Hello everyone! Due to an error on the HowTo for "make ID-Codes working", referring to a texture that just has been delivered in Kingdoms End, it can happen that the ID-Codes will be shown pink. I uploaded a small fix for that. You just extract the archive to you extensions folder. This will add the 2 small patch files to the Fulmar-folder.
Sorry, dont understand the question. Its the same ship as before and has the same stats as before. I also do not support any Beta Releases. Btw, it is not the purpose of a Beta Release to play mods! If you participate on a public beta, you should the stuff and dont play it because you get early access to new content...
Mainweapons on battleship are pointless except you want them to be massivly overpowered like on the Asgard. For one "super battleship" thats maybe fine. But i dont like it all, so my ships will not get them. The Asgard has to stay at the end of the foodchain.
Thanks for a quick replay. I just had troubles with Terran battleship and somehow managed to down him. I'm at war with them and kind of wanna have an even battlefield. But this works as well, challenge excepted. Thanks for making this mod tho. <3
In case you had trouble with the names, you can easily reference another t entry from your t ship name entry like: <t> id="1">{20005,7016}(Titan)</t> ...Instead of putting that ID into the macro. The name in brackets is not shown in game, its like a comment and helps to keep track what is what.
For me that is relevant because i am working on a mod that makes changes to ship names that includes patches for all good ship mods to be compatible. And if i have to patch the macros directly this means i have to recreate the file structure to this mods macros i want to include inside of the patch folder, because a ship macro like that can't be patched directly from the root folder. And if something like that get changed i will need to patch that again. I am lazy and not fond of this idea... :D
And no my mod isn't released yet it kind of depends on the ship mods that now get 6.0 updates.
Hey, cool mod, but Luca's Ship Variation Extension already adds a Teladi Battleship called Fulmar, but they don't appear to be the same. So it get's a bit confusing with the naming.
I know. But to be honest, i dont care about that. I use names that are in the language-files of the game to have the names spoken. As far as i understood, my ship (or at least the model) will replace the fulmar in VRO. So there shouldnt be any conflict in the near future :)
Oh and my mods in general are not made to be compatible with mods that change so much of the game like VRO does. Maybe there will be patches for it, but those are not made by me.
I'm not talking about VRO, i don't like VRO (as you said it changes too much), just the regular SVE, but it's fine. I guess he has the same mentality, use names that voicelines exist for. It's just a bit confusing if you want to have both.
Congratulations! You found a bug :D Well, its not a bug, just a mistake by me. I will change this with a small patch, i guess it will come today :) Thanks for the information.
27 comments
Due to an error on the HowTo for "make ID-Codes working", referring to a texture that just has been delivered in Kingdoms End, it can happen that the ID-Codes will be shown pink. I uploaded a small fix for that. You just extract the archive to you extensions folder. This will add the 2 small patch files to the Fulmar-folder.
Any VRO Patch for this ship available? I can't find one and lack the knowledge to do it on my own.
BR and merry xmas
And sadly it also takes multiple weeks to finish such a ship :(
Ist the Fulmar still viable and strong enough to keep its supremacy in 7.0?
I also do not support any Beta Releases.
Btw, it is not the purpose of a Beta Release to play mods! If you participate on a public beta, you should the stuff and dont play it because you get early access to new content...
For one "super battleship" thats maybe fine. But i dont like it all, so my ships will not get them.
The Asgard has to stay at the end of the foodchain.
In case you had trouble with the names, you can easily reference another t entry from your t ship name entry like:
<t> id="1">{20005,7016}(Titan)</t>
...Instead of putting that ID into the macro.
The name in brackets is not shown in game, its like a comment and helps to keep track what is what.
For me that is relevant because i am working on a mod that makes changes to ship names that includes patches for all good ship mods to be compatible. And if i have to patch the macros directly this means i have to recreate the file structure to this mods macros i want to include inside of the patch folder, because a ship macro like that can't be patched directly from the root folder. And if something like that get changed i will need to patch that again. I am lazy and not fond of this idea... :D
And no my mod isn't released yet it kind of depends on the ship mods that now get 6.0 updates.
Cheers
Can't delete it, I found answer in a description
Oh and my mods in general are not made to be compatible with mods that change so much of the game like VRO does. Maybe there will be patches for it, but those are not made by me.
I will change this with a small patch, i guess it will come today :) Thanks for the information.