I will take a look, I may have already fixed these issues honestly.bm01 wrote:From what I've experienced, at least two of the new starts seems to use wrong scripts for some of your other ships, so you might need to reassign them.
Edit, found it:
Line 331, Setup_Gamestarts_CWIR.xmlA "p" is missing.Code: Select all
<start_script object="$harpyCommander" name="'layer.default'"/>
Line 96, Setup_Gamestarts_CWIR.xmlMaybe that one is intended. But the ship has no target and escorts "nil". Same with the small ships.Code: Select all
<set_object_commander object="$cwirfury" commander="player.primaryship"/> <start_script object="$FuryCommander" name="'move.escort'"/>
By the way, is there a "known issues" list?
As for known issues list, do you mean issues with mod compatibility or perhaps known bugs from within the mod itself? The mod should really not have many issues or problems with other mods (Except for ones which may touch the same exact stuff like ship building or something).
Some feedback has been posted about some minor issues, but nothing which is game breaking.