[MOD] Marine Rebalance
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
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28.Jun.2015 - Compatibility update - should now be compatible with Linux and Mac versions.
Windows users need not re-download.
However, I am unable to verify compatibility since I don't have access to a box running Linux or whatever they're calling the Mac OS at the moment, so feedback on this would be greatly appreciated.
Windows users need not re-download.
However, I am unable to verify compatibility since I don't have access to a box running Linux or whatever they're calling the Mac OS at the moment, so feedback on this would be greatly appreciated.
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Hi CulunTse,
Thanks for the confirmation! And thanks again for your work on exploring compatibility with the Linux build.
Yeah, it's a jump in attack strength. It'll come in handy, though. The attrition range is expanded, and although you'll probably win if your boarding strength is higher than your target's boarding resistance, you'll take some losses if your boarding strength is less than a hundred points higher than a target's boarding resistance and you don't do prescan. And losing elites is gonna hurt.
And glad you like the info display. Lots of ideas for that came from final polishing work with Rubini.
Thanks for the confirmation! And thanks again for your work on exploring compatibility with the Linux build.
Yeah, it's a jump in attack strength. It'll come in handy, though. The attrition range is expanded, and although you'll probably win if your boarding strength is higher than your target's boarding resistance, you'll take some losses if your boarding strength is less than a hundred points higher than a target's boarding resistance and you don't do prescan. And losing elites is gonna hurt.
And glad you like the info display. Lots of ideas for that came from final polishing work with Rubini.
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Hi Sindrali,
Glad you're enjoying the mod. And yes, a translation to French would be greatly appreciated! Thanks!
On that line, says:
<t id="104">Boarding Options detected. \n Ship disabling routine activated.</t>
Means that the routine to disable ships has been activated.
This is displayed when camus' excellent Boarding Options mod is detected, since it's often used to direct a particular way to disable a ship, like targeting all turrets.
Glad you're enjoying the mod. And yes, a translation to French would be greatly appreciated! Thanks!
On that line, says:
<t id="104">Boarding Options detected. \n Ship disabling routine activated.</t>
Means that the routine to disable ships has been activated.
This is displayed when camus' excellent Boarding Options mod is detected, since it's often used to direct a particular way to disable a ship, like targeting all turrets.
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w.evans
I'm found a conflict with AI script engineer.ai from "Carriers - Arawn S/M Launch- and Docking" from there:
EG Forum: http://forum.egosoft.com/viewtopic.php?t=377011
Steam: http://steamcommunity.com/sharedfiles/f ... =393167595
My problem was described here: http://forum.egosoft.com/viewtopic.php? ... 98#4543998
Both extensions have the engineer.ai script.
Should I use only one extension, right? Or you can fix it?
I'm found a conflict with AI script engineer.ai from "Carriers - Arawn S/M Launch- and Docking" from there:
EG Forum: http://forum.egosoft.com/viewtopic.php?t=377011
Steam: http://steamcommunity.com/sharedfiles/f ... =393167595
My problem was described here: http://forum.egosoft.com/viewtopic.php? ... 98#4543998
Both extensions have the engineer.ai script.
Should I use only one extension, right? Or you can fix it?
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Note, that I have yet another mod: Engiener-100% from there: http://steamcommunity.com/sharedfiles/f ... =487250255
(Manual reparing for everithing around is too boring to me)
Half of my debug log is about repair drones and engineer.ai
(Manual reparing for everithing around is too boring to me)
Half of my debug log is about repair drones and engineer.ai
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Could be the problem. Last time I checked, it completely overwrites the vanilla script, so, depending on load order, it'll either overwrite changes to engineer.ai done by any other mods, or changes done by other mods won't connect since the structure would be changed.iWARR wrote:Note, that I have yet another mod: Engiener-100% from there: http://steamcommunity.com/sharedfiles/f ... =487250255
(Manual reparing for everithing around is too boring to me)
Half of my debug log is about repair drones and engineer.ai
edit: If that is the case, then both this mod and Carriers should be fine except drone bays won't be prioritized for repairs (unless it already is in Engineer 100), and Marvin's carrier-based fighter repair functionality won't work.
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I seriously doubt that Marvin's mod is causing problems with the engineer script since it's really just a spot change. Targets a very specific spot and adds a line. Also, I use it myself and I don't have those problems.
Re: uninstalling the carrier mod, undock all fighters from all carriers and uninstall.
More problematic would be uninstalling the mod that adds carrier functionality to the Sul because that changes in-game assets and will need save-editing to uninstall, although I'm pretty sure the description said as much. It really just adds docks to the two Sul ships, though, doesn't do anything else, so it won't impact the engineer script either way.
Re: uninstalling the carrier mod, undock all fighters from all carriers and uninstall.
More problematic would be uninstalling the mod that adds carrier functionality to the Sul because that changes in-game assets and will need save-editing to uninstall, although I'm pretty sure the description said as much. It really just adds docks to the two Sul ships, though, doesn't do anything else, so it won't impact the engineer script either way.
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Then you can just uninstall the carrier mod.
Just to be clear, it is in two mods:
http://steamcommunity.com/sharedfiles/f ... =393167595
is the carrier mod, and can just be uninstalled as long as you don't have any fighters docked with carriers. (Could be safe even if they are docked, but I'd undock them just to be sure.)
And this:
http://steamcommunity.com/sharedfiles/f ... =394441537
adds docks to the Heavy and Light Sul. This cannot be removed without save-editing, and it says so right on the box.
Really though, I seriously doubt that these are causing your problems. I have them both, although I got them straight from Marvin's thread, and I'm not seeing the problems that you are.
If you send me your list of mods, I could take a look. At the very least, I could tell you which mods I don't have installed, and you could start looking there. I suggest we take this to PM, though, since it really doesn't have anything to do with Marine Rebalance.
Just to be clear, it is in two mods:
http://steamcommunity.com/sharedfiles/f ... =393167595
is the carrier mod, and can just be uninstalled as long as you don't have any fighters docked with carriers. (Could be safe even if they are docked, but I'd undock them just to be sure.)
And this:
http://steamcommunity.com/sharedfiles/f ... =394441537
adds docks to the Heavy and Light Sul. This cannot be removed without save-editing, and it says so right on the box.
Really though, I seriously doubt that these are causing your problems. I have them both, although I got them straight from Marvin's thread, and I'm not seeing the problems that you are.
If you send me your list of mods, I could take a look. At the very least, I could tell you which mods I don't have installed, and you could start looking there. I suggest we take this to PM, though, since it really doesn't have anything to do with Marine Rebalance.