Avorion

Avorion

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Knowledge Drop: don't flee and (maybe) fix alliances
   
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17 Sep, 2021 @ 6:05pm
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Knowledge Drop: don't flee and (maybe) fix alliances

Description
This mod stops knowledge loot droppers from fleeing when they're damaged (not fair!) and expands the logic for alliance consideration, which I hope helps alliance players get the drop while in alliance ships.

In the event that you still don't get drops, please take a look at your server logs and/or press the quote key (') in-game to open the console -- significant 'debug output' was added that could help a lot in further narrowing down why it's not dropping!
3 Comments
count9us 24 May, 2024 @ 9:08pm 
Not sure this is working, they still flee and jumped out. Now I'm strong enough that I can kill them quickly so not sure if it works or not but it didn't seem to.
YORBIGBLACKDADDY :) 17 Sep, 2021 @ 8:12pm 
thx, building knowledge combined with the new hyper space changes made playing on insanity impossible. building a strong enough iron only ship to take on a pirate shipyard results in it being unable to hyperspace jump due to lack of titanium generators. also i have never seen building knowledge being sold at my starter factions shipyard and my rep is 80k with them. the game is super broken atm not to mention the fact they removed order looping :/
Nyrin  [author] 17 Sep, 2021 @ 6:21pm 
The main purpose of this is to help with getting knowledge to drop in alliance ships, but the removal of the "flee on damaged" script could save you some pain even in single player -- without this mod, it's possible for the pirate that would've dropped your knowledge to run away if you don't kill it quickly enough!

As mentioned in the description, if you think it should have dropped and still didn't with this mod, please grab the output stuff you see in the thumbnail from either the client log or in-game console and share it here or file a bug for the devs. There's enough detail that if something still IS going wrong, it should be much easier to fix.