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Maybe I should have written the loader codes in the upb loader specifically for myself instead of synchronizing with SN from the beginning. This would have required making the upb lua loader mandatory for my own mods.
(You can empty the inventory of this type of ship pilots by teleporting to that ship and talking to the captain.) There was a bug for this type of ships in the original SN mod. The menu would not open when you right-clicked.
If there is no ship in this type of situation, the right-click menu will open without any problems.
* I tested the Community Edition alone, but it only provided 1 lua load in the job of multiple lua loads. It gave an error for subsequent lua loads.
As far as CE it appears to be completely unpacked in the one i downloaded.
Community Edition does not provide lua loading. The error comes from here.
The team that reworked the SN mod did not make many changes to the lua loading code. The calls are made the same way. However, I think the reason why the lua loading module does not work is because the Community Edition mod was packaged incorrectly (subst_01.cat).
But with this mod all UPB files are either partially working or not working at all.
Whenever I choose to open either the mod or the mod options the UI window will not load :( What have I missed or can still try? :/
Thank you for your translation help. I added the change you mentioned. The language files need to be edited by a native speaker of that language. Since the translation I received from Google Translate is based on my own culture, what is meant to be said and what the listener understands may be different.
If it's ok, I'd like to suggest changing the words to something like the following:
https://imgur.com/a/dkrDXJy
(I used "Toggle on/off" instead of "Enable/disable" simply because it's 1 character shorter, but honestly either is fine. I'm not sure why I did that really, sorry. :/ )
Except for NPC ships being BAIL, there is no possibility for player-owned ships to be 'Bail'.
As for the Player, PlayerOwned and NPC options in the settings, 'Attacker' is about who can make the ships they attack (other NPC ships) abandon the ship.
If you turn off the NPC option, the ships' bail status will be prevented in NPC-NPC battles.
If you turn off the PlayerOwned option, the NPC ships your ships attack will be prevented from being Bail.
I hope you understand.
I am providing translations via Google Translate. However, the translation is not the same as what you want to say due to cultural differences. I would like to thank those who want to help with understandable translations in advance.
"Bail permission can be arranged separately for Player, Player owned and NPC ships"
Are these settings for the ship types that can *trigger* a bail chance, or the types that a bail chance can be triggered *on*? IE, if I disable the Player & Player owned options, does this make it so my ships can never cause other ships to bail, or does it make it so my ships will never bail?
The tool-tip descriptions in-game lead me to believe that these control the latter (who can bail), but I want to be sure! :)
I generally try to harass away from stations and lots of ships.
@netupb. I'll give that a try. I do love your mod. The other mod, I do love the Harass command, and my fleets don't blow up the ship i'm trying to capture. Any chance you would support something like that in yours? I expect the answer to be no, but asking, so so its asked. :-D
Disable both mods, save your saved game once like this. Re-enable upb Bail mod and load the last save.
After this step, check if the situation you mentioned will occur again.
Oh, i do see one other mod installed, that's related Better piracy. Possibly they are competing, or it's causing it. Every since the patch, my pirating has suffered greatly. so many things not working.
The pilot is unrecoverable, 2 start.
I'm able to transfer crew off them, if there is more than just the pilot, but the pilot is a loss in all cases.
I even re-assigned the captain from another one, just to see what would happen and the "unknown" pilot is non-operational in most cases.
Thanks
- You can set the "BaseChance1" and "BaseChance2" values to the BaseChance value. Or you can set them to a larger number (which makes bailing more difficult as the ship takes damage).
- You can increase the "Next Eject Timer" duration value.
- You can decrease the "Min Eject Percentage" and "Max Eject Percentage" values.
- For S,M ships, you can set the "Full bail Chance" value to 0.
I've started a new game with the boron start and after less than 30min I had a fleet of 20 bailed ships, all from NPC-to-NPC fights. Maybe it's an interference with an other mod but I'm sure I'm not using anything that touches bailing.
If this is normal, maybe disable NPC-to-NPC at the beginning.
Make sure you are using the most recent version.