As of today, the MOD is now downloaded (How I missed it before, I don't know as some ships look awesome? Especially the Auger and Skua.) and is in the extensions list in game and is ON, but I cannot see any ships nor are any ships showing up in the encyclopedia. I even used the cheat to download all blueprints! Any suggestions?
Can you please add these ships to the jobs.xml so the NPC can use these ships, too? I love this mod very much but it feels odd that only player can use these fascinating ships.
I also find that in the Auger, when player leaves the console, the AI pilot won't come in through the elevator as they always do, but pop up from nowhere, when you take control of the ship, the pilot won't going in to the elevator, but get stuck and froze. And I can't going into the Auger in space suit, I will always get stuck by an invisible wall. Hope it get fixed someday.
And I have a suggestion about the Auger, for now it has six turrets, two turrets are placed in the back of the ship, when targeting the enemy front, these two turrets will be blocked by the ships arm (the ones that attach the M class main weapons). The Auger can only fire all of it's six turrets when the enemy is below it. I think, if move those two turrets into one top and one bottom, and maybe put a bottom support to make them higher, then the six turrets will be able to cover from all angles.
When you say to the jobs.xml, do you mean so that the Teladi would use the Firebird instead of the Phoenix for example? If so, that kinda goes against what the mod is at the core. The mod is supposed to pirate encounters "more scarier." Pirates take an existing ship, and modify it to be better (read more guns and shields and sometimes engines) than the original. These can be ships they can easily buy, like mining ships, because you need 0 reputation or one easily acquired via piracy. These include mostly ships that are from empires that border sectors where pirates (SCA) have bases. Mostly ARG and TEL with some ZYA and PAR mixed in. The pirate destroyers are a mix of Behemoths, Goliaths, Phoenixes, Firebirds and very rarely, Oddesseys and Rattlesnakes. One of the ships, the Minotaur Experimental, is on the jobs.xml and ships.xml files for Argon and will appear in their fleets and the blueprints can be purchased from ARG. In my head canon, this is in response to the Minotaur Raider getting 3 engines and it's basically a really fast Minotaur Vanguard. The Auger is misbehaving because when this mod was new, I had no idea how to mod, seriously. One of the things I didn't understand was that you did NOT have to include the assets again if you were just adding weapons and shields and engines. The Auger is still using a pre 6.0 asset before the physics were completely redone. In the next update, everything will refer to all of the new assets and that issue with the Auger should fix itself. Look for that soon as I have been working on it slowly but will make it more of a priority. I will also look into the turret placement.
Thanks for the reply. For the turret placement thing, because I am a big fan of the Expanse series, and I really like the design of Rocinante, that PDAs can cover all angles of the ship, that's why I said I hope the Auger's turret can be placed in different positions. But the mod is great so far, thanks a lot.
I'll admit to not having played the game in a few months, was a little distracted. (Starfield,Phantom Liberty, Balder's Gate 3) but the mod seems to be working for me in 6.2. Can you tell me what problem you are having so I can look into it?
The updated version on April 12th will cause the sm ship for yaki to lose their weapons, leaving them only equipped with mining guns and missile launchers
i both hate and love this mod! had to re-enable on new game because i found i missed, mainly, the drake and the stinger as they make a great playership/boarding combo. great work on this mod, thank you.
What do you hate about this mod? I am genuinely curious. I love the Drake but for different reasons. It's a really fast universal hauler. They carry a lot of goods for me. For boarding and capturing, I like the Skua the best. It's really fast and has 4 M Turrets, 4 M Guns, 4 S Guns. I put Burst Rays on the small mounts as they bypass shields and WRECK surface elements. I use the M guns when I want to make a M ship bail. It also carries 30 marines.
"hate" because they are so good at making me replace traders! honestly haven't given the skua a second thought but will have to soon. ty for updating to 6.
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Any suggestions?
I also find that in the Auger, when player leaves the console, the AI pilot won't come in through the elevator as they always do, but pop up from nowhere, when you take control of the ship, the pilot won't going in to the elevator, but get stuck and froze. And I can't going into the Auger in space suit, I will always get stuck by an invisible wall. Hope it get fixed someday.
And I have a suggestion about the Auger, for now it has six turrets, two turrets are placed in the back of the ship, when targeting the enemy front, these two turrets will be blocked by the ships arm (the ones that attach the M class main weapons). The Auger can only fire all of it's six turrets when the enemy is below it. I think, if move those two turrets into one top and one bottom, and maybe put a bottom support to make them higher, then the six turrets will be able to cover from all angles.
One of the ships, the Minotaur Experimental, is on the jobs.xml and ships.xml files for Argon and will appear in their fleets and the blueprints can be purchased from ARG. In my head canon, this is in response to the Minotaur Raider getting 3 engines and it's basically a really fast Minotaur Vanguard.
The Auger is misbehaving because when this mod was new, I had no idea how to mod, seriously. One of the things I didn't understand was that you did NOT have to include the assets again if you were just adding weapons and shields and engines. The Auger is still using a pre 6.0 asset before the physics were completely redone. In the next update, everything will refer to all of the new assets and that issue with the Auger should fix itself. Look for that soon as I have been working on it slowly but will make it more of a priority.
I will also look into the turret placement.
All is ok now, thanks for the mod, the update and your quick answer :)
Now if only we had the option on the 2 engine variant and vro support
But i have a problem with kuraokami, it lost combat turrets, only miners remained
I love the Drake but for different reasons. It's a really fast universal hauler. They carry a lot of goods for me.
For boarding and capturing, I like the Skua the best. It's really fast and has 4 M Turrets, 4 M Guns, 4 S Guns. I put Burst Rays on the small mounts as they bypass shields and WRECK surface elements. I use the M guns when I want to make a M ship bail. It also carries 30 marines.