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Your mod is really awesome, and it is mostly completely balanced - except in one way. The "Tachyon" type laser weapon is extremely overpowered, and any enemy that has even one of these becomes impossible to beat. Incidentally, the Hammer-class ships guarding the cargo pods scattered in different systems, all have Tachyon weapons. Some of these guards are directly on the transit path through the system, making it impossible to plot an autopilot route.
Unfortunately with your mod, it does not recognize Piloting light cruisers and thus, I am unable to use this hull. I am not sure how to make corrections or if this is something you can do?
Enjoying the rest of the mod, hoping you are still around and available to fix a few things. TY
Take care man!
I know I still have all the old files, if nothing else I could probably split off some of the extra gear/weapons into a mod and publish that as more compatible with the base game. A full-conversion mod like I had originally planned and worked on probably isn't in the cards anymore.
Would be lovely to see an update to be fair. Seems a good mod!
Does not work with CargoPod mod. Maybe with something else.
The engineer's skill does not work for reinforcement items, at least with old objects :(
That's good to know! And the fighter drones should work like guided missiles, assuming they are not broken; you need to lock on a target and then they will fly at that target while firing and eventually attempt to kamikaze into the enemy ship.
It's worth noting you can relock a target or a new target while a fighter/bomber is in flight, too, and they will swap to the new target. Likewise, if lock is lost the drone will stop tracking.
And yeah, there are actually a few ships that have drones instead of missiles; anything with a green hardpoint should specify in ship information what it is designed to carry.
I would like to continue working with this the mod, if you do not mind.
The fact that BTC isn't compatible with othe mods is discussed below previously, and it will not change for the reasons mentioned there. Introducing outside equipment into BTC would horribly unbalance the game, because they will not work with the modified systems. The armor plating is a good example; in BTC armor is hardlocked to hull types or sizes and greatly influences which weapons should be used against each; outside mods that allow more armor plating would allow someone to have a fighter-style ship with thicker armor than a heavy cruiser or battleship, and I hate that notion.
I'm trying to fix the holes with the quests from vanilla as I can, but time is a very real constraint (especially with being in the middle of a move), and it'll be done when it's done. Use it as a standalone if you like (it is a total conversion and is listed as such openly), don't use it, everyone's choice. Though I'm not sure where you get the comparison to EVE Online.
1. This mod dont work with all quest lines !
2. A few science quest for the alien artefacts give you unusable items.
Like the Hull Regenerater (Req. Engineering 5)
3. Also all Faction Ships that you will get from your mission are USELESS because "the mod'er" removed the necassary basic skills to fly them.
I hardly recomend to RE-ADD all basic skills from Piloting and Engineering to fill again your created bug holes with game contend.
The mod is NICE but with all the lag for content that "the mod'er" cut out is unwise to use the mod.
Sorry Hammish, but you need to fix that!
PS: Also all other mods like the "amor plaing mod" and many more dont work with new selfdefine skills. They all need the basic Engineering.
PSS: You should check your mod that for compatiblity, before creating some mod that based on EVE Online and cut everything out of the picture.
Asteria MK2 uses the vanilla ship skills and dons't work with mod's where the player can't access the heavy cruiser skill.
The skill reset one is a new one to me, though. When you say reset, do you mean you used the new Skill Reset feature in VE 1.4?
Also, if you could, can you put bugs noticed in the Bug Fix Request discussion area? Help keep the main area cleaner. :)
Also, to repeat it here in all caps, IF YOU ARE PLAYING BTC MAKE SURE YOU SET TRAILS TO SHORT IN YOUR GAME OPTIONS. If you do not, bad graphical things will happen. The need to do this will be fixed in the next version with the tools the AT guys added for it (thanks guys!) but I didn't want to delay the release further still when it's been months.
Hoping to get the remainder of the new weapon effects into the build before I deploy, as well as some older bugfixes regarding quest/storyline items.
It is unfortunate that he did not include this information in the description
- All NPCs should be up to snuff now, including aliens for the endgame and cruiser enemies
- New projectile models and skins. Ballistic and some energy shots now have a 3D model as well as particle trail effects, both looking better and performing better in terms of hitboxes!
- Some new skins and remodels for existing ships, including the Rhea, the first-ever capital ship. Based on the Hera-class carrier, the Rhea has the missile launcher tubes physically stripped from the model and is reskinned with three flight decks, one under-nose and two to the back sides.
- Plasma missiles, for those pesky lighter craft that dodge everything.
- Cluster cannons, for area saturation that isn't stopped by cruiser-scale armor.
Also, I might as well toss this out there, it seems the modeller who was helping me with this mod has disappeared for now. If there is anyone out there wanting to help me do a few basic things (I have a few projectile requests, should be pretty easy stuff to model/skin) drop me a line on Steam. As in the past, anyone contributing to BTC will be given full (and permanant) recognition for the mod contribution here and on the main AT forums.