Ya, then u may be getting some things wrong. ^^ It's important to check the required shipclasses for a mission. Every mission supports a suggested amount of ships. If ships are of the primary class, so m or l for example, and also have the right purpose, like fight or mine, then they add 5% each to the success chance. The secondary class only gives 2%, but doesn't have to meet the purpose requirement and is usually alot cheaper.
Every ship added to the venture fleet that doesn't fit the primary (with the purpose) class or secondary class reduces the success chance by 10%.
The Flagship of the fleet (the ship you assign the fleet's ships to) can also increase the chance by another 10% solely by the crews skill.
It should be fairly easy to get a solid percentage of 70-80% for more difficult missions with the right ships.
Edit: In case you missed it, you can log the info for all missions into ur logbook in the mission section. That info describes what ship classes and types to use.
[MOD] (Offline) Ventures
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
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- Posts: 1244
- Joined: Fri, 8. Nov 13, 22:35
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- Posts: 1244
- Joined: Fri, 8. Nov 13, 22:35
Re: [MOD] (Offline) Ventures
Update 0.3 is out! Have fun.
- Added Experience gain for the crew of your venture ships (Depending on difficulty from about 1 star up to about 3 stars (half for secondary skills) per venture they survive)
- The venture menu is now accessable via any station manager beloging to the player (Venture Dock or HQ no longer required)
- Increased gain of mod components needed to build modifications (those were a bit rare before)
- Adjusted the equipment of found ships to fit the reward level of the mission (previsouly almost every combat ship was maxed and filled up with torpedos)
- Using ships beloging to a wrong ship class or type now reduces the success chance of the venture by 20%
- Selling ships while they are on a venture now leads to the venture being canceled
- Duplicate looted items appear orderly stacked now
- The mission base difficulty can now be adjusted by the player in the ventureconfiguration.xml file in the md folder
- Venture flagships are now being given the 'wait' command to avoid them trying to get back to their previous location... which they can't
- Cleanup of debug code
- Added Experience gain for the crew of your venture ships (Depending on difficulty from about 1 star up to about 3 stars (half for secondary skills) per venture they survive)
- The venture menu is now accessable via any station manager beloging to the player (Venture Dock or HQ no longer required)
- Increased gain of mod components needed to build modifications (those were a bit rare before)
- Adjusted the equipment of found ships to fit the reward level of the mission (previsouly almost every combat ship was maxed and filled up with torpedos)
- Using ships beloging to a wrong ship class or type now reduces the success chance of the venture by 20%
- Selling ships while they are on a venture now leads to the venture being canceled
- Duplicate looted items appear orderly stacked now
- The mission base difficulty can now be adjusted by the player in the ventureconfiguration.xml file in the md folder
- Venture flagships are now being given the 'wait' command to avoid them trying to get back to their previous location... which they can't
- Cleanup of debug code
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- Posts: 1244
- Joined: Fri, 8. Nov 13, 22:35
Re: [MOD] (Offline) Ventures
V 0.3.1 now supports the optional Extended Conversation Menu, which allows all mods using it to join their starting conversations in a browsable section, so technically infinite mods can be added by only taking up 1 conversation slot for any npc. Not required. (Feel free to add support for your own mods)
No need to update if u're not using ECM.
No need to update if u're not using ECM.