Space Engineers

Space Engineers

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[TEST]Invader Fleet 1 For Exploration
   
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Type: Mod
Mod category: Other
File Size
Posted
397.278 KB
9 Jan, 2015 @ 2:47pm
1 Change Note ( view )

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[TEST]Invader Fleet 1 For Exploration

Description
known issue: exploration ships are not set as enemy@1.064. waiting fix

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Invader Spawn settings for exploration mode.
They are not banished by time..maybe :-P

Required Mod:
Thermal Thrusters
Armored Thermal Thrusters (Orange Thrust)
Thermal Titan Engine (Orange Thrust)
Small Ship Mega Mod Pack
Plasma Rifles(Invader Orange)

use with: Invaders + Kill Counter

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Invaders!
11 Comments
Firebomb 22 Jan, 2015 @ 7:55pm 
Just got on and read up on that, sorry - I was under the impression that based on your description, you modified it that way lol. Anyways, like I said, the guys like the mod set, keep up the good work sir.
Buck Fell 22 Jan, 2015 @ 12:09pm 
1.066 SE patch claims to have fixed the cargo ships not despawning so it was a bug in SE not this mod.

Unfortunately now we're probably back to the situation where they despawn too quickly. I wish it was a configurable parameter but that's a topic for a different forum.
Firebomb 20 Jan, 2015 @ 9:43am 
baah can't edit.

With some mods and tweaks everything is perfectly balanced for a semi-hardcore survival/exploration map - in that respect this mod is perfect while allowing us a scifi feel moreso in the future.
Firebomb 20 Jan, 2015 @ 9:42am 
We have built a base and a Capital ship that's under constant retrofit (the base all of a sudden was attacked heavily and lost - capital ship got away) and this mod is great. Between surviving asteroids and raid fleets it's quite litteraly like Battlestar Galactica, as we run, mine, fight and so forth. The ship is actually almost constantly at 80% integrity with all the constant damage - we only have a 3 man crew atm. However my one complaint is lack of despawn. While I may have high end hardware, people that play with me do not. Once we get around to 40 floating capital ships, the lag gets bad even for me. Of course, the fix is SE toolbox. I was wondering, however, if you could release a version of this mod where despawns do happen. For us, it would be amazing, and not require restarts every 3 hours :D Really it's a question of having the same product with a slight tweak.
Arara  [author] 19 Jan, 2015 @ 6:56am 
I think cargo ships need not to spawn except they are out of the world.
And I recommended to avoid install Invader fleet while you don't have fleet having high fire power that is enough to destroy Invaders', because they are too big threat for miners.

..I tested search range limitation but it doesn't work well.
Buck Fell 18 Jan, 2015 @ 6:21am 
There's some evidence that the cargo ships never despawning is actually a bug in SE after the last patch and not this mod.
Buck Fell 17 Jan, 2015 @ 7:18am 
This does seem to be working, maybe a bit too well. I've noticed my game slowing down so I loaded SETools and took a look. I have a lot of cargo ships in game. Some of them 256K Km away. Cargo ships just keep on traveling, they never despawn. There's about 20 of them now from 100K to 250K Km out. The invader ships are behaving properly and staying around me but the straight flying generic cargo ships just keep on flying forever.

As a work around I can just periodically delete them from the game with SETools but is there anyway you can force them to despawn once they get say 100Km away ?
Arara  [author] 16 Jan, 2015 @ 8:10am 
If you were in exploration mode, visit new area. then new exploration ships will spawn.
If not, use another one.
Destruction 15 Jan, 2015 @ 3:20pm 
i have a small problem. ive been playing for over 50 mins and all that spawns are the stock cargo ships. i have the mods required for this downloaded and active, as well as this one. is there something else i must do?
Arara  [author] 14 Jan, 2015 @ 7:24am 
hmm, ok, I know It need a way to change parameters.