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Re: Peculiar Planets Version 0.5. - Finally Here!
Thanks for the mod - enjoying it a lot :D Couple of minor changes I've made - the Garthan Derelict didn't seem to to give me the ally (the popup came up, but it didn't give me a ship).
Fixed by adding after: SCOR 200 exploring These lines: ALLY garthan 7 UNPR 0 Also, I removed the line: FLAG damocles from gar_old.ini (not certain if this was required, but I was seeing some strange behaviour in combat after retreating everything but the Antique - it would lose all onboard systems and appear as "No data", meaning I had to quit the game). Also experiment.ini has a minor typo - has msc/experiment.jpg in it (instead of misc/experiment.jpg). I've had a couple of the crashes on reaching a planet, but can't see a pattern. I will say that of the shipsale quests I've only ever seen the Garthan variant come up - not sure if that's expected? Thanks again, I'm looking forward to seeing 0.6 and beyond :) |
Re: Peculiar Planets Version 0.5. - Finally Here!
@ Lorewin i so agree..
Can't wait for 0.6 Vader.. more weapons please :D can i have my 'Nova Cannon back & maybe a player usable 'Redation heay weapon :fight: :fire: :rock: |
Re: Peculiar Planets Version 0.5. - Finally Here!
Is it a game or mod limitation if I launch fighters and I destroy all visible enemies the figters stop- but when a cloaked ship appears my fighters would not move and attack?
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Re: Peculiar Planets Version 0.5. - Finally Here!
This is one of the many "features" of WW. Enemy fighters will automatically lock on to a new enemy. Your own must be ordered seperately, very annoying if you've got 6-8 fighters onscreen. This is something inherent to the game mechanics and will happen in every mod, not just this one.
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Re: Peculiar Planets Version 0.5. - Finally Here!
This is a great mod Vader, thanks! I have to say, those new destroyers look awfully familier... :)
It does crash occasionally - Have you had a chance to update with the fixes that were mentioned a few years ago in this thread? |
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