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Created by
lubatomy Rubini pref and w_evansUploaded by
fallout_knyeVirus scan
13 comments
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Regarding compatibility, due to the inclusion of engineer.ai.xml (unless I'm mistaken), this should be incompatible with Engineer Fix and Fighter Repair.
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Which version do I use with GOG v3.20?
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I've added this mod to my game and found that you cannot launch your pods to intercept the target ship. I prefer to to take a ship with engines and JD intact. You can do this if you put the Skunk's pods in the target ships flight path when launching your pods. When a single pod attaches to the target ship, the targets hull breach sensors trips cutting out the engines. This will grant a opportunity for the rest of the pods to attach. Since you now have a active mission tracking of that target ship if it manages to jump out you will know where it has gone. So to describe my problem with the menu is that i get stuck in a loop, "launch pods" but ship is too fast then I choose "launch anyway" but then I'm back at first menu. With only boarding options mod running I had no problem launching the pods. But for the most part I have your mod running to get the scanning part of the boarding added to my game. Any chance you can check why the menu keeps going back to the first menu instead of launching the pods? Another thing that I would like is if the pods didn't launch right after the scanning drone completes or fails. Maybe add a "informed launch" command?
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Danke
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ich finde, der,die,das,den mod sehr gut
Vielen Dank für die Russian und German Übersetzung
Danke -
Great mod and I love the new infoscreen! :}
Testing a german translation now ;} -
Hey buddy, i ran into a problem. when trying to board a ship it only gives me the option to abort boarding and i wait but no marines ever board any ships?