[MOD] Rise of the Ossian Raider v2.0 and ashipmod
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Re: [MOD] Rise of the Ossian Raider v1.3 and ashipmod
Well we got information today that 3.0 and the DLC wont be out till the end of the year so I guess I'll try this mod now.
Just... another... bug.
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Re: [MOD] Rise of the Ossian Raider v1.3 and ashipmod
well i installed the mod after i build mine factory shipyard thats self produces its parts. IT cost About 1 billion. IT produces 6 mk3 arrawns and about 80 nemmesis and 80 pulsars an hour. NO the ossian raiders ar no problem. Just starten to invade there sector with 4 mk3 arrawns and 60 nemmisis 40 cerberus and 80 pulsars. And there are 6 more mk3 ready to join the fight. The arrawns are one hell of a beast!ScandyNav wrote: ↑Wed, 21. Aug 19, 17:43I wonder if everyone gets the same result. But in my game Ossian raids are unstoppable. Submod for MK1 raids creates quite often Santuary + 2 Eurekas. This amount of meat cannot be punched through by any faction, because defense force in most of the time consists of 2-3 destroyers + 3-4 M ships. Main factions priority to build their own flagships is too low or resource feed is too low?
Re: [MOD] Rise of the Ossian Raider v1.3 and ashipmod
I mean they are problem for NPC sectors. Factions do not build that amount of firepower, which needed to take out these raids.johnycamaro wrote: ↑Mon, 2. Sep 19, 17:47well i installed the mod after i build mine factory shipyard thats self produces its parts. IT cost About 1 billion. IT produces 6 mk3 arrawns and about 80 nemmesis and 80 pulsars an hour. NO the ossian raiders ar no problem. Just starten to invade there sector with 4 mk3 arrawns and 60 nemmisis 40 cerberus and 80 pulsars. And there are 6 more mk3 ready to join the fight. The arrawns are one hell of a beast!ScandyNav wrote: ↑Wed, 21. Aug 19, 17:43I wonder if everyone gets the same result. But in my game Ossian raids are unstoppable. Submod for MK1 raids creates quite often Santuary + 2 Eurekas. This amount of meat cannot be punched through by any faction, because defense force in most of the time consists of 2-3 destroyers + 3-4 M ships. Main factions priority to build their own flagships is too low or resource feed is too low?
Re: [MOD] Rise of the Ossian Raider v1.3 and ashipmod
I got my own Arawn Mk1. Shipyard promissed me a carrier. On a galaxy map it looks like a carrier. But it does not behave like a carrier - I can't restock or repair any ship with it. Neighter can I give command "get supplies". Vanilla carriers and auxiliary ships are working (more or less ) Is this how this mod works, or did I do something wrong? Can anyone confirm that carriers itroduced by this mod work like vanilla carriers?
Re: [MOD] Rise of the Ossian Raider v1.3 and ashipmod
Yeah, it is a big problem for player direct controlled ships. AI can fly fine through the gates.teleportationwars wrote: ↑Tue, 20. Aug 19, 12:39Do you guys care about this? I don't think it would be hard to fix from md/ai.sco1981 wrote: ↑Tue, 20. Aug 19, 09:01Yeah, all bigger size ships got this problem.
I did solve this but the X4 converter produce some game crashes, so i can't provide the update.
If CG089 release a new beta with a fix for this crash then i can update my mod.
Meanwhile you can let the AI fly through the gate/highway.
Thats right, without the player, the factions get some serious problems. But this is intented for the flagships submods, so the player has a new goal.ScandyNav wrote: ↑Mon, 2. Sep 19, 19:54I mean they are problem for NPC sectors. Factions do not build that amount of firepower, which needed to take out these raids.johnycamaro wrote: ↑Mon, 2. Sep 19, 17:47well i installed the mod after i build mine factory shipyard thats self produces its parts. IT cost About 1 billion. IT produces 6 mk3 arrawns and about 80 nemmesis and 80 pulsars an hour. NO the ossian raiders ar no problem. Just starten to invade there sector with 4 mk3 arrawns and 60 nemmisis 40 cerberus and 80 pulsars. And there are 6 more mk3 ready to join the fight. The arrawns are one hell of a beast!ScandyNav wrote: ↑Wed, 21. Aug 19, 17:43I wonder if everyone gets the same result. But in my game Ossian raids are unstoppable. Submod for MK1 raids creates quite often Santuary + 2 Eurekas. This amount of meat cannot be punched through by any faction, because defense force in most of the time consists of 2-3 destroyers + 3-4 M ships. Main factions priority to build their own flagships is too low or resource feed is too low?
Re: [MOD] Rise of the Ossian Raider v1.3 and ashipmod
HOP has a bad position, they got XENON, Argon and Paranid as enemy. If ORA would be enemy to HOP, then HOP would die really quick.TSchmidtC wrote: ↑Tue, 20. Aug 19, 14:30Hello after a short break, I've started a new game, and tetst with ROR.
After starting the ROR main mod I flew through the ORA sector and the gate to the TTC sector is inactive.
In the ORA sector there were several Eureka MK1 and MK3 ships, although all extensions are switched.
The ORA began their invasion about an hour later, they built a station module and positioned a couple of ships for backup, including 2 Normal Destroyer.
The HOP are not hostile to the ORA and seem to supply the ORA site with material that ORA have no construction ship
The ORA have only attacked the Teladi, since the Teladi Gate has been moved to the other sector there has been no invasion after Stiller Witness.
Earlier, the ORA first attacked the argons.
This is the state after about 2 hours.
The problem with the inactive goal seems to be caused by the game start with version 2.5.
I've read in a commentary of Another mod adds the sectors added that there is also someone inactive gates.
The Moder checked the MD file with the list of forced goals and missed those goals.
The problem with Silent Witness is a Egosoft AI problem, custom races seems not to invade neutral sectors. I hope Egosoft will fix this soon.
There are inactive gates because of addons for more sectors in the future.
I am planing to develop this mod further with the release of 3.0 beta.
Didnt play after the resupply ships and new functions, but are you refering to supply carriers or to real carriers?Wonsz wrote: ↑Wed, 4. Sep 19, 08:41I got my own Arawn Mk1. Shipyard promissed me a carrier. On a galaxy map it looks like a carrier. But it does not behave like a carrier - I can't restock or repair any ship with it. Neighter can I give command "get supplies". Vanilla carriers and auxiliary ships are working (more or less ) Is this how this mod works, or did I do something wrong? Can anyone confirm that carriers itroduced by this mod work like vanilla carriers?
I thought that only supply carriers can restock other ships.
Re: [MOD] Rise of the Ossian Raider v1.3 and ashipmod
I'm not sure what are "supply" or "real" carriers and I can't check it in game, since I'm waiting for Ego to fix [url=viewtopic.php?f=192&t=418888]this[url] issue - except I don't have 10 or 20 minutes
From what I remember, there are two types of ships in vanilla that can resupply other ships - L carriers (for S and M - ARG Colossus) and XL auxiliary ships (that also work with L and XL - ARG Nomad). Your mod has some XL ships that looks like carriers and are described in lore as carrierrs (e.g. Arawn), but I can't use them for resupplying other ships. I can see that you updated your mod after release of 2.50, so I'm not sure if it's a bug or a feature
Re: [MOD] Rise of the Ossian Raider v1.3 and ashipmod
Hi, when I want all the ships, but I dont want the Ossian race to overwhelm everything, what mod should I use? There are at least 3 ship mods from you . In fact I can live without the new race if the ships stay available for me and all old races .
Not that the idea of a new race is bad, but I dont want to have so much stress playing against a super faction additionally to Xenon.
Not that the idea of a new race is bad, but I dont want to have so much stress playing against a super faction additionally to Xenon.
Re: [MOD] Rise of the Ossian Raider v1.3 and ashipmod
If i understand you right, Argon Colossus carrier can resupply S and M ships? Then i have to look why my ships dont work with that feature.Wonsz wrote: ↑Wed, 18. Sep 19, 14:44I'm not sure what are "supply" or "real" carriers and I can't check it in game, since I'm waiting for Ego to fix [url=viewtopic.php?f=192&t=418888]this[url] issue - except I don't have 10 or 20 minutes
From what I remember, there are two types of ships in vanilla that can resupply other ships - L carriers (for S and M - ARG Colossus) and XL auxiliary ships (that also work with L and XL - ARG Nomad). Your mod has some XL ships that looks like carriers and are described in lore as carrierrs (e.g. Arawn), but I can't use them for resupplying other ships. I can see that you updated your mod after release of 2.50, so I'm not sure if it's a bug or a feature
If you use the Mainmod only, then the Ossian Raider shouldnt be a problem. They will start to invade with few ships after 72h ingame time, nothing big, just like other races.Max Bain wrote: ↑Sat, 21. Sep 19, 10:09Hi, when I want all the ships, but I dont want the Ossian race to overwhelm everything, what mod should I use? There are at least 3 ship mods from you . In fact I can live without the new race if the ships stay available for me and all old races .
Not that the idea of a new race is bad, but I dont want to have so much stress playing against a super faction additionally to Xenon.
If you activate one or both of the flagship mods, then the Ossian Raider becomes a threat.
Re: [MOD] Rise of the Ossian Raider v1.3 and ashipmod
Can i install this mod in an existing game? (not new game)
Re: [MOD] Rise of the Ossian Raider v1.3 and ashipmod
Yes, I'm playing beta with this mod and have no problems.
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Re: [MOD] Rise of the Ossian Raider v1.3 and ashipmod
sco1981 i have a small favor to ask can you move XL turrets on Arawn mk 1 and Taranis mk1 on the back off the engine on front off the ships Arawn mk 1 Marked with https://steamcommunity.com/sharedfiles/ ... 1871585934 Taranis mk1 https://steamcommunity.com/sharedfiles/ ... 1871585870 after the 2.6
Re: [MOD] Rise of the Ossian Raider v1.3 and ashipmod
Heya sco,
Im back from a bit of slumber with 2.6 and upcoming 3.0.
Do you plan to update this mod after 2.6? Im trying to start the long ago promised comp. patch so thinking if I would include your files into VRO's base mod to have a built-in compatibility, or is this not the best idea?
Im back from a bit of slumber with 2.6 and upcoming 3.0.
Do you plan to update this mod after 2.6? Im trying to start the long ago promised comp. patch so thinking if I would include your files into VRO's base mod to have a built-in compatibility, or is this not the best idea?
Re: [MOD] Rise of the Ossian Raider v1.3 and ashipmod
I am waiting for a better converter to edit the models. If it is released, then i begin to rework some of the ships.Thecrippler wrote: ↑Tue, 24. Sep 19, 15:39sco1981 i have a small favor to ask can you move XL turrets on Arawn mk 1 and Taranis mk1 on the back off the engine on front off the ships Arawn mk 1 Marked with https://steamcommunity.com/sharedfiles/ ... 1871585934 Taranis mk1 https://steamcommunity.com/sharedfiles/ ... 1871585870 after the 2.6
Hey Shuulo,Shuulo wrote: ↑Wed, 25. Sep 19, 02:22Heya sco,
Im back from a bit of slumber with 2.6 and upcoming 3.0.
Do you plan to update this mod after 2.6? Im trying to start the long ago promised comp. patch so thinking if I would include your files into VRO's base mod to have a built-in compatibility, or is this not the best idea?
yeah, i will work at my mod again with 3.0 beta because of the additional sectors. Dunno whats the best way, but it could work, if you create a addon mod with the ship macros of my mod only and set our mods as requirement. So if i update my mod, then you have to add only the new ship macro.
Re: [MOD] Rise of the Ossian Raider v1.3 and ashipmod
where are the new sectors?
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.
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Re: [MOD] Rise of the Ossian Raider v1.3 and ashipmod
can I ask what's the story?
like ORA and terra are friends but ORA is enemy to all the rest? and terracorp is friends with all?
and stupid NPC traders are traveling throu getting pawned
like ORA and terra are friends but ORA is enemy to all the rest? and terracorp is friends with all?
and stupid NPC traders are traveling throu getting pawned
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.
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Re: [MOD] Rise of the Ossian Raider v1.3 and ashipmod
the story is that you got one more faction to bash and some new ships to build if you don't wanna mess with other faction it is like role play but it is up to you your game your rules your story
for me xenon and ORA are good for now to to bash and keeping other faction alone until the split then we will see