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.
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.
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.
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.
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?
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.