[MOD][GMM] Pirates! V2.0

Distribute and discuss mods that are functional. Moderator - Grognak
RichText
Posts: 20
Joined: Sat Sep 29, 2012 10:49 pm

Re: [MOD][GMM] Pirates! V2.0

Postby RichText » Wed Oct 03, 2012 4:57 am

Version 2.0 now available in the original post! MOAR PIRATES THAN BEFORE!

Also, introducing Goldtooth Bill, everyone's new favourite freeloading corsair.
Dirt
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Location: The Pitt
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Re: [MOD][GMM] Pirates! V2.0

Postby Dirt » Wed Oct 03, 2012 8:15 am

When I went to play with this mod installed my game would crash half-way through the loading screen. I have these mods installed as well:

Extra Names Mod 1.1
Highres Backgrounds V1.0

Any idea for what might be causing this?
RichText
Posts: 20
Joined: Sat Sep 29, 2012 10:49 pm

Re: [MOD][GMM] Pirates! V2.0

Postby RichText » Wed Oct 03, 2012 3:40 pm

The other mods are likely causing the conflict, since Extra Names and Pirates! both edit the same "names" file. As for highres, that might be an image conflict, since Pirates! retextures all rebel resource files. I wouldn't expect much mod compatibility, since Pirates edits a lot of XML files.
RichText
Posts: 20
Joined: Sat Sep 29, 2012 10:49 pm

Re: [MOD][GMM] Pirates! V2.0

Postby RichText » Fri Oct 05, 2012 2:28 am

V2.1 now uploaded and available for download, fixing a crash bug from V2.
Dirt
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Re: [MOD][GMM] Pirates! V2.0

Postby Dirt » Fri Oct 05, 2012 3:42 am

RichText wrote:The other mods are likely causing the conflict, since Extra Names and Pirates! both edit the same "names" file. As for highres, that might be an image conflict, since Pirates! retextures all rebel resource files. I wouldn't expect much mod compatibility, since Pirates edits a lot of XML files.


Uninstalled the other mods to play this, and I gotta say it was well worth it! Can't wait for the next update.
RichText
Posts: 20
Joined: Sat Sep 29, 2012 10:49 pm

Re: [MOD][GMM] Pirates! V2.0

Postby RichText » Fri Oct 05, 2012 4:57 am

Dirt wrote:
RichText wrote:The other mods are likely causing the conflict, since Extra Names and Pirates! both edit the same "names" file. As for highres, that might be an image conflict, since Pirates! retextures all rebel resource files. I wouldn't expect much mod compatibility, since Pirates edits a lot of XML files.


Uninstalled the other mods to play this, and I gotta say it was well worth it! Can't wait for the next update.


You shall not wait long, the Canadian thanksgiving long weekend is upon us, and I have plenty of time to work on this now. Next update, with LOADS more content, out before Monday!
RichText
Posts: 20
Joined: Sat Sep 29, 2012 10:49 pm

Re: [MOD][GMM] Pirates! V2.0

Postby RichText » Mon Oct 08, 2012 5:40 pm

Apologies, the new update might be a tad late, I've encountered some bugs.
Zalkida
Posts: 20
Joined: Tue Oct 02, 2012 12:17 am

Re: [MOD][GMM] Pirates! V2.0

Postby Zalkida » Thu Oct 11, 2012 1:09 am

Great work... I was playing as the second ship, the one that replaces the Kestral B, and the first enemy I run into has a Zoltan Shield... Oh well... Any way to combat this?
Zalkida Mirnath - Fear the Assassian
RichText
Posts: 20
Joined: Sat Sep 29, 2012 10:49 pm

Re: [MOD][GMM] Pirates! V2.0

Postby RichText » Thu Oct 11, 2012 4:40 pm

I'll buff out the ships a bit. The weaker ship designs are meant as an attempt to balance the difficulty that was removed along with the rebel fleet.
RichText
Posts: 20
Joined: Sat Sep 29, 2012 10:49 pm

Re: [MOD][GMM] Pirates! V2.0

Postby RichText » Fri Oct 12, 2012 4:05 am

Version 2.2 now uploaded, tweaks and a bunch of text conversion completed, as well as some more events. Pirate sectors are undergoing...major changes, so if you value the integrity of your game, I would avoid those for now. Unless you're feeling adventurous, that is.

In other news, added a more appropriate main menu.

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