sco1981 wrote: ↑Fri, 3. May 19, 08:08
I wait until patch 2.5 is finished to see how it works.
sco1981 wrote: ↑Fri, 3. May 19, 08:08
Did you have one of the flagship submods enabled? Do the Ossian Raider invade with XL or with L ships only?Savaj wrote: ↑Wed, 29. May 19, 14:53I ran this for a few days from a new game start and it was pretty fun. Intense... To be honest I have a headache now because of the constant pressure of trying to prevent the Teladi from being annihilated. I can barely spare a second to do anything else. I was killing Behemoths with a Sonra for a while ... Very little time to build relations.
I'm envisioning a sort of mission chain where the player initiates a series of events that reactivates the portals that then starts the invasion. Also, I begin to feel disappointed when there is no MK3 version of my favorite X4 ships and I pretty much have to switch over to the Ossian stuff.
Great mod, I look forward to seeing how to this develops and I hope to try it again a bit later.
Sure, will it include, thank you. Can you give me a link?
I tested it with a 2.2 savegame, my ships seems to run fine after change equipment. Can you upload a savegame please?photomankc wrote: ↑Thu, 30. May 19, 16:15Just reporting that with RoOR, ships that I built prior to the 2.5 update exhibited the following behavior after 2.5:
- When commanded to Upgrade/Repair at a shipyard or eq dock, repairs to modules and hull would complete but any new equipment, personnel, or consumables would never be installed. The ship would be forever stuck on "executing" the change equipment order in the queue.
- When given an order to exchange consumable wares the same result. The command would hang although in this case it would become "critical" thus locking up the ship to all further orders as critical orders can't be deleted from the queue.
Building a new ship of the same type and load out solves the problem. The new ship will operate properly (at least as far as change equipment orders goes, it was late by then). I suspect that this has to do with some changes in the XML that the update did not make in the mod-based ships.
Thank you again, will inlcude it in the next version.
Did they start to invade right after creating a new game? They should wait 15h till the first invasion. Maybe this is too short I will try to include some better code to check the player ingame time and after 36h or something, it should start the invasion.photomankc wrote: ↑Fri, 14. Jun 19, 15:15It would be nice if there was an option to forego Theia and the ORA in this. Adding this mod in to a long-standing game was fun. Starting with it has been pretty miserable so far. I've done nothing but fight for the entire game start with the Xenon in TEL sectors and was just getting to some level of balance and now ORA are popping Behemoths and Eureka 8's out the gate into Bright Promise. The Eureka 8's may as well just be labeled "You lose". I've now had to cheat myself hundreds of millions to have battleships way early because I was nowhere near capable of fielding them in 24hrs and Destroyers may as well be flies. The 8's are really no fun to engage in sector since in just a couple missile salvos your turrets are gone even on a Terannis. Inside Theia I'd say there's 8 or so Mk1s and just as many Mk3s waiting so I'd have to have billions to even consider going on the offensive and stay OOS while I did it.
This is without any of the flagships mods installed.
ETA: I hope I'm not coming off as snarky or griping, I just think it would be nice if the mod could be setup to allow you to have or not have the Ossian Raiders in case we're not as interested in going flat-out for maximum money and fleets.
I'd say the invasions were right about the time you indicate, it's just that the Xenon in this game were WAY more aggressive than before tearing up I-Zura and Hewa's Twin within 8 hours of game time and with this lumped onto that it was a bit overwhelming trying to prevent the Teladi from collapsing on me. Destroyers, unless in massive groups, are not very effective against the Eurekas, even an Mk1. Even just getting through the shielding on the engines or the L turrets is incredibly difficult. They are a white-knuckle opponent for a Teranis Mk3 or two. For the few destroyers I had by that point it was just about impossible. I think 24 to 36 hours would be better. I don't think you are going to invade and stomp out Thiea early on so they can start invading later in the game when a casual player may finally have means to pump out more than just destroyers.sco1981 wrote: ↑Sat, 29. Jun 19, 21:32Did they start to invade right after creating a new game? They should wait 15h till the first invasion. Maybe this is too short I will try to include some better code to check the player ingame time and after 36h or something, it should start the invasion.
Eureka 8 mk1 should have 4 missile turrets only, do they have more in your savegame?
sco1981 wrote: ↑Sun, 30. Jun 19, 18:08new version released:
- Added missed Weapon icons
- Added TTC equipment dock macro
- Added EOS base hull
- Added RUS language (thanks to alexalsp)
- Fixed position of Sanctuary front docks
- Fixed Taranis Logo positions
- Fixed relations of TTC and ORA to other factions
- Locked ORA Faction reputation
- Changed ORA and TTC station spawn to one time only
- Fixed Sanctuary and Eternal Dawn Protector ship name
- Fixed not intended respawning of Guard ships
- Added possibility to change/repair all weapons and shields of R at the TTC shipyard