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After messing a bit with the files, I noticed that all mods that are currently working have the 'common' folder on the compressed mod file missing.
By removing that 'common' folder and placing the mod contents in the root I made that error go away.
Can you please try editing the mod as such and see if it works?
It doesn't disable itself nor I get any error on the launcher when enabling it.. it also seems to be working normally in-game.
This launcher must be the most erratic piece of software on steam :/
None of the mods you listed alter those same lines of code, so they will not conflict in any way and to be absolutely certain, I tested NSC (again) & Kurogane for you and can confirm that they are still working without issue.
You'll have to go through your mod list and enable them one at a time with WTR to find out which mod of yours is the culprit. Nothing more I can suggest for you, sorry.
I'm glad others love that too - I'm just about to mod the FTL engine techs so that they do speed up travel (not just reduce jump-lane setup time).
I wanted to up-rate this as I happened to be doing that :)
High recommend using this with Evolving Hyperlanes (and/or RS: Solar Storms) and Independent Colonies.
Besides slightly longer engagements, how this truly affects balance though, I've honestly yet to fully test. I'm presuming longer-range weapons might be more viable now as a result but I haven't had the time to experiment. Feel free to try out different ship modules/fleet combinations though and see for yourself what works best.
I'm glad everyone's enjoying it though
His mod kinda still works but if your able to incorperate some aspects to this mod, it would be fantastic.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=738842496
What you end up with is AI/Players not really expanding before 40 years into the game, meaning that the nations that come out of these systems are usually a bit more advanced with tech/ships rather then having the engine before the ship.
That sounds fun to me ^^ Thx Danso
> Tell them to play some starcitizen and Q-travel from daymar to arcorp
At this point I've abandoned hope of the Crisis factions being threatening and rely on international politics for a challenge.
Like I said in the description, probably best to stick to smaller, competitive maps when using this and you'll avoid those issues entire but I am playing a lengthy game on a large map with this mod enabled and I honestly haven't had any problems myself so far. The mod doesn't slow everything down so much that you can't reach timed events, you just have to use your head a little.
Send a science ship or 2 along with your combat fleets if you know there's going to be lots of debris for example. Make sure you keep a construction ship within 5 or 6 jumps of your your research ships etc. Perhaps you can only reach 1 of 2 timed events in time so you'll have to make a choice. It's all part of the fun. You can't expect to play by normal rules when it takes your ships longer to move around.
That's just the nature of the mod