Super late reply (as usual, sorry), but: once you've hired them from the bar, look in the intel screen (Operatives tab), they can be given orders from there.
Thanks so much for this great mod! Really has so many features that fit right into the base game. I love some of the faction customization and role play, and the ground battle system actually rules pretty hard.
Unfortunately the new update seems to have broken it, I'm getting a CTD at new game start after finishing character generation/world settings.
EDIT: Disregard, I think I found the real source of the CTD - did not realize Magiclib/Lazylib here on Nexus were no longer being updated. Appears to be working now.
Hi.. Sorry to disturb you ands thanks for your hard work but i can't seem to get any version to work with 0.95. Shows as incompatible on the mod section of the launcher
In the Defend Gilead Midnight Dissonant mission, if you don't have enough positive rep with the Church, you're unable to join the defenders, making it impossible for any but the most endgame of fleets to take on the [Redacted] alone. Fix pls.
Edit: Used the console to set rep to 100, created an alliance with the Church, and still couldn't join. Spawned 5 max strength fleets and the [Redacted] fleet comes out undamaged after each battle. This is overly scripted, it goes against the spirit of Starsector, and it's bad.
IIRC I did a bug with the Church fleet, it should join in the (pending) v0.11.1 update.
(The [redacted] fleet gets an autoresolve bonus, but taking no damage from multiple fleets sounds wrong. Though at least the issue shouldn't come up on its own anymore)
Hello. First of all, thank you for keeping such a great mod alive, it is appreciated, it adds more flavor to the game. I see that you "almost cover all the exits" but I was wondering if: you could add an "independent start", with the opinion of the independents in friendly, and a contact in Prism Freeport?
Hello! For some reason Sunder class has 3 medium energy mounts instead of 1 large and 2 mediums? Using only required libs, nexerelin and adjusted skill threshholds. Happened after updating nexerelin to the latest version. Edit: or at least some of them idk how this is happening
The broken pirate Sunder has a central medium instead of a large (this is a vanilla thing). I'm not sure where/when this Sunder shows up, but you can just avoid salvaging it.
You might still be on Starsector 0.9.1a. Latest versions of the mod require 0.95.1a. (Alternatively, you're on latest version of the game but some of the mods are out of date?)
To get the newest Starsector, download the installer again from the website.
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edit: to answer my own question
\mods\Nexerelin\data\config\settings.json
set "nex_enableVersionChecker" to false
Unfortunately the new update seems to have broken it, I'm getting a CTD at new game start after finishing character generation/world settings.
EDIT: Disregard, I think I found the real source of the CTD - did not realize Magiclib/Lazylib here on Nexus were no longer being updated. Appears to be working now.
edit: nvm. figured it out
Edit: Used the console to set rep to 100, created an alliance with the Church, and still couldn't join. Spawned 5 max strength fleets and the [Redacted] fleet comes out undamaged after each battle. This is overly scripted, it goes against the spirit of Starsector, and it's bad.
(The [redacted] fleet gets an autoresolve bonus, but taking no damage from multiple fleets sounds wrong. Though at least the issue shouldn't come up on its own anymore)
Using only required libs, nexerelin and adjusted skill threshholds. Happened after updating nexerelin to the latest version.
Edit: or at least some of them idk how this is happening
The broken pirate Sunder has a central medium instead of a large (this is a vanilla thing). I'm not sure where/when this Sunder shows up, but you can just avoid salvaging it.
(Alternatively, you're on latest version of the game but some of the mods are out of date?)
To get the newest Starsector, download the installer again from the website.