Hello. I do not know what I am doing wrong, BUT after installing the mod, the game breaks the saves every other time. when trying to load, there is a black screen and a cursor. You have to copy the saved folder after each successful download. What am I doing wrong? I put everything according to the instructions on the 146 version.PS. without the mod, I saved the game 15 times in a row in different game situations, and all the saves loaded.
Good afternoon. 1.game version 146. 2. Clean installation with STEAM. 3. I installed the mod according to the instructions. It's working. 4. BUT every third save gets corrupted. when trying to load the game, the screen is black. And it is not possible to download this save anymore. I had to make a backup copy after each successful download. After playing for 3 days, I decided to check if this problem would be on a clean game, without a mod. As a result , not a single corrupted save . 5. BUT every third save gets corrupted. when trying to load the game, the screen is black. And it is not possible to download this save anymore. 6 I had to make a backup copy after each successful download 7. After playing for 3 days, I decided to check if this problem would be on a clean game, without a mod. As a result , not a single corrupted save .
I have to say, this is the first report of this kind, so i am not positive this will help, but try this
Make backup of your Pilot (from the main menu) go to: ...\eXperimental\saves\PILOTNAME open that file: player_data.txt and see if there is an active mission under those lines: // MISSION , id , timer, img, data, desc <MISSIONS>
If there is an active mission there, delete that line, save the file and try again.
If this doesn't help, archive your Pilot folder while the problem is presented and upload it somewhere, so i can check it and try to fix that for you.
I'll do it in about 6 hours. But this problem does not occur with one save, but with any one. I've started a new game 7 times. In sandbox mode. and I played all 7 times before the first 2-3 saves). Anyway, I'll try your instructions tonight. And I will send a link to the archive in a private message.
yes, in a clean build on 146. top of the mod. In 4 days, I tried to create more than 15 new pilots. most of them were blocked after 1-2 saves. and it was only on the sole storage that I was able to upgrade the character to LVL 15, while making a backup copy every two hours. And at the same time, 5 times in 2 days, this save was blocked, and only backups were saved. I'll send the archives to your personal account in 3-4 hours.
The problem is solved. The saves did not load if you use the on-screen translator "BepInExXUnityAutoTranslator" together with the mod. as a result, I found the assembly "Astrox Imperium-0.144b-ru+eXperimentalMod" on the Internet. and I copied the translator from there to the latest version of the mod, (147) and everything started working as expected.
I didn't expect the translator to be able to block saves, since it doesn't really change the game, just replaces the text in real time. I apologize for the misinformation. But now we all know that he can get in the way.
You are right, it doesn't change the game in this sense, but because of the way the game keep track of the information between every scenery (jump in- jump-out from a system, dock - undock etc.) it prevents the game to write and/or read from certain files.
Ok, i am glad we got this settled. Have fun with the game and with the mod
Now momo is back on work and is expecting one update a week, at least for 90 days. And because I can't guess the future, maybe more... or less... who knows ?
I think it may be a problem because you will have to update your mod the same way.
For a player like me, it will be hard to follow I guess. Seems to be that the next months will be a "period of instability". It would be great if your work could be a specific option in the game itself. Do you think it could be possible ? Today, the installation, for me I mean, is quite tricky...
Hey man, I didn't quite get into the main meaning of your post, maybe it is because of my English.
I am aware that the next month or two will be a more intense period for me, but I will try to do my best to keep the mod up to date with the upcoming changes. As far as I am around, I will support the mod. When I decide to drop mod support, i will inform the community about that in the mod main page, so anyone can choose whether he wants to use the mod or not based on that info.:)
As you can see, my updates for 0.0145 and 0.0146 were within a very reasonable time delay, several days for 0.0145 and the next day for 0.0146. And as i wrote in the mod info - this is a mod
...for a game still in development
:)
It would be great if your work could be a specific option in the game itself.
This part i didn't quite manage to get into. You mean, is there a chance for the mod to be an option for the base game where you can choose either vanilla or eXperimental?
English is not my native langage, so it may be my fault too !
Concerning the end of your message, you understood very well. Is there a chance for the mod to be an option for the base game where you can choose either vanilla or eXperimental ? What I wanted to express was my gamer's point of view, namely that it might be better if I waited a while before playing your mod again, for fear that with each update I'd have to recreate a new game.
What can I say - It is to be expected that with the announcement of the upcoming updates on a weekly basis for the next couple of months, for some or many players may seem more appropriate to wait or to switch back to vanilla game. This decision lays entirely on the player's shoulder.
The thing is - whether the base game requires new start for some new features to take effect, the mod will require new start too. If the base game doesn't require new start, the mod will be ok too. 0.0.145 required new start in order for the new sandbox features to take effect, both for the base game and for eX. The next 0.0146 required from players about 5 min copy/paste effort to add my patch fix to their game.
But as i said - i do understand the concerns, and that's the beauty of the mod scene - everyone can decide for themselves. Besides - switching between vanilla and mod gameplay is fairly easy, so everyone should be happy :)
When I start a game, I dock on my first base. There, in the market, for each item, I have the remote prices of all the stations in the game. Is it a bug or a feature ?
If you mean you just found that remote prize feature you didn't know about, then - yes, this is a basic functionality (I mean, functionality of the base game, not mod exclusive). I suspect you have found that by accident, clicking on one of those buttons on the top right side of the Item Preview while browsing Market.
But if you mean that now you have info for all the stations, even those you are not visiting yet, this may be something Momo may sneak up with one of the latest updates. If that's the case, then this is a silly decision.
Yes, in all stations, I have checked with the vanilla settings. So I posted this in the steam discussions :
Remote prices (and eventually marketplace) Hello Momo and gamers,
When I start a new game (sandbox, default settings) and dock in the first station, if I check the market, I can the "remote prices" of a product for all the stations, even those I haven't visited. I would prefer the "remote prices" for only the stations I visited.
An other thing : I like to play as a "peaceful player" : miner, Fabricate things, and buy/sell other things. When I check the "remote prices", I have found that we can't buy a product in a station to make profit in another, because the lowest "buy price" is always superior to the highest "sell price". So, there is no interest to buy "big transport ships" to move products from a station to another and sell them, as in X4 for instance.
Just a few words to thank you for your work. It seems amazing. I say "It seems", because I juste started a new game with it and your pressets. I hope to send you good news from my new adventure, as a miner.
Thank you for trying eXperimental and good luck with your new adventure. I hope all news to be good indeed, :) but if you find anything worth mentioning while playing as miner, please share your opinion. Any observation or suggestion are welcomed. My intention with the mining part of the game was to make it a bit more energy dependent process in order for the player to be engaged in some ways and to be inclined to invest in some skills other than cargo :) But as a single person, I hardly can test the mining in all scenarios, that's why I rely on player's feedback.
So... feel free to come back at some point and share how the whole mining process feels, from early game up to mid/end game.
I have read quite quickly, I must confess, your documented description of your mod, but I don't think I have read anything about Factions. To be "friend" with on can exclude another ; and things like that ?
I got only two hours of game (I am a casual gamer) but I like the fact to be "nothing" at the beginning.
And happy new year to you in return from France (that can explain my very bad english)
I can't blame you for not reading the whole wall of text :)
eX doesn't change the way fractos work.. The main reason for this is that available for modding are only cosmetic things.. Therefore, as in the base game, you can be a friend of all Factions at the same time.
Happy New Year from Bulgarian (which explain my bad English, hehe)
Hi guys,when install this mod cant dock in any strcuture,main stations yes but other sctructures cant dock,acces denied..faction reputation,even in my own station,cant dock same message,negative reputation
There are no such reports here, on Steam or Discord, so i will assume it is something, related to your install process.
Can you provide a little more details about the game version, install process and other issue related info - game mode and any other info that may be relevant.
Clean install with last version on steam , install Experimental version 0.2 first , profession plus and last update for game version 0.0143,sandbox game.
Ok just as side note - if you install the mod over the last 0.0143 build you dont need the 0.0143 patch provided from me, but nevermind.
Now, a thing from your first post bothers me. You said you can't dock even in your own station. You are not supposed to own a station if you just started the game. If this is an old pilot save you are importing into my mod, this may leads to errors and problems way more nasty than just faction rating inconsistency.
Now, about that faction issue - there was in fact such faction issue problem in vanilla many months ago and was fixed in 0.0141 or 0.0142. It is highly unlikely if it reappears in 0.0143 and you should not have such issue with proper install and fresh pilot save.
But meanwhile in order to enjoy the game and the mod please take some extra steps and edit your pilot save file: 1. Go to ....Astrox Imperium_Data\eXperimental\saves\PILOTNAME\factions 2. Open factions_database.txt and edit the value after the name of the problem faction a. for example FACTION;0;1;Alpha;0.0;icon_alpha.png;....... change it to FACTION;0;1;Alpha;5.0;icon_alpha.png;......
And again - don;t use old pilot saves imported in eXperimental unless a. they comes from another eXperimental play through b. or you manually edit them to make them eXperimental compatible
well i got the same problem, not own an station and nothing like that just trying to dock in biome university and getting the same error as far as i know everything is okey and is a new campaing so i dont know what is going on but thanks for the mod and ur solution
note: just tried the solution and it didnt work :(
note2: i reinstalled without the update and now its working fine i just did the same procces but not using the update
PD: why u just dont put all this in to the game? i mean u are a dev i have seen u on steam
FIrst, i am not the Dev, i am just a random guy that enjoy the game and want to contribute to comunity, thats all. You have seen me in Steam as a Moderator, just someone willing to help the Dev by sharing the burden of moderating the forum and answering the questions. Just a guy with colored name, nothing more.
Now, about the issue. Seems like you play eXperimental with Campaing map and in mod info i said the mod is supposed to be played in Sandbox map. It will work with Campaign map, but in a suboptimal way.
Also, in the provided mod update file for 0.0143 in the update info it is mentioned you dont need this if you already have eXperimental installed on 0.0143 build.
But reading the last line of your feedback seems that with proper install everything is ok now, so GL with the game and i hope you enjoy the mod.
I'm having an interesting issue with the ships while flying around. All of the NPC ships are completely white, with no texture. If I look at the ships in Ship editor, they show up normal, but not within the game. I have tried a wipe and redo of the mod with no luck. Any idea what could be causing this?
I have seen this is vanilla too, some people in Discord also reported this as vanilla issue.
What makes this interesting is - i have many saves at different stage of the game (mainly for testing purpose) and i dont get this constantly and i dont get this in all saves. Just sometime and just in some saves. Most of the time this is fixed by just hitting Space again.
I play with Tactical Override turned ON, but i am not sure if this has any impact. All reports of this white texture stuff is rare and although not seems related to eXperimental, i have to say, its quite annoying.
Hi Daering, many thanks for making this mod, it looks awesome. Haven't played with it yet but I've just finished my first vanilla run and I'm looking forward to using this!
Quick question, if I'm reading your weapon graphs correctly, the higher tier weapons have shorter range and slower velocity than the lower tier weapons. Is this correct? Surely the higher tier weapons should have higher range and velocity? Or is this simply an interesting balancing decision to force players to use skills?
Good observation. In short, this is mainly focused to offset the situation in the late game, when the player get better tier equipment, get some skill development and on top of that start to loot special equipment with range and projectile bonuses. Without this balance attempt at some point the intended differences between weapons start to feel pointless and i tried my best to avoid this.
As a side note, there may be slight difference between the graphs used in mod info and the actual numbers in game as there was some minor changes between the making of the graphs and the initial mod release, but the difference are probably minimal, almost unnoticeable.
I hope this mod brings you many more hours of fun.
Thanks for the reply. It does make sense to limit the high tier weapons in some capacity or else the player simply becomes god-like.
I've also just started my first sandbox with your mod, going well so far. I like starting at the bottom with a simple shuttle!
One more question though, do you have any recommended sandbox settings? I know it's a big question but there are so many setting to change there I don't even know where to begin! I want to restart my current game already because the generated map was just a big line of starts, not like the interesting web in the campaign. I'm sure I can just change that in settings though.
Edit: I now see the X preset in sandbox, and I assume that it your preset settings? lol
X Preset is close to default vanilla experience in terms of stats (like burn rate, energy recharge, damage rate and all other stats that are closely related to the difficulty) by the time the mod was released. eXperimental is balanced around those numbers. I would recommend to load it as baseline and from there to make adjustments to the secondary map stuff.
I usually play not more than 100 systems, 150 if you plan to play seriously and didnt mind a bit more slow progress, more than this number is pointless currently. For more dynamic system turn all events sliders to the right side. Whatever map layout you may choose, make at least two or three gate links and boost the probability to spawn gates more often. This will result in less linear sector. Don't lower Shipyard and Market chance to spawn, better boost the chance. Its not fun to fly several systems just to find a Station with Market that sell ammo. I have never bother with anything mineral or mining related, leave that to default as i am not sure of the effect of many of them. In general - leave the stuff, related to the game mechanics close to default and boost whatever you find will improve your experience and will result in some additional QoL.
Hey, I installed the mod but the game isn't working correctly. I installed only 0.2 and Professions AIO. Game folder is completely vanilla except eXperimental.
I start the game the logo for Astrox Imperium pops up then loading game at the bottom. After this the screen just goes black with the cursor visible and nothing else happens.
I am playing in 4k so maybe the resolution is too high? I have a 3080 TI also if that helps.
If you played the game in this resolution in vanilla, then you can play it in eXperimental too, the mod does nothing to interfere with the resolution.
Judging by the screenshot, you didn't follow the install instruction, you didn't renamed the MOD-Copy folder to eXperimental and thus the mod you downloaded is not installed correctly, it was not installed upon the renamed eXperimental folder.
I'm a bit new to the game but have been enjoying it immensely and I wanted to try this mod because I liked what you are trying to do but, I have one big question; How does trade work? I bought materials at a -20% discount to then go sell at a station that was buying at an +88% markup but it only sells for around 10% or so of the buy price, how am I supposed to make trades, can I only sell to stations that have a high demand for a product?
Trade here works the same way as in vanilla. Аll mechanics, percentage relationships, market principles and everything else is behind the code wall and not subject to modding. The only thing I've done is change the prices and/or sizes of almost all the items in the game in order to make the price/size ratio a bit more meaningful.
What you can do in game is to experiment with the market sliders in sandbox creation screen to adjust the trade difficulty.
btw, all Market data in game is not real time, but present the situation at the time you visit the said station. Actual prices later can change when you come back to sell/buy stuff, so this is something to consider. Also, for successful trader some related skill helps.
Hi thanks for the mod looking good. New to astrox just wondered
1. Can i play this on normal game or does it have to be sandbox ?
2. if i play sandbox do i have to choose any particular pre-set ? 3. when i started sandbox mode no quests I'm assuming this is like free mode where there is no main questline ?
eXperimental is designed with Sandbox in mind. It will work in Campaign mode too, just not to its full extend - for example for very long time you will see and be able to buy and fly only the stock vanilla ships.
I understand that you are new to the game, so i have to give a fair warning to you - you probably wouldn't tell where the mod improves the basic game and maybe the combat part will be a bit more hard for you.
So.. you may want to start clean vanilla Campaign mode with default settings and try and test the game basics, try different aspects of the game (mission runs, combat, mining etc.) and see what gameplay you like the most. Learn how the game works, explore the different options, learn some more about the UI and some basic mechanics.
When you start to feel comfortable with the game, get eXperimental and start new Sandbox game with X settings (Sandbox preset that comes with the mod and is close to vanilla Campaign world settings). Other settings as visuals are up to you, but when it comes to star system, i generally dont recommend more than 100 - 150 systems.
Also, there is no big difference between Campaign and Sandbox currently, there is no working story campaign implemented yet, so the only difference between two main game modes is that Campaign is more of a controlled/default experience for new players when the Sandbox is "play it your way" mode.
Hello! I'm a fresh new Astrox Imperium player, and I wanted to thank you for your mods. I am using some of the ship mods, and UI/colorization mods, good work and thank you.
I haven't played the game much, but I'm not super impressed. I'm and old Eve player, so I get what sort of play style this is going for, but it gets pretty dry and same-old-same-old pretty quickly. I'm not referring to your mods, but the base game. I am hoping once I've dug deeper in this game, your "Experiemental" mod will bring more life to it.
I can see where EVE beats Astrox in one vs one comparison battle and this is clear flawless win.
But i like the way Astrox feels - that absent of urgency (in a general sense, not in some in game instances), the hidden potential that will take probably years to reveal at current rate of development lol :)
When you feel like trying the game a bit more, just jump in right into eXperimental and skip vanilla game. You will be better with modded game than vanilla.
If by UI upgrades you mean those small graphical mods like Better Drones, Better Resources and such, then yes, eX included everything. In fact recently, if i made a mod, it is primary to work and to upgrade eXperimental and if i see it isn't much of a work, then i rework it to work with vanilla too.
And some recent additions, like Professions Plus are eXperimental only (the one that reworks all professions and add 9 new professions).
So, wherever you decide to try the mod, you will need only what inside its page and you don't have to go to other places to pick another mods.
And i found a way to add color coding (something that i brought in discord many times) and I will start to add color codding where the game support it - like different colors in profession description, for every ship type, color coded text for missions for starting and finishing sectors and such. The game don't support that flawlessly, but it feels so much better to have color coded text. Until Momo made it baseline on the game, i will experiment with it. :)
Hi Dearing, thank you for your replies! I have installed eXperimental and started a sandbox game; so far it is more interesting to me than vanilla campaign. Thanks for the mod!
52 comments
1.game version 146.
2. Clean installation with STEAM.
3. I installed the mod according to the instructions. It's working.
4. BUT every third save gets corrupted. when trying to load the game, the screen is black. And it is not possible to download this save anymore. I had to make a backup copy after each successful download. After playing for 3 days, I decided to check if this problem would be on a clean game, without a mod. As a result , not a single corrupted save .
5. BUT every third save gets corrupted. when trying to load the game, the screen is black. And it is not possible to download this save anymore.
6 I had to make a backup copy after each successful download
7. After playing for 3 days, I decided to check if this problem would be on a clean game, without a mod. As a result , not a single corrupted save .
Make backup of your Pilot (from the main menu)
go to:
...\eXperimental\saves\PILOTNAME
open that file:
player_data.txt
and see if there is an active mission under those lines:
// MISSION , id , timer, img, data, desc
<MISSIONS>
If there is an active mission there, delete that line, save the file and try again.
If this doesn't help, archive your Pilot folder while the problem is presented and upload it somewhere, so i can check it and try to fix that for you.
Ok, when you are ready, drop the file somewhere
Ok, i am glad we got this settled. Have fun with the game and with the mod
Now momo is back on work and is expecting one update a week, at least for 90 days. And because I can't guess the future, maybe more... or less... who knows ?
I think it may be a problem because you will have to update your mod the same way.
For a player like me, it will be hard to follow I guess. Seems to be that the next months will be a "period of instability". It would be great if your work could be a specific option in the game itself. Do you think it could be possible ? Today, the installation, for me I mean, is quite tricky...
Anyway, good work and I appreciate it !
I didn't quite get into the main meaning of your post, maybe it is because of my English.
I am aware that the next month or two will be a more intense period for me, but I will try to do my best to keep the mod up to date with the upcoming changes. As far as I am around, I will support the mod. When I decide to drop mod support, i will inform the community about that in the mod main page, so anyone can choose whether he wants to use the mod or not based on that info.:)
As you can see, my updates for 0.0145 and 0.0146 were within a very reasonable time delay, several days for 0.0145 and the next day for 0.0146. And as i wrote in the mod info - this is a mod
This part i didn't quite manage to get into. You mean, is there a chance for the mod to be an option for the base game where you can choose either vanilla or eXperimental?
Hello,
English is not my native langage, so it may be my fault too !
Concerning the end of your message, you understood very well.
Is there a chance for the mod to be an option for the base game where you can choose either vanilla or eXperimental ?
What I wanted to express was my gamer's point of view, namely that it might be better if I waited a while before playing your mod again, for fear that with each update I'd have to recreate a new game.
What can I say - It is to be expected that with the announcement of the upcoming updates on a weekly basis for the next couple of months, for some or many players may seem more appropriate to wait or to switch back to vanilla game. This decision lays entirely on the player's shoulder.
The thing is - whether the base game requires new start for some new features to take effect, the mod will require new start too. If the base game doesn't require new start, the mod will be ok too. 0.0.145 required new start in order for the new sandbox features to take effect, both for the base game and for eX. The next 0.0146 required from players about 5 min copy/paste effort to add my patch fix to their game.
But as i said - i do understand the concerns, and that's the beauty of the mod scene - everyone can decide for themselves. Besides - switching between vanilla and mod gameplay is fairly easy, so everyone should be happy :)
When I start a game, I dock on my first base. There, in the market, for each item, I have the remote prices of all the stations in the game. Is it a bug or a feature ?
But if you mean that now you have info for all the stations, even those you are not visiting yet, this may be something Momo may sneak up with one of the latest updates. If that's the case, then this is a silly decision.
Yes, in all stations, I have checked with the vanilla settings. So I posted this in the steam discussions :
Remote prices (and eventually marketplace)
Hello Momo and gamers,
When I start a new game (sandbox, default settings) and dock in the first station, if I check the market, I can the "remote prices" of a product for all the stations, even those I haven't visited. I would prefer the "remote prices" for only the stations I visited.
An other thing : I like to play as a "peaceful player" : miner, Fabricate things, and buy/sell other things. When I check the "remote prices", I have found that we can't buy a product in a station to make profit in another, because the lowest "buy price" is always superior to the highest "sell price". So, there is no interest to buy "big transport ships" to move products from a station to another and sell them, as in X4 for instance.
Great game anyway !
wiwi
Just a few words to thank you for your work. It seems amazing. I say "It seems", because I juste started a new game with it and your pressets. I hope to send you good news from my new adventure, as a miner.
I wish you the best,
So... feel free to come back at some point and share how the whole mining process feels, from early game up to mid/end game.
And also Happy New Year :)
I got only two hours of game (I am a casual gamer) but I like the fact to be "nothing" at the beginning.
And happy new year to you in return from France (that can explain my very bad english)
eX doesn't change the way fractos work.. The main reason for this is that available for modding are only cosmetic things.. Therefore, as in the base game, you can be a friend of all Factions at the same time.
Happy New Year from Bulgarian (which explain my bad English, hehe)
Can you provide a little more details about the game version, install process and other issue related info - game mode and any other info that may be relevant.
Now, a thing from your first post bothers me. You said you can't dock even in your own station. You are not supposed to own a station if you just started the game. If this is an old pilot save you are importing into my mod, this may leads to errors and problems way more nasty than just faction rating inconsistency.
Now, about that faction issue - there was in fact such faction issue problem in vanilla many months ago and was fixed in 0.0141 or 0.0142. It is highly unlikely if it reappears in 0.0143 and you should not have such issue with proper install and fresh pilot save.
But meanwhile in order to enjoy the game and the mod please take some extra steps and edit your pilot save file:
1. Go to ....Astrox Imperium_Data\eXperimental\saves\PILOTNAME\factions
2. Open factions_database.txt and edit the value after the name of the problem faction
a. for example
FACTION;0;1;Alpha;0.0;icon_alpha.png;.......
change it to
FACTION;0;1;Alpha;5.0;icon_alpha.png;......
And again - don;t use old pilot saves imported in eXperimental unless
a. they comes from another eXperimental play through
b. or you manually edit them to make them eXperimental compatible
note: just tried the solution and it didnt work :(
note2: i reinstalled without the update and now its working fine i just did the same procces but not using the update
PD: why u just dont put all this in to the game? i mean u are a dev i have seen u on steam
FIrst, i am not the Dev, i am just a random guy that enjoy the game and want to contribute to comunity, thats all. You have seen me in Steam as a Moderator, just someone willing to help the Dev by sharing the burden of moderating the forum and answering the questions. Just a guy with colored name, nothing more.
Now, about the issue. Seems like you play eXperimental with Campaing map and in mod info i said the mod is supposed to be played in Sandbox map. It will work with Campaign map, but in a suboptimal way.
Also, in the provided mod update file for 0.0143 in the update info it is mentioned you dont need this if you already have eXperimental installed on 0.0143 build.
But reading the last line of your feedback seems that with proper install everything is ok now, so GL with the game and i hope you enjoy the mod.
I'm having an interesting issue with the ships while flying around. All of the NPC ships are completely white, with no texture. If I look at the ships in Ship editor, they show up normal, but not within the game.
I have tried a wipe and redo of the mod with no luck. Any idea what could be causing this?
What makes this interesting is - i have many saves at different stage of the game (mainly for testing purpose) and i dont get this constantly and i dont get this in all saves. Just sometime and just in some saves. Most of the time this is fixed by just hitting Space again.
I play with Tactical Override turned ON, but i am not sure if this has any impact. All reports of this white texture stuff is rare and although not seems related to eXperimental, i have to say, its quite annoying.
Quick question, if I'm reading your weapon graphs correctly, the higher tier weapons have shorter range and slower velocity than the lower tier weapons. Is this correct? Surely the higher tier weapons should have higher range and velocity? Or is this simply an interesting balancing decision to force players to use skills?
As a side note, there may be slight difference between the graphs used in mod info and the actual numbers in game as there was some minor changes between the making of the graphs and the initial mod release, but the difference are probably minimal, almost unnoticeable.
I hope this mod brings you many more hours of fun.
I've also just started my first sandbox with your mod, going well so far. I like starting at the bottom with a simple shuttle!
One more question though, do you have any recommended sandbox settings? I know it's a big question but there are so many setting to change there I don't even know where to begin! I want to restart my current game already because the generated map was just a big line of starts, not like the interesting web in the campaign. I'm sure I can just change that in settings though.
Edit: I now see the X preset in sandbox, and I assume that it your preset settings? lol
I usually play not more than 100 systems, 150 if you plan to play seriously and didnt mind a bit more slow progress, more than this number is pointless currently.
For more dynamic system turn all events sliders to the right side.
Whatever map layout you may choose, make at least two or three gate links and boost the probability to spawn gates more often. This will result in less linear sector.
Don't lower Shipyard and Market chance to spawn, better boost the chance. Its not fun to fly several systems just to find a Station with Market that sell ammo.
I have never bother with anything mineral or mining related, leave that to default as i am not sure of the effect of many of them.
In general - leave the stuff, related to the game mechanics close to default and boost whatever you find will improve your experience and will result in some additional QoL.
I start the game the logo for Astrox Imperium pops up then loading game at the bottom. After this the screen just goes black with the cursor visible and nothing else happens.
I am playing in 4k so maybe the resolution is too high? I have a 3080 TI also if that helps.
mod_config.txt
MOD_folder;eXperimental
https://imgur.com/a/yv9cPC7
Judging by the screenshot, you didn't follow the install instruction, you didn't renamed the MOD-Copy folder to eXperimental and thus the mod you downloaded is not installed correctly, it was not installed upon the renamed eXperimental folder.
Read the instructions and start over.
What you can do in game is to experiment with the market sliders in sandbox creation screen to adjust the trade difficulty.
btw, all Market data in game is not real time, but present the situation at the time you visit the said station. Actual prices later can change when you come back to sell/buy stuff, so this is something to consider. Also, for successful trader some related skill helps.
- 1. Can i play this on normal game or does it have to be sandbox ?
2. if i play sandbox do i have to choose any particular pre-set ?3. when i started sandbox mode no quests I'm assuming this is like free mode where there is no main questline ?
thank you
I understand that you are new to the game, so i have to give a fair warning to you - you probably wouldn't tell where the mod improves the basic game and maybe the combat part will be a bit more hard for you.
So.. you may want to start clean vanilla Campaign mode with default settings and try and test the game basics, try different aspects of the game (mission runs, combat, mining etc.) and see what gameplay you like the most. Learn how the game works, explore the different options, learn some more about the UI and some basic mechanics.
When you start to feel comfortable with the game, get eXperimental and start new Sandbox game with X settings (Sandbox preset that comes with the mod and is close to vanilla Campaign world settings). Other settings as visuals are up to you, but when it comes to star system, i generally dont recommend more than 100 - 150 systems.
Also, there is no big difference between Campaign and Sandbox currently, there is no working story campaign implemented yet, so the only difference between two main game modes is that Campaign is more of a controlled/default experience for new players when the Sandbox is "play it your way" mode.
I haven't played the game much, but I'm not super impressed. I'm and old Eve player, so I get what sort of play style this is going for, but it gets pretty dry and same-old-same-old pretty quickly. I'm not referring to your mods, but the base game. I am hoping once I've dug deeper in this game, your "Experiemental" mod will bring more life to it.
But i like the way Astrox feels - that absent of urgency (in a general sense, not in some in game instances), the hidden potential that will take probably years to reveal at current rate of development lol :)
When you feel like trying the game a bit more, just jump in right into eXperimental and skip vanilla game. You will be better with modded game than vanilla.
And some recent additions, like Professions Plus are eXperimental only (the one that reworks all professions and add 9 new professions).
So, wherever you decide to try the mod, you will need only what inside its page and you don't have to go to other places to pick another mods.
And i found a way to add color coding (something that i brought in discord many times) and I will start to add color codding where the game support it - like different colors in profession description, for every ship type, color coded text for missions for starting and finishing sectors and such. The game don't support that flawlessly, but it feels so much better to have color coded text. Until Momo made it baseline on the game, i will experiment with it. :)