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(This mod significantly increases the amount of enemies in Fleet Bounty missions. You may face ridiculously large groups of (overleveled) enemy ships especially in the higher levels.)
This mod doesn't influence the number of renegade bounty packs, just what's in them.
So if (for whatever reason) there are very few bounty packs, this mod will change only those very few.
Also always keep in mind other mods that make changes to the same data may be overwriting the edits done by this mod.
Like this mod, it doesn't require any other mod.
The level 19 groups in tier 14 systems is even the only other ingame screenshot taken with this mod active, it really is this way :)
About the crew, you can disable the max crew limit or relax it a bit.
But anyway, by chance last night I was actually talking to someone on discord about this because the SW mod adds much larger ships and this mod adds a lot more ship so his game is very laggy (but he's still gonna keep this mod setup because he enjoys the fights so much despite the lag), so I went to check my pile of never-released mods and I actually started work on such a mod in december 2023 lol and just never completed it.
I'll go round up that mod and then upload that mod as that shouldn't be much work.
Also don't forget you can actually disable this mod and continue playing, but the huuuge mission groups already spawned will remain, so good luck with that xD
Btw, if you don't want to fight such large groups for a bit, you can simply disable this mod before entering a new star system so none of these superlarge groups are formed and if you later want them back you can simple enable it again (they won't form in star systems you haven't visited yet)
Having said that, I do like the idea. I'll consider it.
But atm I'm busy working on several other mods and RL stuff.
It is a default mission type. What this mod does is make the Renegade Bounty Pack missions much more challenging (and as a bonus also more rewarding).
Can you upload the error log somewhere where I can view it?
Alternatively you can upload the log file on the official modding discord, modding section as there are more people there who could help you find the culprit.
I'd be surprised if this mod causes a crash tbh.
I have no idea what your mod list is and there are more than 500 mods on the workshop, but if it's still crashing without this mod, then this mod can't be the cause of your issues.
For now, be a bit mindful of this bug (it can crash as soon as you press the Build New Ship button and you'll get this error message: String matching key 'Hud/NewShipNearEnemies' was not found.
Walt: in the meantime you can work around by turning crew construction on, starting the ship, and then turning it back off
Since this mod adds very large groups, this crash bug is more likely to occur.
This needs to be fixed by the devs, but the easiest way for now is to avoid building a new ship without first verifying all groups near you are either not engaged with you, or are fully wiped out.
If you are feeling adventurous, I found that adding the string to the en.rules file will also fix the crash (ask me if interested).
I've told the devs.
To reiterate, this is NOT a crash bug because of this mod, but a crash bug with the game that is more likely to happen if you're near a large enemy group.
Updated to get rid of the "not compatible" popup.
No other changes made.
That's good news. Thanks for the feedback :)
I accidentally had a huge battle with this mod disabled, so it took until yesterday that I could have another huge battle with this mod enabled.
I'm not sure if I need to be in a new star system for that mod to work, but honestly I didn't notice much of a difference. I however did use my standard method of first letting them aggro on a damage sponge and then sending in the (expendable) nuke bombers and this still worked.
They did seem to switch a bit more often? But I think I'd need to do more battles using this ai before I can really say if it's a good mod or not. One single battle is not a lot of gameplay to go on imhe so to be continued :P
Enjoy :)
With how basic the current ai is, afaik there is nothing I can do to change ai behaviors until the game either improves its ai or allows it being more moddable. Until then, a lot of micromanagement is gonna be needed with large fleets as you can't just click all your ships and attack the center of the enemy fleet and expect it to go without any hitches.
I don't think there is. Unfortunately the ai is fairly basic and doesn't seem very moddable at this time. The ai seems to prefer to target my biggest or my most expensive ship until it's dead or escapes to a certain distance. So I use large pinata ships to just take the hist while the rest of my fleet circles around (or tries to) and catch them from the sides or rear Usually with very large enemy ships it's just undoable to get them from the rear unless you really plan your attack waves in advance.
Also ai ships sometimes tend to just rush forward until they bumb into my fleet, for which I found that having small specialized mining ships (using a mod that makes mines more mobile) and sending them to flank quite effective.