[MOD] Rise of the Ossian Raider v2.0 and ashipmod
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Re: [MOD] Rise of the Ossian Raider v1.82 and ashipmod
Pity, after newest Mod version, now works
DeadAirGate no longer.
Changing content.xml does not help either.
The sectors are there, but no stations. Empty.
DeadAirGate no longer.
Changing content.xml does not help either.
The sectors are there, but no stations. Empty.
Re: [MOD] Rise of the Ossian Raider v1.82 and ashipmod
Only the sectors of TTC and ORA are empty.
No Station.
Without Deadairgate compatibility patch nothing works.
With Deadairgate compatibility patch and continue changing content.xml. Sectors of TTC and ORA empty.
No stations.
Here you see picture.
After the latest patch is no longer possible.
No stations.
https://www.file-upload.net/download-14 ... 3.jpg.html
No Station.
Without Deadairgate compatibility patch nothing works.
With Deadairgate compatibility patch and continue changing content.xml. Sectors of TTC and ORA empty.
No stations.
Here you see picture.
After the latest patch is no longer possible.
No stations.
https://www.file-upload.net/download-14 ... 3.jpg.html
Re: [MOD] Rise of the Ossian Raider v1.82 and ashipmod
The last patch overwrites the content.xml and has optional dependancy to Split DLC.raim729 wrote: ↑Thu, 28. May 20, 20:02Only the sectors of TTC and ORA are empty.
No Station.
Without Deadairgate compatibility patch nothing works.
With Deadairgate compatibility patch and continue changing content.xml. Sectors of TTC and ORA empty.
No stations.
Here you see picture.
After the latest patch is no longer possible.
No stations.
https://www.file-upload.net/download-14 ... 3.jpg.html
Will look into it.
Re: [MOD] Rise of the Ossian Raider v1.82 and ashipmod
Pity, don't understand why new patches keep coming. And after that nothing works anymore.
I only get to read, with update 1.80 and nothing works.
I only get to read, with update 1.80 and nothing works.
Re: [MOD] Rise of the Ossian Raider v1.82 and ashipmod
Egosoft did update the X tools and i think every mod update after that mixed something with the dependancies.
Try to add to the content.xml of ror mod:
<dependency id="ego_dlc_split" optional="true" name="Split Vendetta" version="100"/>
<dependency id="ws_2082610651" optional="true" name="DeadAir Gate Overhaul"/>
If this dont help, then please write some more details about it.
Did you load a savegame or started a new game?
Are the sectors neutral or owned by OSR?
Re: [MOD] Rise of the Ossian Raider v1.82 and ashipmod
I got it working with patch 1.80 Mod.
But unfortunately I don't know why, do the sectors of TTC and ORA overlap?
Look at the picture.
TTC Sector overlaps with Teladie Sector.
Can Savegame send?
https://www.file-upload.net/download-14 ... 1.jpg.html
But unfortunately I don't know why, do the sectors of TTC and ORA overlap?
Look at the picture.
TTC Sector overlaps with Teladie Sector.
Can Savegame send?
https://www.file-upload.net/download-14 ... 1.jpg.html
Re: [MOD] Rise of the Ossian Raider v1.82 and ashipmod
Overlapping sectors occur only without the compatiblity patch: deadairgateoverhaulror.raim729 wrote: ↑Fri, 29. May 20, 22:55I got it working with patch 1.80 Mod.
But unfortunately I don't know why, do the sectors of TTC and ORA overlap?
Look at the picture.
TTC Sector overlaps with Teladie Sector.
Can Savegame send?
https://www.file-upload.net/download-14 ... 1.jpg.html
And you should using ror 1.82 because of some bugfixes.
If you did install the compatibility patch and 1.82, then please upload the savegame.
Re: [MOD] Rise of the Ossian Raider v1.82 and ashipmod
I don't know what that was, about,
But now it works.
Thank you very much for quick answers.
But now it works.
Thank you very much for quick answers.
Re: [MOD] Rise of the Ossian Raider v1.82 and ashipmod
Found a friendly Lynx Mk.1, no faction association, floating in space in Tharka's Cascade, full shields and 60% armor (and repairing), with no captain and cca 100 crew. Xenon ignore it, Split ignore it, it doesn't react to or engage anyone, I tried to make it hostile to cap it, but it won't get angry and I can't get it's shields down to even 98% lol.
Is it intentionally there? I have the invasions and Mk.1 battleships (the convo menu option) turned on.
Is it intentionally there? I have the invasions and Mk.1 battleships (the convo menu option) turned on.
Re: [MOD] Rise of the Ossian Raider v1.82 and ashipmod
No, do you using the last version of the mod?Sturmer wrote: ↑Wed, 3. Jun 20, 22:12Found a friendly Lynx Mk.1, no faction association, floating in space in Tharka's Cascade, full shields and 60% armor (and repairing), with no captain and cca 100 crew. Xenon ignore it, Split ignore it, it doesn't react to or engage anyone, I tried to make it hostile to cap it, but it won't get angry and I can't get it's shields down to even 98% lol.
Is it intentionally there? I have the invasions and Mk.1 battleships (the convo menu option) turned on.
There was a bug at which some ships got no pilot, but it should be fixed now.
If you already use the latest version, then provide a savegame please so i can take a look.
Re: [MOD] Rise of the Ossian Raider v1.82 and ashipmod
Hi,
I currently use VRO, the Economy / War mod as well as the XR Ship mod. Can RotR coexist with the XR Ship mod? I note that there is some overlap in the added ships, though I guess there would be two distinct ships - albeit the same model - if both mod were to run together? Also, can this mod be introduced to a game in progress, or is it a fresh start situation as I suspect?
Just want some more ships in my game
Scoob.
I currently use VRO, the Economy / War mod as well as the XR Ship mod. Can RotR coexist with the XR Ship mod? I note that there is some overlap in the added ships, though I guess there would be two distinct ships - albeit the same model - if both mod were to run together? Also, can this mod be introduced to a game in progress, or is it a fresh start situation as I suspect?
Just want some more ships in my game
Scoob.
Re: [MOD] Rise of the Ossian Raider v1.82 and ashipmod
They should work together, no ships do overlap, just more ships like Taranis.Scoob wrote: ↑Thu, 16. Jul 20, 12:58Hi,
I currently use VRO, the Economy / War mod as well as the XR Ship mod. Can RotR coexist with the XR Ship mod? I note that there is some overlap in the added ships, though I guess there would be two distinct ships - albeit the same model - if both mod were to run together? Also, can this mod be introduced to a game in progress, or is it a fresh start situation as I suspect?
Just want some more ships in my game
Scoob.
You can activate ROR at any time.
Re: [MOD] Rise of the Ossian Raider v1.82 and ashipmod
Thanks for confirming
Scoob.
Scoob.
Re: [MOD] Rise of the Ossian Raider v1.82 and ashipmod
Hello,
Got a question. Is there a way to increase Ora's forces?
Unfortunately they are destroyed too quickly because everyone has enemies.
Got a question. Is there a way to increase Ora's forces?
Unfortunately they are destroyed too quickly because everyone has enemies.
Re: [MOD] Rise of the Ossian Raider v1.82 and ashipmod
is this compatible with 3.3?
Re: [MOD] Rise of the Ossian Raider v1.82 and ashipmod
Hi,
I do have a slight issue with this mod, it appears that the East gate in Silent Witness XI isn't included in the Navigation route in certain situations. For example, I'm in Silent Witness XI and order my ship to fly to Triton. It does not go:
Silent Witness XI > Theia > Triton - which is the most direct route.
Rather it follows the route:
Silent Witness XI > Silent Witness I > Profit Center Alpha > Bright Promise > Theia > Triton - which is very much the long way around. It's like it doesn't "see" that Gate in SW XI.
Also, I've seen the odd ORA Ship, but I haven't seen where they're coming from - are they build by the TTC Wharf? I'm just running default settings at the moment, so perhaps I'm missing something? Do they have a home sector of their own?
Scoob.
I do have a slight issue with this mod, it appears that the East gate in Silent Witness XI isn't included in the Navigation route in certain situations. For example, I'm in Silent Witness XI and order my ship to fly to Triton. It does not go:
Silent Witness XI > Theia > Triton - which is the most direct route.
Rather it follows the route:
Silent Witness XI > Silent Witness I > Profit Center Alpha > Bright Promise > Theia > Triton - which is very much the long way around. It's like it doesn't "see" that Gate in SW XI.
Also, I've seen the odd ORA Ship, but I haven't seen where they're coming from - are they build by the TTC Wharf? I'm just running default settings at the moment, so perhaps I'm missing something? Do they have a home sector of their own?
Scoob.
Re: [MOD] Rise of the Ossian Raider v1.82 and ashipmod
hey, thanks for this awesome mod^^
but is there a way to disable "ashipmod_ai mod" and "ashipmod_flagship mod"?
i think these mods ruin my game because the factions are way too strong now^^ they wipe the floor with the poor xenon
(btw. i haven't seen a Xenon R in two days yet)
and there's "peace" everywhere, no more faction fighting
but is there a way to disable "ashipmod_ai mod" and "ashipmod_flagship mod"?
i think these mods ruin my game because the factions are way too strong now^^ they wipe the floor with the poor xenon
(btw. i haven't seen a Xenon R in two days yet)
and there's "peace" everywhere, no more faction fighting