Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Overall I would give this a 7/10, I love its design, both as aesthetic and how easy it is to navigate, I love the virtual assistance based tasks, but lack of actual attack power and potential on an attack submarine, at least based against vanilla ones (even Orca2 that I mentioned which is a scout) makes it a less ideal submarine to use when I actually need to fight something (like submarine vs submarine). I do love its potential and I am looking forward to what is next.
Or turret placement should be tweaked to give better coverage. lack of Depth charge launcher really hinders fights, especially since the submarine is classified as an attack class, so its supposed to fight against things, but I personally have an easier time fighting stuff with an Orca2, another issue that happened was that there weren't any preexisting fore extinguishers on the ship, and I figured that out when my reactor caught on fire and I had to cut through the hall to flood the room because there weren't any fire extinguishers.
Minor changes and some Bugs I found: The biggest issue with this sub is the lack of a dedicated airlock (also lack of lower airlock), a huge area of the ship is not covered by any guns, lack of Depth charges lastly after a point the fabricator stopped detecting materials on the steel cabinet, and I had to manually add the materials on it, which isn't an game breaking problem, but I think it wasn't supposed to happen, so I will report it as a bug.
Overall I think a fourth gun should be added or gun placements tinkered for full turret coverage
Part 1
Alright starting off the design is awesome, the prettiest submarine I have seen in my opinion, I really like how much ammo it can carry, and how many diving suit places there are allowing for a larger crew.
The automatic door system is such a great quality of life addition, and I love the emergency modes, especially ballast one which makes it much easier to destroy it. I also love how easily accessible everything is, navigating it combined with the auto doors is the perfect experience for me.
Stealth mode for engine is also a great addition, it did save my run several times, and it makes the sub less likely to be attacked while I am out mining.
Try to:
Reinstall the submarine. There is a chance of a faulty downloading.
If there is still an error, try to disable Malachite submarine when enabling Golden Age submarine.
If an error is still here, please send it to me on Discord: thy_good_boy
Although now I have realized I should point this out on workshop page for whoever is experiencing these issues.
I dont think the problem is on your side, more so just Baro being Baro. Had this problem before with other mods but the usual solutions didnt work so I thought to hassle here. We'll see when you get to see logs. Must bed. Talk later
Can't remember how to fix this issue, if anyone knows or remembers how that would be appreciated. (tried reinstalling, clearing mods filelist hash and manual mod delete).
HAL 9000, as in the creepy rogue AI from 2001: A Space Odyssey.
The dialogues are handled in event.xml. I remember leaving notes in the code here and there, for whoever decides to make their own assistant based off mine. However, if you need help - feel free to DM me on Discord. My tag is thy_good_boy
And the last thing - what is HAL?
thy_good_boy
In case your AI is based off mine, it should be as simple as copy pasting parts in the code and tag component in game, as well as changing their tags. Afterwards just wire the tag component to the set_auto_operate pin on turrets.
If you have further questions or something else entirely, feel free to ask me on Discord.
Working on finding a reason to add a A.I. to the sub as an excuse for why certain sub features are heavily automated.