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Its not required. Only if you want OP tec or other stuff the original mod had but wich is probably outdatet or not looked into anymore
If you just want the shipset you just can use this.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2807759164
I have no idea why these two mods conflict, and why the legacy mod doesn't conflict with vanilla shipsets. But it's obviously a TMoR mod issue.
Because TMoR is outdated, possible solution - use Universal Game Rules patch.
Just ignore it. We found out that the problem is not in this mod.
adress me if you find otu what it is :)
did add you to furter breakdown the issue
But I don't have an NSC. Although I doubt that this is the reason. I also tested with instant_build code. Which also shouldn't be a reason.
Wich mod you using? I removed all megastructur entries, so i don't see where it should crash on ringworlds. But i will check
I would admit that this is a mod conflict, but there is no such problem with vanilla shipsets.
No it shouldnt have
In the past I tried this one
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3481738360
and the game crashed every time I finished building a section of the ring world.
sadly yes. and sadly i can't change those hardpoints without editing the mesh model itself, what i didnt learn so far ^^ but i texted the ASB authot the issue. maybe he fixes this issue. Cause i harldy can't edit every hardpoint of every ship just for asb XD
Attending to the ssue with Amazing Space Battle
It appears that the guns fire in a opposite direction. THIS is not a issue by this shipset. I did test it now on very much different ways, and i also went to ModdingDem Discord to ask this. I already saw there that multiple people are reporting that ASB's Autocannons are always facing in once direction shooting around enemies and mostly dont hitting them. They also did post screenshots showing the same issue this shipset has. Since usually the turrets gfx is rotating on this shipset, (so that the gun fire in proper direction, the mesh itself isnt rotating), it appears that the ships dont know where to fire at. This is just a visual bug caused by asb, you still do the same dmg. I tested it now on very different ways, and even with base shipskins the cannons mostly dont hit their target visual. See last screenshot wich shows you the issue
Can you show me what your issue is with a screenshot? So i can myself see what you mean? And tell me maybe wich ship it is, or if it is every ship?
Sorry, i'm by patching something, so this patch gets delayed a bit for ASB, but every tip makes it quicker for me
I did XD But great its done for ya!
idk if it was what you changed or if the other mods author fixed it on their end but the texture issue is fixed now thanks.
Did you try to load this mod before? ASB?
But i will check. I justz wouldnt know what it would have in common with ASB, but will see
@Fran maybe check with that mod specifically to see if theres a conflict somehow, or a piece of code that doesnt work right?
Check out if it is still a issue with your attackmoons.
I did remove the entries for the old megatstructurs, maybe that fixes the conflict
Thank you for helping to find the issue :)
Thanks im trying to narrow down if there is a conflict. So I should specify the ship is called a Harshmoon. Idk if thats from the shipset or Gigastructures. I havent played stellaris for a long while so idk whats base game and mod anymore lol.
I'll check that out :)
I did now a playtest again and attacked larger fleets with this shipset.
For me it is absolutly firing out of its weapon locators. with and without NSC3.
If you still have the issue and you maybe have gameplay mods or so , try load this mod before them. Since this mod is older it might be that the newer mods you play with change stuff this one is outdatet for.
Keep in mind to load shipsets anyways before gameplay additions or so. Like music they in general dont change much in gameplay stuff and shouldnt overwrite basic stellaris stuff. Only if you download a shipset wich is said to have tec or more stuff, you should load later as for example other tec if you wanna use those.
I really tried to provoke it for myself to have those crazy firing angles, but it absolutly works fine, not like Vorlon's where the geneal ship is converted a bit wrong by the original mod author and where a locator is far off the ship.
I did wrote him a long message on June 2 on deviantart, but no i didnt got a respond
kerrigan1603
will take a look into it :)
Roman Ships
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2174020878&searchtext=Roman+Ships
I will check that out again.
But as i said, it doesnt change any tech, or something else.
But i will do a deepdive again
Should be changed :)
@MrGulag
I did test it on my fixing check, and i didnt have the issue. So it seems to be a outside issue not related to this mod.
Its all fine for me^^
Will do that in the next update, thanks for the hint
The reason is that the current 3M model is the Defiant-class Light Cruiser which functions as a Carrier ship in the Warhammer 40K lore while the current 2P1H model is the baseline Endeavour-class Light Cruiser which was the standard model the Defiant was based on and in lore was the most produced out of the 3 variants.
I don't think all turrets move on this set, but if you really mean the target direction, than i'm a bit confused XD This mod shouldnt afect any fire direction, or tecnology or so^^
its basicly just a reskin hmmm. But keep me in touch, if its really just this mod, i will check again
Sadly the original doesnt has it :(
You are very very welcome :) I hope you continue enjoying the game and that you will have a great day!