[MOD] Slower Rebel Fleet

Discuss and distribute tools and methods for modding. Moderator - Grognak
Thunderbird
Posts: 7
Joined: Mon Sep 17, 2012 7:55 pm

Re: [MOD] Slower Rebel Fleet

Postby Thunderbird » Mon Sep 17, 2012 9:29 pm

so you didnt change its speed, just when it appears?
edit: made it faster, but put it further? :D
BlackAlpha
Posts: 33
Joined: Mon Sep 17, 2012 6:39 pm

Re: [MOD] Slower Rebel Fleet

Postby BlackAlpha » Mon Sep 17, 2012 9:36 pm

Thunderbird wrote:so you didnt change its speed, just when it appears?


That's how the game dictates the Rebel fleet's speed at the moment.

EDIT: No, not faster. Just further away.

If you really want to know how it works. The fleet is always there. There's just a delay before the fleet appears. The events can modify the delay, either making it longer or shorter. You can also delay or speed up the fleet after it appears. It's all done by that command I told you about earlier. That's basically how the fleet's speed is handled.
BigD145
Posts: 40
Joined: Sun Sep 16, 2012 4:13 pm

Re: [MOD] Slower Rebel Fleet

Postby BigD145 » Mon Sep 17, 2012 9:44 pm

BlackAlpha wrote:
Thunderbird wrote:can you tell me how did you exactly change it?
it seems lower but... ;)


In data.dat, there are files that are called "events". They contain events, which are basically triggers. One of the things they can do is set how far away the Rebel fleet is. This is done by the command "modifyPursuit amount".


Again, why the big file size? All the events are in data.dat which is tiny.
BlackAlpha
Posts: 33
Joined: Mon Sep 17, 2012 6:39 pm

Re: [MOD] Slower Rebel Fleet

Postby BlackAlpha » Mon Sep 17, 2012 9:45 pm

BigD145 wrote:
BlackAlpha wrote:
Thunderbird wrote:can you tell me how did you exactly change it?
it seems lower but... ;)


In data.dat, there are files that are called "events". They contain events, which are basically triggers. One of the things they can do is set how far away the Rebel fleet is. This is done by the command "modifyPursuit amount".


Again, why the big file size? All the events are in data.dat which is tiny.


Already fixed it as soon as you guys reported it. :)
Leonick
Posts: 6
Joined: Sun Sep 16, 2012 6:57 pm

Re: [MOD] Slower Rebel Fleet

Postby Leonick » Tue Sep 18, 2012 3:24 pm

Thanks for this mod. Really enjoyed my last session running this.
You might want to speed up the rebels just a bit for balance though, to keep some pressure on.
totamto
Posts: 3
Joined: Tue Sep 18, 2012 8:25 pm

Re: [MOD] Slower Rebel Fleet

Postby totamto » Tue Sep 18, 2012 8:44 pm

Leonick wrote:Thanks for this mod. Really enjoyed my last session running this.
You might want to speed up the rebels just a bit for balance though, to keep some pressure on.


Hmmmm, I thought the purpose of this mod was to remove the pressure of the rebel fleet?
Darksiderq
Posts: 13
Joined: Sat Sep 29, 2012 11:51 pm

Re: [MOD] Slower Rebel Fleet

Postby Darksiderq » Sun Sep 30, 2012 2:45 am

Thanks changed gameplay a litte
Roboserg
Posts: 1
Joined: Wed Feb 13, 2013 8:17 pm

Re: [MOD] Slower Rebel Fleet

Postby Roboserg » Wed Feb 13, 2013 8:18 pm

The link is broken. Anyone can reupload the mod?
glassofwater
Posts: 9
Joined: Tue May 07, 2013 7:33 am

Re: [MOD] Slower Rebel Fleet

Postby glassofwater » Wed May 08, 2013 12:18 am

I'm also interested in this.

-bump-

Link is indeed dead. I'll give roughly.
Click the Pikachu for my steam profile.
Image
TheGuardian163
Posts: 2
Joined: Fri Jan 03, 2014 12:29 am

Re: [MOD] Slower Rebel Fleet

Postby TheGuardian163 » Fri Jan 03, 2014 3:40 pm

Yep link's pretty dead.

-Bump bummmm bobummmp-

I'd like to take my time but still beat the rebel flagship.


I believe it's this one, but I had downloaded a mod where it was actually 3 mods, one slowing the rebels a little, second a little more, and third enough to explore almost everything before seeing them appear.