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Did you miss the title and description saying this is obsolete? lol
Please use the more updated version which is here: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2121919067
It installs like any other mod that uses Modular Encounters Systems.
If you check Meridius_IX's YouTube Channel you can see some teasers for what it can do ;)
I suppose I do have some good news to share though:
I'm working closely together with Meridius_IX to bring enhanced behaviours to my next mods using his RivalAI Framework, which is in a closed alpha right now.
Expect a lot of new NPC mechanics and interactions between my upcoming mods soon, especially in WEC - Planetary Expansion :)
The main feature is the first implementation of the CMax faction.
I'll be adding more content to all factions very soon, but this is a good foundation for now :)
If yes, that's from me disabling the Ravager/Scout-Drone SpawnGroup, so just ignore it.
I wouldn't worry too much, I just got home and I'm now working on getting a patch for the chat and drone-antenna issues out in the next hour or so...
Gotta say, the reason for the filter atm is because the drones only aim for players. So that would mean that if a creon corvette was triggered by f.E. a Junker Airship, it would send drones after you instead of said Junker ship.
However, you have a reason to be excited for the future!
I'm currently thinking of how i'll use some of the Modular Encounters Spawner's more "interesting" features, such as "Boss Encounters" that i can use for e.g. an escorted, but very valuable cargo ship fleet; or derelicts (makes finding them easier, i guess)
I mean after all, that mod is what inspired me to make this mod
However, Creon won't send drones after the other factions (because of a filter thats in the detection script).
Turrets will fire at other factions, including the ones my mod adds (f.E. Creon VS CMax).
Heh... I wonder If i should try to make the drones use a ship detection algorithm so I can allow Creon to attack the others properly... ;)
You mentioned that you "disabled the other NPC mods" - Did you accidentally remove the NPC programming extender mod?
The creon vehicles need the programming extender mod and in-game scripts to spawn drones, so it might be related to that.
I've updated the mod, so if it's not related to what i said above, it might be fixed now.
If the issue persists, create an issue over on my GitHub [github.com] so we can look into it with more detail :)
Question: Are you using any other mods that add planetary cargo ships? The spawn frequencies of one of the mods might be too high, which ends up in the lower ones not spawning as likely. So if you do have some additional mods, please tell me which ones and I can look into the problem.
For now, I'll change the spawn frequency from 3 to 5 and revert the speed changes, and I'll make a github page so I can track issues more easily.
Feel free to give some feedback and/or suggestions; I'm open for ideas and ways of improving the balancing/difficulty/fun of the mod, although I do have the main focus of the next update already planned :)
It's nice to see that my first proper mod is actually getting some traction, and I will definetly continue working on it.
Expect some new and interesting additions to the mod in the near future
But yeah, update that adds COFS and some of their ships should be ready on the weekend if all goes according to plan.