NOValdemar wrote:Awesome... simply awesome... If you can get around some time to making a version with an S-class docking computer I will be even more happy. thanks alot!
Edit: In ATF Forseti I can see with a simple map reveal that there are stations without proper names: eg named {1000,122}{1000,20032}. There are 5 in total. Is the supposed to be happening?
I have the mod fully installed on a vanilla game with only the cheat scripts installed.
I confirm the issue: when IS, targeting them makes betty say their name (ATF command post, and so on), but the actual text ID seems to be unrecognized.
Also, all of a sudden I began having another issue: start.pck seems to not be read anymore. Gamestarts.pck, the vanilla file, works, as I begin in the correct sector on the correct ship, however all the <rewards> of the actual start.pck (money, other ships like the additional M5 of the Humble Merchant, weapons, shields, ship extensions) are not added. I start with a completely bare ship and 0 money in each and every start.
Doesn't seem to affect the plots though, as starting as Terran I'm still being hailed by the patrol for the first mission.
The problem began once I finished ordering my cat/dats yesterday, so I thought I had messed something up. But now just to be sure I've done a clean reinstall, and even with just Complex Cleaner ----> Xchange Gates ----> Immersive Environments ----> XRM ----> Hull pack High and the barebones plugin manager (+ cheat scripts) to handle the wares the issue is back.
Doesn't seem to be anything of serious game related content handled by that md script, so who cares, the cheat package is there to fix issues like that, but I really can't pinpoint what could be causing the issue on my end. Could it be that since XRM now is merged with the once separate packages that were activated separately (shipyards, fabs, dealers, etc), it's trying to load too much at the start and - as it is known - this might cause some things to not be registered? CWP equipping the jobs, XRM replacing what's sold where and creating several new fabs all around, this all at the same time in an expanded universe with 50 more sectors... might be overkill. Otherwise, I'm really at a loss
Finally, yup, please, could you release a version without the system rebalance integrated? There are several scripts that are badly affected or anyway not balanced to be able to fully function with that(the prices ----> scripts like Phanon corp, the sizes ----> scripts like Anarkis Defense System, and so on).