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Daering aka DragonSlayer

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Daering

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63 comments

  1. BlastingMods
    BlastingMods
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    Awesome mod!

    Can I ask you a technical question?

    Do you know which formatting codes can be used in text-based values, like skill descriptions in "skills_database.txt"? I have already confirmed, that <color>, <size>,<b> and <i> all work. But I need a code for a carriage return/line feed and would like to know if there are other that are possible. Already tried <p>, <br> and <hr>, but these don't work. Also can't use normal HTML character notations, because these contain a semicolon and it's used for value separation.
    1. Daering
      Daering
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      Hi there,
      Seems like what you've already found is basically everything that can be found and used. I didn’t spend too much time trying to figure this out in depth - firstly because of my limited knowledge, and secondly because formatting support is not just very basic, but sometimes even simply adding tab space for a more organized view can lead to problems (that was the case with the "factions_database.txt" before Momo fixed the way the game "reads" that database).

      So, I’m afraid I can’t be of much help here. I’m sure you already know more than I do.

      The only place where formatting can be used beyond the basic color, bold, and size is probably inside the Help tab here:
      ....MOD/documents/help
  2. kanifeli
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    Hello! First off Thanks for the mod and looking forward to the amount of ships and the changes. I gave an initial try(following the instructions for first install)I may have messed up the last 2 updates as there was a file name difference on them. still game started ok but when i got the "megadeath" carrier it did not move. i tried fixing it but in my lack of experience i think i broke it worse. but still wanted to bring it up in case it has not been reported.
    1. Daering
      Daering
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      Hi there,
      as I understand you correctly, you have a problem with a ship called "Megadeth"?
      If I got this right, then the problem is that you are using a ship which is not part of the mod pack, but one of the ships uploaded years ago here on Nexus. The ship (actually there are two ships around with such name, var. I and var. II named Megadeth, not Megadeath :) ) and they both are heavily outdated and will probably result in error in any game, vanilla or modded, unless their files were properly updated to reflect the latest game changes.

      Due to the way eXperimental changes the whole concept of the ship classes, not just their stats, any additional ships added to the mod should be properly edited to reflect those changes otherwise those new ships will bring a lot of disbalance - either too OP or completely pointless, which will drop significantly the overall enjoyment of the mod.

      But since this is a single-player game, anyone is free to do whatever changes he likes and add whatever ships he wants. The basic rule tho is those ships have to be compatible with the base game and those Megadeth ships are not.

      And as a basic rule - all ship and ship pack before the release date of the ATC Ship Pack are outdated. 
    2. kanifeli
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      honestly had no idea about those until now. given that carrier are max level ships under experimental i saw those and though they were part of the mod. i guess i can try using one of the other ships as template to fix the one. if only cause i spent the money on them. 
    3. Daering
      Daering
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      These ships are not part of the mod, you download them and install them separately, they didn't come with the mod. You probably didn't follow the installation instruction correctly and didn't use clean vanilla /MOD folder that consist only the basic ships that came with the base game. That or you just add those additional ships later.

      As you notice already, there is a difference between vanilla ship class progression and the mod ship class progression, and ships not specifically adapted to work with the mod will cause troubles. And in this case, Megadeth
      ship are heavily outdated, which will cause extra problems not just with the mod, but with the game itself.

      If you insist on using that ship, at this moment you can do this:

      * First, you should decide if you want to use it as Military or Industrial ship
      * Then you should decide which role the ship should have - if Industrial, then Transport or Excavation, if Military - then Recon, Combat or Assault. It can also be Drone Support ship type in both Military or Industrial path * Then compare the ship size with ships of similar size and decide its proper ship class. If the size of Megadeth position it as a middle class ship, it would make a little sense to make it an end game ship like Dreadnought or Carrier. 
      * When you made your mind about those decisions, find a similar ship that is natural to the mod

      At this point, it's easier to send me your Megadeth ship file and the name of the ship you want to adopt its stats from so i can edit it for you instead of explaining step by step how to do it. If you want that, then:

      * Go outside the game, go to ...\eXperimental\saves\NameOfYourPilot\ships and find the text file of your Megadeth ship
      * Copy its content and post it here or copy the whole text file and send it to me here in the forum as attached file
      * Tell me the name of the ship you want me to make Megadeth look like in terms of stats and i will do it




       
  3. xcadranx
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    Hi,

    Thanks for your work on the mods. Today, I freshly installed eXperimental and all updates, mission plus, and professions plus. 
    I have an issue with a Detain mission getting stuck. I talk to the target ship and click "Thank you for your understanding" but the quest doesn't update. 

    I also have an issue where some of my ship modules have no icon or have just a white box icon.
    Thanks

    Did a fresh install and it fixed my issues! Yeah, I think in the first install I probably extracted one of the updates into the wrong folder or something.
    1. Daering
      Daering
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      This sounds strange as there were none such reports considering such issues, so i should start by assuming there is something off about your game, and to be more precise - something about the order at which you have all the mod parts installed.

      Proper install order, as the one explained in the dedicated Forum post, should lead to stable and problem free game, the same game i still play on regular basis.

      In fact - the mission problem can't be mod related at all because the mod only changes the "time to finish", credit and skill reward, those are just numbers in a text file, nothing that can lead to such problem, but if you happen by accident to mess the installation order (or something else related to the installation process), it may result to mission problems of some sort.

      The same may be said for the missing icons - i still play that actual instance of eXperimental that is currently uploaded on Nexus (as you may expect, every fix and update goes first to my game and just after that goes to Nexus :))

      Can you try to provide additional info that can shed some more light to this situation? Anything that can help to find the problem. Did you start a new Sandbox with a freshly created Pilot or you are using one of your old pilots? Anything else that is worth mentioning?

      Because, again - what i am sure is that a proper installation process will result in a problem free game (at least not a problem related to the mod).  
    2. Daering
      Daering
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      I am glad you made it onto the mod, i hope you will enjoy it.
  4. Urielventris2
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    Good day ! i like the mod though i have a problem i might have messed something up but i cant find any 20 or 60mm gatling guns among others in a modded sandbox environment nor in the campaign Thank you for all your work!
    1. Daering
      Daering
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      Hi there,
      There are no gatling guns (aka auto guns) in this instance of eXperimental.
      All guns use either single or dual class turrets, check again the weapon section of the mod info.
      Auto turret behavior somehow made it difficult to fit anywhere in mod current weapon concept and
      include one just for the sake of having it seemed pointless. 
  5. Fitovec
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    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.
    1. Daering
      Daering
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      Can you explain the exact steps. You are coming from vanilla game, coming from previous mod instance.... Give a bit more info
    2. Fitovec
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      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 .
    3. Daering
      Daering
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      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.


    4. Fitovec
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      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.
    5. Daering
      Daering
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      So.. this is present in a clean mod installation over the 0.0146 build, with fresh pilot created?

      Ok, when you are ready, drop the file somewhere
    6. Fitovec
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      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.
    7. Fitovec
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      I have sent you 3 save files. all three won't load. a black screen and a cursor. Note that one of the accounts played for less than 1 minute)
    8. Fitovec
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      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.
    9. Daering
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      Maybe you have to start with that information - that you are using third party tool next to mod of unfinished EA game?
    10. Fitovec
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      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.
    11. Daering
      Daering
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      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
  6. zevoulon
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    Hello Daering,

    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 !
    1. Daering
      Daering
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      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?
    2. zevoulon
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      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.
    3. Daering
      Daering
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      I see.

      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 :)
    4. zevoulon
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      Well, I started a new game with your mod 10 minutes ago ; I will see what is going next. And if I have to start a new game, it will not be a problem !
    5. zevoulon
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      Hello Daering,

      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 ?
    6. Daering
      Daering
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      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.
    7. zevoulon
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      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

    8. Daering
      Daering
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      This is not good decision, the game become too easy and too simple, this works exactly opposite to engage people and reward for their effort. 
  7. zevoulon
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    Hello Daering,

    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,
    1. Daering
      Daering
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      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.

      And also Happy New Year :)
    2. zevoulon
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      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)
    3. Daering
      Daering
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      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) 
  8. Ivanspm
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    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
    1. Daering
      Daering
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      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.
    2. Ivanspm
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      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.
    3. Daering
      Daering
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      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
    4. krory989
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      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
    5. Daering
      Daering
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      Ok, couple ot things. :)

      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.
  9. Sabberblazer
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    Hey DragonSlayer,

    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?
    1. Daering
      Daering
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      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.
  10. Consortium5210
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    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? 
    1. Daering
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      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.
    2. Consortium5210
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      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
    3. Daering
      Daering
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      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.