Hey, amazing mod. I'm trying to adapt it to work with SWI and got everything working, however when dropping the TCD even with the message that it's working the sector faction still open fire on my ship. Any idea, is it due to the age of this mod or something to set for specific new faction ?
A few questions. -Does this mod work with 4.0 Cradle of Humanity, as well as Faction War/Economy Enhancer? -Can player buy Hatikva and SCA Pirate Ships on that Shipyard? There're pleny of excellent, very immersive Pirate ships. Not sure if VRO related or not. But Shuulo said he can't add a Pirate shipyard since it's out of VRO scope.
Thanks for reply. Anything about being able to buy full line of VRO Hatikva/SCA Pirate ships on that shipyard? Including Hound, etc.
Unless it's already possible? This would be a must-have mod for piracy gameplay then, those ships really fit their roles. As there's no mod that lets you buy them all yet, afaik, and relying on blueprints makes zero sense- by the time you can invest 500 mils+ into capital ship production facility, you won't care about piracy anymore.
Tried it out. -Possible to buy SCA ships at SCA Wharf/Shipyards. -Hatikva's ones will either need to be added there or given their own Shipyard/Wharf? as they have wide selection of Pirate ships afaik. Trader/Pirate, mostly, if im not mistaken, didn't re-check their blueprints, of which they have plenty.
-Couldn't find Pirate Shipyard/Wharf in Outcast start, do those exist? Only found L/XL Equipment Docks in Hewa's Twin. Pirate Life start is fine.
On pirate start, there seems to be some issues with Long Range scanners activating and deactivating instantly, have to Shift+3 several times to activate it normally, sometimes. Only checked on starter ships so far.
Pirate Wharf seem to be unarmed and unableto defend itself even from Xenon M even OOS. VRO installed. Didn't check others.
Edit; Or almost unarmed, either way it was attacking shipyard for several minutes OOS until i arrived and killed it myself. Edit2: Peregrine Omniraider would require VRO patch, probably, as it doesn't have a slot for internal shield. Which means it has practically no shield regen. Edit3 - disregard my post about Hatikva, apparently it's just normal Argon stuff + SCA stuff. I wonder whats up with Peregrine though, it's in Hatikva's blueprint list, so it should have the internal shield gen by default.
Having an issue - I can't find the TCDs anywhere, and I can't find it on my starter ship. Would love to know why and if it's fixable - any help is greatly appreciated!
EDIT: I've noticed I'm still allied with the Free Families as well, I assume it hasn't been updated for Split Vendetta yet, or at least V3.30+. Any way to get a fix? c: I absolutely love this start and really want to use the TCDs
Hey there. The hq plot was changed quite alot and i didn't have the time to play it again, so i'm sorry to say that i can't give you a satisfying answer. I may be able to play through it this weekend, but no promises.
As it's incredibly op and kinda hacky in some ways i didn't feel like it would be a great general addition to the game. It's nice for some specific pirate gameplay, but would simply kill the fun for alot of players since it would render many systems and functions completely pointless the game is based on to keep it interesting. Kinda like the decision to remove jump drives.
However if you really want that, you can open up the /md/piratelife.xml file and remove the parts i've marked here in red. Removing the first part will apply the mod content to all gamestarts and the second will remove the extra added content and changes except the cloaking functionality, so they don't affect other gamestarts. That's basicly what you asked for. :)
I am playing with the pirate life game start and wanted to know if its normal that ships from other factions are docking at the pirate stations. i thought they have bad standing with pirates. Also the pirate sector(s) are pretty empty (Hewas twins) Is this also normal ? i mean there seems to be no other pirate ships or traffic at all
Sadly pirate factions aren't exactly well established in the game... they have some quota how many ships are supposed to be spawned across the game, which then annoy other ships and stations to drop their cargo and respawn again when destroyed. All the mod does is adding a few stations to a sector and add some features, but npc pirate behavior isn't changed.
Other factions have decent enough standing with sca to be able to dock and buy their goods, otherwise the pirate "economy" wouldn't work. However since this mod unlocks relations this may change for some factions depending on incidents that may occure.
I'm still hoping that ego fixes pirates by turning them into actuall functioning factions and add some more diversity. I was planning on creating some more pirate factions myself that feel more alive, but didn't have the time to pick that project up yet.
There are still some issues with the badger (cormorant), some ppl are reporting getting stuck in some cases, it's a vanilla thing. It'll get patched with the next beta iteration and i'll update the mod accordingly.
Dann würd ich an deiner Stelle genauer suchen. ^^ Am Spielstart schnell hinteleportiert: ----------- For everyone not speaking german, Mike mentioned that he can't find a hidden ship with the mod installed. I then provided him a pic showing that it's exactly where it's supposed to be and that he should look harder. Don't follow up if u're new to the game, the entire conversation is a fat spoiler for every new player.
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Regards
-Does this mod work with 4.0 Cradle of Humanity, as well as Faction War/Economy Enhancer?
-Can player buy Hatikva and SCA Pirate Ships on that Shipyard? There're pleny of excellent, very immersive Pirate ships. Not sure if VRO related or not. But Shuulo said he can't add a Pirate shipyard since it's out of VRO scope.
Anything about being able to buy full line of VRO Hatikva/SCA Pirate ships on that shipyard? Including Hound, etc.
Unless it's already possible? This would be a must-have mod for piracy gameplay then, those ships really fit their roles. As there's no mod that lets you buy them all yet, afaik, and relying on blueprints makes zero sense- by the time you can invest 500 mils+ into capital ship production facility, you won't care about piracy anymore.
-Possible to buy SCA ships at SCA Wharf/Shipyards.
-Hatikva's ones will either need to be added there or given their own Shipyard/Wharf? as they have wide selection of Pirate ships afaik. Trader/Pirate, mostly, if im not mistaken, didn't re-check their blueprints, of which they have plenty.
-Couldn't find Pirate Shipyard/Wharf in Outcast start, do those exist? Only found L/XL Equipment Docks in Hewa's Twin. Pirate Life start is fine.
On pirate start, there seems to be some issues with Long Range scanners activating and deactivating instantly, have to Shift+3 several times to activate it normally, sometimes. Only checked on starter ships so far.
The scanner issue sounds... odd.
Thanks for giving it a try, all things added to todo for the next update, but it might take a while, sorry about that!
Didn't check others.
Edit; Or almost unarmed, either way it was attacking shipyard for several minutes OOS until i arrived and killed it myself.
Edit2: Peregrine Omniraider would require VRO patch, probably, as it doesn't have a slot for internal shield. Which means it has practically no shield regen.
Edit3 - disregard my post about Hatikva, apparently it's just normal Argon stuff + SCA stuff. I wonder whats up with Peregrine though, it's in Hatikva's blueprint list, so it should have the internal shield gen by default.
Having an issue - I can't find the TCDs anywhere, and I can't find it on my starter ship. Would love to know why and if it's fixable - any help is greatly appreciated!
EDIT: I've noticed I'm still allied with the Free Families as well, I assume it hasn't been updated for Split Vendetta yet, or at least V3.30+. Any way to get a fix? c: I absolutely love this start and really want to use the TCDs
One question: can you play the phq and new story line missions without problem with this game starts?
However if you really want that, you can open up the /md/piratelife.xml file and remove the parts i've marked here in red. Removing the first part will apply the mod content to all gamestarts and the second will remove the extra added content and changes except the cloaking functionality, so they don't affect other gamestarts.
That's basicly what you asked for. :)
great mod , but i have one question.
I am playing with the pirate life game start and wanted to know if its normal that ships from other factions are docking at the pirate stations. i thought they have bad standing with pirates. Also the pirate sector(s) are pretty empty (Hewas twins) Is this also normal ? i mean there seems to be no other pirate ships or traffic at all
thanks !
Other factions have decent enough standing with sca to be able to dock and buy their goods, otherwise the pirate "economy" wouldn't work. However since this mod unlocks relations this may change for some factions depending on incidents that may occure.
I'm still hoping that ego fixes pirates by turning them into actuall functioning factions and add some more diversity. I was planning on creating some more pirate factions myself that feel more alive, but didn't have the time to pick that project up yet.
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Nope, why should that happen?
Keine anderen Mods am Start ,also deshalb .
Am Spielstart schnell hinteleportiert:
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For everyone not speaking german, Mike mentioned that he can't find a hidden ship with the mod installed. I then provided him a pic showing that it's exactly where it's supposed to be and that he should look harder. Don't follow up if u're new to the game, the entire conversation is a fat spoiler for every new player.
It's okay , i have it .