Hm, I only had it show me the trade event again, sometimes with blue options that I did not have the requirements for. I assumed that was the case here as well. I still don't fully understand how this glitch works but it does look like there is no way around that at the shop.
Hominghead wrote:Ogre Missile Battery says it is Type:Laser
Sorry, no way around that...
Hominghead wrote:Some Sectors have an 'r' missing at the end (like: Unnamed Secto, Industrial Secto)
I could shorten the names but that would remove a lot of probabilities. I think I can live with that cause the names will be displayed correctly once you arrive in the sector.
Hominghead wrote:Alot of strings miss a spacing "your ship took 3hull damage", "Fleet delayed by5 jumps", "Upgradedthe Oxygen Systemby1".
That is a vanilla problem. Has nothing to do with the mod.
Hominghead wrote:Gila Monster's Type A loadout is BS. How exactly are you supposed to destroy Auto-Scouts with that at the first 2 Jumps of the new game? Yeah right.
These ships loadouts already have been discussed a lot. I'm happy with how they play, the inability to deal with auto ships effectively does not offset the amount of additional scrap you can get over all. You can always try to retreat and early engines are super cheap. If you invest in teleporters you can also start having your crew cripple some of the ships systems if that is your thing, which you can also do with the big bomb. Then finish them off with the scatter laser.
Hominghead wrote:Alot of Enemy Loadouts especially in first 2 sectors are just generally BS. You encounter a Pirate Station with Crew Teleporter, Med Bay, Ion Stun AND a 3 Damage Missile Battery. Nothing you can do to prevent either of those, especially with Gila Monster, because Gila Monster's loadout is literally garbage. While you are busy with defending against a mass of people boarding your ship, that Missile Battery rains 3 whole Hull Damage on you frequently.
Again, tactical retreat can prevent much trouble here. Easier with upgraded engines. And you have a big bomb for that medbay. If you don't like the loadout, you can easily revert it with the Player Ship Vanilla Addon by the way.
Hominghead wrote:Mind-Controlled enemies on your ship that get hit by a Ion Stun right before the Mind Control runs out, stay Mind Controlled for eternity, forcing you to destroy the ship (when you were actually after killing all the crew).
(Pretty sure that's an actual vanilla-game bug, not related to the mod.)
Yep.
Hominghead wrote:Missile Drones while a nice idea, are incredibly stupid. There is a reason why they were never implemented into the vanilla game. Stunning and causing Fire/Hull Breaches just adds to the BS level.
I see them as a little more threatening than actual missiles, the low tiers hit you with about the same frequency and damage as low tier missile launchers do. They are simply a thing that has to be taken seriously and can help you tremendously in long fights. I'm open for any feedback and such, but I have to assume you want to imply here that I'm stupid for modding in such stupid gear. I don't find this very polite and would prefer not to get insulted here.
Hominghead wrote:The random "HEY CAPTAIN I WAS A SPY FOR REBELS ALL ALONG BAI" event is on many levels incredibly retarded. Arbitrarily losing a crew member for no reason to some event that you can't even prevent. Considering you are already losing crew left and right to retarded combinations of Drones and Weapon Loadouts.
I still like it though. You get a lot of free crew, so the possibility to loose one now and then adds a nice flavor in my opinion. Also this can not happen in every sector. I'd say most people won't see your points as fair criticism if they are so rude by the way. I would't call the stuff you do in your free time retarded, even If I might think it is.
Hominghead wrote:So many other trading events are pretty pointless to do since they all double the fleet jump, might aswell not do anything.
That is the first reaction that many people have to trading. The actual potential of trading is just not very obvious at first, but most player get around it eventually.
Hominghead wrote:Enemies retain 5-shot Burst Laser Mark III, while you get only crappy 4-shot.
That are two different weapons, there is a Burst mark IV now, which is visually different. Both of these weapons are available to the players and some enemies.
Hominghead wrote:Similar with the Flak Gun Mk 1, you get 2 pellets while the enemies get 3.
That as well, are different weapons. Flak got three tiers now.