ...

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reiya

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Re: [0.95a] Kadur Remnant 3.2.3 - life support 2021-03-27
« Reply #593 on: March 27, 2022, 02:41:38 AM »

 @dampbacon my setup is paragon IV ,herackles (paragon low tech),equality,radiant, nibelung/javanicus PD (blue)
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S7

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Re: [0.95a] Kadur Remnant 3.2.3 - life support 2021-03-27
« Reply #594 on: May 17, 2022, 10:40:18 PM »

Singularity Torps from Scy Nation are probably the most unethical way to disable a Caliph.
Just had Monitors take aggro, then dumped Singularity Torps and other ordinance on the poor thing.
Hoping the shields get fixed next version.
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Chairman Suryasari

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Re: [0.95a] Kadur Remnant 3.2.3 - life support 2021-03-27
« Reply #595 on: September 07, 2022, 03:55:21 PM »

I really like the concept of this faction but a lot of the ships are just designed to fall through the cracks of AI stupidity.  I can't count the number of times I've seen Falchions or Falcon(K)s or Eagle(K)s or even Sphinxes in situations where they absolutely need to back off and recover a bit or get to safety, and instead they hit their speed boost, charge into the middle of the enemy, and blow up.  I've seen them ram stations doing this.  Falchions in particular are a trap - I've repeatedly seen single Falchions take on single Hounds and lose.

The Archimandrite seems to be the only destroyer in this faction that the AI can handle reasonably well.

The ships are fine and even fun in player hands.  The problem is that means you have exactly one ship in your fleet that is fine.  The others ...

Yeah, it seems the ships are design to be push the big red button and smash the enemy in the face but the flux is so small. You really need to use S mods to make better use of most of the ships here.

Also anybody know how to make Kadur more aggressive as a faction in Nex? What file i need to edit?
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grinningsphinx

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Re: [0.95a] Kadur Remnant 3.2.3 - life support 2021-03-27
« Reply #596 on: September 07, 2022, 11:27:03 PM »

you need to edit there systems. Kadur arent aggressive because their systems are constantly under attack. The least intrusive fix is to give them some allied factions from game start. I forget which file it is, but its easy to find. You could also increase there colonies and stations with a lot of extra output if you dont feel like messing with the faction file. Or both lol.
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Timid

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Re: [0.95a] Kadur Remnant 3.2.3 - life support 2021-03-27
« Reply #597 on: September 20, 2022, 12:34:37 AM »

Hello! I have obtained permission to bring Kadur Remnant into a relative 0.95.1a support! However, these changes may or may not reflect Vayra's intent, but I hope it makes the Kadur Remnants more playable for you guys!



Changelog Kadur Remnant 3.2.3support1
Balances
+ Joshua AAM damage 60 -> 75
+ Janissary SSRM damage 60 -> 75
Bugfixes
+ Fixed derelict involving a missing variant near Kadur.
+ Fixed MagicBounties/HVB's level cap to vanilla levels.
+ Fixed Caliph's shield instantly overloading.
+ Mitigated Caliph's shield emitter instantly exploding due to nearby AoE explosions.
+ Fixed Guardian Targeting Auxiliaries bug of boosting bonus range mult by 1.5x instead of bonus range by +50%
+ Fixed Caliph's recoil penalties bug
+ Guardian IFF Comm Array can now be installed and found on ships
+ A harbringer variant now contains its parent hullmod
+ Fixed some vague description wording of hullmods.
- You can turn in AI cores to them. At no good cost or reputation increase to you (as per Vayra's statements).
Commissioned Crews
+ Buffed Kadur CC bonuses to 50% hull integrity requirement (so it synergize better with Elite Combat Endurance) and fixed an icon bug
Nexerelin
- Removed Pacifist (forever war lol)
* Removed Envious (replaced with revanchist claims on mirage worlds)
+ Added Low Profile (less invasion)
- Added negative dispositions with Luddic Church and Luddic Path
* Minimum Rep reduced from -60 to -25 with Hegemony Reduced to -40 with Hegemony
Oasis
- Size: 8->7 (Too much of a powerhouse overshadowing the vanilla capital markets)
- Removed Heavy Industry (Both Hegemony and Kadur do not really need it for their own markets made one and no known source imply a heavy industry was built here)
- Removed Regional Capital (only added +2 stability, not needed as kadur majority penalty is nerfed)
- Removed Waystation
- Removed Dissident Population condition (This condition no longer does what it says, only applying a -1 stability)
- Added Decivilized Subpopulation (The same thing obviously as dissident population but worse)
+ Added Soil nanites to Farming ("Oasis, originally a desert planet, is selected as a candidate for agricultural terraforming and transformed into a lush paradise of dense vegetation by Domain soil nanites.")
Burkaan
- Removed trace volatiles (volcanic worlds don't have this in the first place and no known source indicate why burkaan would have it)
- Added Toxic Atmosphere (volcanic worlds need this or density atmosphere)
Fort Toxx
+ Added an orbital station - low tech (almost all stations except the tutorial has an orbital station industry)
+ Removed no_atmosphere (stations arent affected by this atmosphere in the first place)
- Kadur has revanchist claims on one of their former shipyard
- Cannot grow beyond size 4 (Nexerelin)
Qamar
+ Added Decivilized Subpopulation (whether that matters or not should provide some insight into Qamar Insurgency)
- Kadur has revanchist claims on this planet if colonized
The Revenant Gestalt
+ Removed no_atmosphere
+ Buffed Qamar Headquarters to be more resistant to nex invasions and foreign agents (think lion guard hq industry)
+ The Revenant Gestalt now has a station industry involving itself (workaround since it's silly to see an orbital station being built guarding this)
Kadur
- Will apply a -1 production penalty on all industries built here
- Kadur has revanchist claims here obviously
+ Replaced fake vast ruins with real but somewhat searched vast ruins
Barda
- Very Cold added
- no_atmosphere added
+ Diffuse volatiles added
Jalid
- Very cold added
- no_atmosphere added
+ trace volatiles added
+ moderate ores added
Yakchal
- Outpost removed
+ Patrol HQ added
Kadur Majority
+ Nerfed penalty from -6 to -2.
+ Penalty no longer applies if Kadur are no longer alive.
Kadur Hardened Populace
- No longer applies stability bonus if populace not led by Kadurans.
Gehenna
+ AI fleets should be pushed away from its event horizon.
* This may make it harder to establish a stable location.. but I'm sure you can e-burn to it!
Star Fortress Requiem
- Headquarters removed (only added +2 stability, nothing officers related)
+ (IndEvo) Restoration Docks will be installed here.
Tortuga Station
* Removed Headquarters, Trade Center, Organized Crime, Dissident Population
- Removed Waystation
* (IndEvo) Privateer Base will replace Light Industry and Refining
+ (IndEvo) Restoration Docks will be installed here.
Perdition Outpost
* Fix the Decivilized not being Decivilized Subpopulation
- Poor Light to Darkness
- Removed Waystation
[close]
Changelog Kadur Remnant 3.2.3support2
Bugfixes
+ Fixed bug where non-IndEvo users could not use this version (sorry i forgot something!)
+ Fixed bug where you could build a certain industry (removeindustry in console command at your convenience, but I won't remove pre-existing one)
Nexerelin
+ Fixed Mining variant issue
Oasis
+ (IndEvo) Cathedral World Symbol constructed.
Dolphin
+ Rugged Construction is slapped
Camel
+ Armor increased from 300 to 400.
+ LY/fuel mileage reduced from 1.5 to 1.
+ Skeleton crew requirements reduced from 30 to 20.
+ Cargo capacity increased from 60 to 80.
Sirocco
+ Reduced DP from 10 to 9 It wasn't implemented in this version
+ Increased fuel capacity from 370 to 550
+ Top Speed increased from 50 to 55.
+ Acceleration increased from 30 to 40.
+ Deceleration increased from 25 to 35.
+ Flux dissipation increased from 150 to 200.
+ Has Civilian-grade Hull (so it didn't take points away from your Tactical Drills, etc)
Falcon (K)
+ Reduced DP from 14 to 13.
Golden Eagle
+ Flux capacity increased from 10000 to 110000.
+ Flux dissipation increased from 450 to 500.
Golem
+ Reduced DP from 26 to 25.
+ Increased hull from 10000 to 11000.
+ Flux dissipation increased from 400 to 450.
Sphinx
+ Reduced DP from 30 to 27, but supply/month remains at 30.
+ Increased hull from 9500 to 10000.
+ Increased armor from 1000 to 1050.
+ Flux dissipation increased from 500 to 525.
Ziz
+ Increased armor from 1000 to 1100.
Seraph
+ Armor increased from 1200 to 1250.
+ Increased hull from 12000 to 13000.
- Ship system effect radius reduced from 2000 to 1800.
+ Ship system can scale with sysex's bonuses.
* AI will not be encouraged to escort it (following Legion's Battlecarrier AI), but won't require escorts to be aggressive.
Caliph
- Fix a bug where Caliph had doubled mass during its ship system.
- Caliph's shields and its skin-shields now consider hard flux beams into the equation instead of soft-fluxing out (HSA scenario)
Forever Engineering
+ LY/fuel mileage increase reduced from 0.5/1/2/5 to 0.5/1/1.5/2.5
+ Now gets -10% overload duration
Guardian Engineering
+ LY/fuel mileage increase reduced from 0.5/1/2/5 to 0.5/1/1.5/2.5
Sling ADS Pod
* Converted its weapon type to Composite (Ballistic)
Flux Injector / Mass-Aug Ram Jets / Unlimited Missile Works
* Added some descriptors and visual clarity.
Weapons Drive Redirect
- Cooldown increased from 12 to 15.
- Duration decreased from 2 to 1.5.
+ Charges increased from 1 to 2.
Martyr Channel
- Fixed bug where fighter damage bonus would never be unapplied.
* Showed tooltip of how much bonus was being applied.
Mayasuran Navy
- Hoplite and Phalanx Mayasurian variants should not appear if Mayasuran Navy isn't installed.
[close]
Changelog Kadur Remnant 3.2.3support3
Something minor bugfixes.
[close]
Changelog Kadur Remnant 3.2.3support4
+ Added fighter weapon descriptions
Kadur Majority
- Should no longer apply penalty even if Kadur "raiding bases" are still alive.
Falchion
+ Reduced DP from 8 to 7.
+ Acceleration increased from 80 to 90.
+ Deceleration increased from 60 to 70.
+ Flux dissipation increased from 200 to 225.
Fission Howizter
+ Flux/shot decreased from 600 to 540.
Fission Strike Rifle
+ Flux/shot decreased from 500 to 450.
Joachim Graviton Sweeper
- Hard Flux/second effect decreased from 10% to 6%.
+ Hard Flux/second effect can scale with stat bonus concerning energy and beam damage/penalties.
- Shield-piercing arc can be mitigated/blocked by Hardened Shield.
+ Shield-piercing arc now does 100% kinetic damage instead of 25% energy damage.
[close]
Changelog Kadur Remnant 3.2.3support5
Missions
K1-K7 now has mission rewards (however K5, K6, and K7 are only Nexerlin-exclusive).
K1-K7 has Content Unlocking Mission integration (with attached officers).
K6 has been revamped to not be impossible to complete.
Bugfix
+ Fixed a bug where Matyr's Blessing wasn't applied properly (This means all Kadur ships gain speed/flux  buffs the lower their hull got)
+ Fixed Caliph not providing extra bays and reduced OP cost for kadur wings
Qamar Insurgency
+ On a rare blue moon, the Prophet will return.
Kadur Guardian IFF Relay
+ +5% increased combat performance (speed, damage taken, damage reduced) for fighters
+ S-mod bonus is doubled its bonuses.
+ Can be installed on Capital.
Seraph
* Fixed rare bug where Seraph ship system can affect enemy wings launched by Seraph.
+ Seraph now has Guardian IFF Relay as a built-in.
Jahannam Siege Cannon
* Name renamed to Jahannam Fission Siege Cannon
+ Reload size increased from 7 to 10 (so it reloads fully with Expanded Magazines)
+ Reduced OP from 30 to 27.
Impulse PD Oscillator
+ OP cost reduced from 6 to 5.
+ Flux/sec reduced from 100 to 75.
Sling ADS Pod
+ OP Cost reduced from 4 to 3.
Capacitive Rod Launcher
+ OP cost reduced from 16 to 15.
+ Flux/shot reduced from 1000 to 900.
+ Effect radius increased from 100 su to 150 su.
Jerboa Microspike Launcher
+ Ammo increased from 20 to 24.
Jezebel Spike Torp
+ Increased damage to match its medium counterpart.
Burst Fission CIWS
+ OP cost reduced from 7 to 6.
Frag Splintergun
+ OP cost reduced from 7 to 5.
Light Chemrail
+ Damage/shot: 175 increased to 200
Chemical Rail Cannon
+ Damage/shot: 175 increased to 200
Ultracaliber Heavy Chemrail
+ Damage/shot: 400 increased to 425
Gyrojet Driver
+ Min spread reduced from 4 to 0.
+ Max spread reduced from 12 to 10.
- Spread/shot increased from 4 to 5.
Fission Strike Rifle
+ Reload size increased from 1 to 2.
Capacitive Cannister Gun/Shockweb Cannister Battery
* Encouraged its autofiring AI to fire more often.
Multirail Assault Splintergun
+ Flux/shot reduced from 80 to 70.
+ Reload size increased from 10 to 20.
- Reload seconds increased from 4 to 6.
Crystalline Resonance Splintergun
- Missile top speed: 500 decreased to 400
- Fixed bug where it was applying 100% HE as its secondary damage instead of 50% HE
+ Increased HE secondary damage to 75%
+ Flux/shot: 120 -> 105
* Changed weapon type to Composite (Ballistic) from Ballistic
+ Maybe fixed a bug where weapon permanently jammed? (https://fractalsoftworks.com/forum/index.php?topic=25448.msg379386#msg379386)
* No debris when shot down (didn't look like crystal debris anyway and will improve performance)
Crystalline Splinter Torp
+ Primary Missile hitpoints: 75 -> 200
+ Ammo increased from 1 to 2.
- Refire delay increased from 5 to 10.
- Fixed bug where it was applying 100% HE as its secondary damage instead of 50% HE
+ Increased HE secondary damage to 75%
* No debris when shot down (didn't look like crystal debris anyway and will improve performance)
Jezebel Spike Torp
+ Refire delay reduced from 5 to 1.
+ OP cost reduced from 2 to 1.
Jezebel Spike Torpedo Launcher
+ Fixed rendering bug
Jerboa Microspike Launcher
+ Ammo increased from 20 to 24.
+ Refire delay decreased from 8.3 to 5.
Joshua AA-MMLS
+ OP cost reduced from 12 to 9.
Jacana Spike Pod
+ Reduced refire delay from 5.3 to 5.
* Reduced debris
Jacana Spike Battery
+ Ammo increased from 24 to 32.
+ Reduced burst delay from 0.3 to 0.25.
* Reduced debris
All Jaya missiles
* Reduced debris
Jinn-class LRT Launcher
+ Reload timer decreased from 60 to 45.
Immortal Assault Corvette
+ Replacement time decreased from 45 to 30.
Dervish Interceptor
+ Replacement time decreased from 8 to 6.
+ Joshua AAM Pod now reloads 1 missile every 5 seconds instead of 2 missiles every 10 seconds.
+ OP cost decreased from 5 to 4.
Martyr Assault Drone
+ May be installed on carriers with Automated Ship hullmod.
Termite Kinetic Drone
+ OP cost decreased from 3 to 1.
+ Replacement time decreased from 6 to 5.
+ May be installed on carriers with Automated Ship hullmod.
[close]
Changelog Kadur Remnants 3.2.3support6
  • Fixed Random Core Sector mode CTD (when using Nexerelin)
  • Fixed some UI scaling issue with Seraph's ship system
  • Some other UI fixes with Guardian IFF Relay hullmod.
[close]
Changelog Kadur Remnant 3.2.3support7
Bugfix
* Reduced Caliph over-spinning when the pilot overturned during a ship system or gets burned driven by an enemy capital ship.
+ Fixed Ram Jet bug where it did not flame out nearby enemy fighters.
* Adjusted Ram Jets AI being too reckless with its usage. (Disabled a case where it would die in its last final charge as a martyr)
+ Adjusted Flux Injector AI not being more liberal with its usage when it is shield shunted.
Qamar Insurgency
* Qamar Insurgency HQ now spawns 2 light patrols and 1 heavy fleet (as opposed to 3 light patrols and 1 medium fleet)
Campaign
+ Kadur Hardened Populace grants +50 flat Ground Defenses
+ Revenant Gestalt is given a 1-year grace period of no invasions (New saves only!)
+ Star Fortress Requiem is given a 2-year grace period of no invasions (New saves only!)
Eagle (K)
+ DP reduced from 22 DP to 18 DP (for future 0.96a changes, but no further buffs aside from that).
[close]

There were questions how the bounties were spawning and since there is a little confusion, I will clarify them here! There is a bug with MagicLib's implementation of converting Vayra's HVBs. The differences are listed. Just beware of them.
Bounty Name
Requirements
MagicLib/Vayra's Sector Difference
Red's RaidersLevel 6, 50+ FPMagicLib: You must visit Kadur bars.
Vayra's Sector: You must be non-hostile to Kadur Remnants.
Lightforger ProjectCycle 207, Level 8, 100+ FPMagicLib: You must visit Kadur bars.
Vayra's Sector: You must be non-hostile to Kadur Remnants.
Rubin's RalliersCycle 207, Level 6, 50+ FPMagicLib: You must visit Hegemony bars.
Vayra's Sector: You must be non-hostile to Hegemony.
Rubin's RevengeCycle 209, Level 12, 100+ FP, Rubin's Ralliers completedMagicLib: You must visit Hegemony bars.
Vayra's Sector: You must be non-hostile to Hegemony.
The Last CrusadeCycle 212, Level 15, 100+ FPMagicLib: You must visit Hegemony bars.
Vayra's Sector: You must be non-hostile to Hegemony.


You may deliver bug reports or concerns to me on the forum or on Discord. Thank you!

Disclaimer for content creators
There seems to be a issue with YouTube flagging Kadur Hostile theme at the moment.
https://fractalsoftworks.com/forum/index.php?action=post;quote=386572;topic=6649.630
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Algoul

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Re: [0.95a] Kadur Remnant 3.2.3 - life support 2021-03-27
« Reply #598 on: September 20, 2022, 01:46:08 AM »

Thank you, especially for removing this strange conditions from kadur stations. And for Kaliph of crs.
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Madbadger2

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Re: [0.95a] Kadur Remnant 3.2.3 - life support 2021-03-27
« Reply #599 on: September 20, 2022, 07:56:29 AM »

Thank you! I had already implemented a few of these in my local version (like the hegemony relations change) to try to get them to last longer in Nex. One thing to check, if you haven't already, is the mining fleet variants in kadur_remnant.json in exerelinFactionConfig no longer exist
"    "miningVariantsOrWings":["vayra_sirocco_a", "vayra_sirocco_cs", "vayra_sirocco_f", "vayra_sirocco_m"],"

(will check the new file in a sec)

Edit: Yeah, it's still there - none of those variants exist anymore. I wasn't sure how to fix it, or even if it matters, but a friend had an invalid variant for a mining fleet crash for a different faction once, so I thought I'd mention it.
« Last Edit: September 20, 2022, 11:21:18 AM by Madbadger2 »
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