Re: Vicious Vessels - 38 new enemy ships
Posted: Sun Jul 14, 2019 12:46 pm
dizzy_xc wrote:Thanks for the response, I'm enjoying the mod very much and it is playable as is. I can run from the Energy Aggressor, but can't engage it in combat or it locks up the game. I think manually deleting the Energy Aggressor, which btw is locking up my game anytime any of your three versions take damage, is the best path forward. My game is otherwise extremely stable.
So here's my question, what exactly do I need to delete to make sure the Energy Aggressor is safely deleted? I ask because I'm not sure if you have events that call for that ship. So if I delete the ship out of the data folder, I can open up the other event folders and line item delete anything that references the Energy Aggressor. But how many events are all tied into it? And is that step necessary? If I simply delete the ship out of the data folder would that work? Or do I need to go thru all events and line item delete stuff?
If I understood you correctly, adding a rare ship which uses a lot of ion weapons on a pulsar was a terrible idea because in some situations all of your critical systems get locked and you are unable to damage the enemy or jump away while you don't take any hull damage yourself. But the game doesn't crash, am I right?
I changed the ship a bit going from v9 to v10. In v9 it was called Energy Aggressor and used a green sprite, in v10 I made a new grey sprite for this event, called it Zoltan Ion Assault, while the green ship became a common Zoltan ship. I will probably have to tweak this ship again in the next version. If you have any suggestions, you are welcome to post them here.
Edit: removed link