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Well in that case, when you have time and are in SE, please head on over to the Modular Encounters Community Discord [discord.gg] (#wec-mods channel) and ping me, as I will need MES diagnostics info to check if you're maybe running into a spawning issue.
i have quite the base going and several ships, no modded planets or any other mods to be exact just a normal star system world and MES and WEC
That could be because of any of the following...
- Your Threat Score is too low: My encounters only spawn once you've established yourself and have built up some infrastructure/ships/defenses.
- Bad RNG/luck: This is especially relevant when using other NPC mods alongside mine (which I do recommend, a lot of them interact with eachother!).
- You're in a location where things simply can't spawn: (Example: modded planet with excessive gravity / no atmosphere or harsh terrain).
If that doesn't solve it, join the Modular Encounters discord and ping me in the #wec-mods channel, and we can look into diagnosing further ^^
@xdevourx
Everything still works, and I still intend to provide support IF something were to break.
I've just not had the time or motivation to continue adding more content to this.
@Dots
This mod is unique, you can use it just fine together with Imber and co ^^
To explain why they look similar, we have to take a look into how my mod here came to be:
WEC Encounters Reborn was made in early 2020 as one of the first mods to use the new Behaviour system (formerly known as RivalAI). Meridius_IX has endorsed it as a "spiritual successor" to his old Shadows of the Nebula (SotN) NPC mod, which is also where Imber's designs happen to come from (he sent me the blueprints).
Eventually in 2022, Meridius wanted to bring the remainder of the SotN ships back, which he did with the rebranding of Surface Occupation, Air Traffic and Reddit Custom Encounters into Parallax, Imber and InCon respectively.
Good luck on your finals dude
Truth be told... I'm not sure when (or even if) I'll get back to working on this or other SE-related projects. I've been burned out from SE for many months now, and have pretty much just moved on to other things - and I've also been focusing more on my ongoing and upcoming finals.
That said, I still wanna thank everyone again for all their support throughout the years :)
I'll try and keep you guys more up-to-date on things in the future though, most likely in the MES Discord's #wec-mods channel.
Cant specifically say when I'll get back to resuming development - still pretty burned out from SE currently, so its a bit difficult to say.
That said, i should update the description some time. The incident was half a year ago...
That being said, every ship's AI Block is located in a weak spot (by design), and can be disarmed using manual-fire ship-mounted weapons - this is especially the case for atmospheric cargo ships, and is the intended way of capturing.
Again, I know this may not be the answer you are looking for - and I apologise for that, but I hope it helps a bit.
The whole anti-capture & drone reinforcement system is something that I may adress in a future update (and/or future mods, after this one is done) - though still far too busy with real-life matters, and I've not touched SE in quite some time, so I cannot give a reasonable timeframe on either of those things sadly.
I know why you put it there, yet I play on my own and often it's just feasable to annihilate the entirety of the ship you want to capture because you need to take a single block out first.
This is technically not a limitation of the mod, but a limitation with MES.
However, because some of my mod's stuff could operate more than 10km away, I generally advise to just turn SPU off completely (or set it to as high as your server can handle).
Source: MES Troubleshooting Page [github.com]
You usually begin seeing things once you have a small base with production facilities and a few small ships, and maybe some turrets - at least thats from personal testing and other people's reports).
Easiest way to check if the mod loaded correctly though is to enable Creative Mode Tools (Alt-F10) and look in your Faction list for "CORP" (it will be undiscovered at the start).
Got other people using the mod just fine on servers, so idk what you're doing wrong here.
went with a diffrent one and it worked just fine
is it compatible with Warfare 2 DLC?
and "More Encounters Faction Wars"?
and what about "ai enabled NPC robots?"
""CORP ships seem to be intentionally crashing into lunar bases""
"flew towards anything"
"didn't have sufficient thrust to slow down in time.."
I've identified the issue and am rolling out a fix right now. Let me know ASAP if it still occurs.
Apparently the CORP ships in space didn't switch to the correct Targeting profile when fighting back against whatever attacked them - meaning they flew towards anything that had power in a 10km radius. And then they didn't have sufficient thrust to slow down in time..
Threat Score is a MES functionality that my mod uses, where encounters will only spawn after a certain threshold has been reached (usually equating to a small survival base being built), and will ramp up in amount and difficulty as you expand/progress. Think of it as a more elaborate version of PCU.
Besides that, I suggest you check out the MES Troubleshooting Page [github.com] for further help (or join the MES Discord so we can help you there) :)
server setttings are correct
Getting to the phase now where I can post teasers over in the MES and Lunar Kolony Discord. Very good progress being done now :)
Just doing my part to make SE the best game it can be :)
Thanks!