TSchmidtC wrote: ↑Tue, 23. Apr 19, 19:19
The problems of the other factions are a bit different but over time it gets worse and in the end it's just like the argons. I think the faction is disturbed as a whole unit and can not perform the actions that are required. There are still little or no stations being built, ships are being built at the moment when there is material, In the queue is only Unknown ship , only when one is actually built I see what it is. The combat behavior of the others does not work properly especially destroyers do not fight, only if they are shot they shoot back.
I'm not a programmer, but a good observer, maybe it's because of the mod's ties to the game, as it now seems to hit the "Central Nervous System"
Some of these things were as well as all I had ever played with the ashipmod.
It would have to be something that both mod parts touch independently of each other.
Like i said before, ashipmod doesn't touch anything of factionlogic, it adds ships only without edit scripts.
So this was you spotted with ashipmod, must be a vanilla problem of the game i think.
I don't know how to search, because i don't edit things you descripe. Are you really sure, that this behavoir occurs with my mod only and not without mods too?
new version 1.3:
- Changed HolyOrder Relation to ORA, so HOP doesn't spawn at ROR sectors
- Changed invasions jobs (gets active after 15h ingame)
- Changed gate Profit Center Alpha to Bright Promise
- Improved debug level of station spawn script