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I was wondering if you were still planning on udpating this mod to add the CPU ship as a capturable / playable ship?
Thanks!
Just that you know it. Before i cause you some trouble xD
@Glanzschurke
Got it. I'll look into the M0 and Khaak ship issues and see if I can fix them.
@Rom4ik
We added a 6 hour cooldown to the Khaak ship respawn, so that might be the problem.
@Prophet
Not being able to target the Khaak ship turrets is a vanilla feature.
I dont know why, but they are not in a group to upgrade it.
The Khaak engine and the Xenon M0 Arms, to be exact.
Because if i repair the Xenon M0 Arms, the Turrets stay destroyed, and the Khaak Engine...well you can't equip any Repair Drones, so it takes ages to repair them.
One of my Mods interacted with this one.
Yes, if you have a screenshot it will help us fix the problem.
Also, I've been looking into the issue where the player's L/XL ship becomes able to teleport after capturing a Kkaak ship for a while, but I have no idea what the cause of the problem is or how to fix it, and I'm at a loss...
I've tried, but I can't reproduce the problem well.
I didn't add that functionality, so I'm sure something about the base game Khaak ship is being applied to the player's ship, but I'm not familiar with scripting, and I can't find much data about Khaak ship teleportation, or even if I do find it, it's not what I'm looking for...
I'll continue to look into it periodically, but it's likely that I won't be able to fix it right away...
I should be able to upload an update to the mod that alleviates the issue of there being too many M0s and disables the collision detection for the Khaak ship's engines sometime today.
I'll be doing some testing before then, so please wait a while.
Understood.
Thank you for letting us know the situation.
I'll look into it.
Once we figure out what's causing the problem and know how to fix it, we'll probably disable this feature for players...
Please try building an environment where you can test with a minimal mod configuration using NoSteam.EXE distributed by Egosoft, and let me know if it still occurs.
It's difficult to track down problems that occur in an environment where you're not playing with just this mod.
My mod adds a bridge with minimal patches.
Also, I don't know the rules for the order in which mods are loaded, but from my experience, this mod is probably one of the ones that load early, so it will probably be overwritten by most other mods unless you specify it as a prerequisite mod in the options...
I completely forgot about the engine problem with the Khaak ship.
Thanks for reminding me.
Just to clarify, is it only the Khaak ships that can't be teleported?
I've never seen the problem of not being able to teleport in my environment, so I'm having trouble dealing with it...
Is it impossible to teleport even if you use a ship that appears when starting a new custom game?
Also, try appointing a captain and communicating with him. You should be able to see if the bridge is generated correctly.
If there is no bridge, it's probably a mod conflict.
I don't know which mod is causing it in that case, but I can only assume that it replaces the entire root node...
Aaaand i cant Teleport onto the ships...
Sorry.
The split colony ship will take some time.
Work is only about half complete.
Thank you so much!
I'm glad to hear you say that.
It's very encouraging!
Thank you for your comment.
Okay. In today's update, I set an interval for the Khaak that appears in this mod. The spawn interval is 6 hours, the same as M0.
First, get the relevant blueprints through research.
If you can't get the blueprints through research for some reason, you can buy them from Yaki as a workaround.
However, the blueprints are quite expensive.
If you get the blueprints through research, they won't come with the thruster blueprint.
If you're using the VRO patch, you can't get the inner shields through research either.
Most factions have blueprints for thrusters and VRO inner shields, so buy them from any faction.
When purchasing, please note that the M0 only supports the MK3 thrusters.
Once you have all the blueprints, you can build your own shipyard and build the M0 and H.
If you can't build them this way, please let me know.
Thank you!
After cooling my head for a month or two, I realized I had to start over because I was filled with guilt and regret about a lot of things.
I generally recommend starting a new game, but I don't think there's any problem with adding it to existing save data.
In that case, some changes may take some time to be reflected, such as stations that have already been built or ships that have already been spawned, so they may remain vanilla, or some changes may not be effective, but this should not corrupt your save or cause the mod to malfunction.
However, it's hard to say that it's safe to delete it midway through, so if you're unsure, it's better to back up your save data before installing it.
I also changed the title at the same time, deleting the old title as it was too long.
We just wanted to make the title easier to understand, there are no changes to the content or direction of the mod.
It is certain that the Ravager class will appear in the vanilla open universe, but I don't know about the Obliterator class.
I'm not personally interested in the Crisis added in 7.00, so I haven't tested whether the Obliterator class really appears in the Crisis.
So the Obliterator class may not appear in the open universe.
That said, it remains a ship that appears in vanilla, and I just checked, and it seems that balance adjustment patches have been applied to the Obliterator and Ravager on the VRO side, so the Khaak ship should be properly compatible with VRO by combining VRO, AM7OU (this mod), and the M0 VRO Patch.
It would take too long to explain everything.
M0 was added internally as a new ship for this mod. This ship is not considered by VRO, so a VRO patch is required.
However, for the Khaak, the vanilla ship data is used almost as is, except for the addition of a bridge and crew capacity.
Also, Khaak ships appear in the open universe in vanilla, albeit in a very limited and small number. This mod only increases the opportunities.
In summary, all I added to the Khaak ship was a bridge, crew capacity, the ability to capture it with a boarding attack, and an increased spawn chance.
Since these ships appear in the open universe in vanilla, VRO should be able to consider these ships, and if you play with VRO and the Khaak ship is not balanced, that is a problem on VRO's side, and the VRO author should adjust the balance in the future, so I will not independently adjust the Khaak ship to VRO's balance.
Yes, but you must subscribe to the VRO patch at the same time.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3313395610
Thank you.
It's very encouraging to hear that.
@«Æ» BUGA [My.F#]
I'm very sorry, but I think that to make that happen, you need to add an API to the prerequisite mods for this mod.
I'm not familiar with scripting at all, so I can't do that.
However, if there are too many Khaak ships at the moment, you can reduce them.
It doesn't bother me too much, but for people who find Khaaks stressful, the Khaak appearance rate in this mod may feel insane.
The idea of 云瑶子 in the next comment is interesting, and I also think it would be fun if M0 could accommodate many L ships and play, but unfortunately it is probably impossible for me... I think it would be quite difficult.
In the first place, there is no XL ship in vanilla that can dock an L ship and move (supply ships cannot move while docked), so it is unclear whether the game assumes such behavior in the first place, and I do not know whether the L ship can be docked to the animated arm (currently set as a shield generator) that is treated separately from the M0 main body internally and can follow the M0. Also, I think that if you dock, you probably need to set a waypoint for the drone.
It's a shame because it's such a good idea... I'll look into it next time I have time, but I have no hopes. After all, I'm just an amateur, not a programmer or developer at all.