Yacek wrote:However Kha'ak weapon is compared to the weapons Xenon weak, very weak.
That was being caused by CWP and was limited to the Kha'ak alone. We fixed it around v1.01 or v1.02, but unfortunately changes to XRM Jobs aren't retroactive:
You either need to start a new game to see all of the changes to Jobs take effect (which is a total pain in the ass, but is more cosmetic than game-breaking) or wait until that particular job is destroyed and respawned with the new configuration and functions.
I wish there was a way to force all the Jobs changes to take effect, but it doesn't seem like there is.
If you're planning on going down the "a new game" route to iron out all the bugs completely, wait until the next update: the Pirate, Xenon, and Yaki Battle Groups are now (hopefully) fully mobile, and I've upped the starting money on most of the starts by a factor of ten (so if a start previously gave you 2000 credits, it gives you 20,000 now).
Sn4kemaster wrote:But im confused about what to do with the Extended Communication Sytem, MMBR states you need it but in its thread it said its just for scripters and not to install it...
ECS is described as a Modder's Resource because the original intention was that modders would package ECS in with their scripts and mods instead of making people download it seperately.
However, ThisIsHarsh apparently decided against bundling it with MBRR, so you need to download it seperately and install it as well.
(Did the same thing happen with the Pirate Guild 3 and Yaki Armada scripts? I forget.)
Basically, it lets you talk to the Military Outposts and Capital Ships to request things like Invasions and to convert tokens into prestige or money.
If you're using our suggested settings to just let MBRR handle military responses, then you'll likely never need to use ECS at all - but it's still worth having installed in case certain scripts with MBRR depend on it, even if those aspects might never be used by you.