Glad it worked out. Please let me know what you like and don't like about the mod.Solarion wrote:Awesome, this worked. Thanks!

Glad it worked out. Please let me know what you like and don't like about the mod.Solarion wrote:Awesome, this worked. Thanks!
Thank you for reporting this. Fixed for next version.Traditional wrote:The mercenary event that allows you to buy 10 missiles/drones/fuel always says "You hand over the scrap and they give you the missiles." even when you bought drones/fuel.
Well, here's some feedback then. I feel stores are too abundant. It regularly happens that I start a sector and I can only jump to three stores. 7 or 8 in a sector is not uncommon. With the amount of scrap you make at normal difficulty, this is so overdone as to be tauntingDrkTemplar wrote:Glad it worked out. Please let me know what you like and don't like about the mod.Solarion wrote:Awesome, this worked. Thanks!
Artillery beam seems like a good bet against it, but then again it only works if you use the Federation cruiser, or a mod like Shark's Artillery mod3clipse wrote:Agreed on the rock. It can't kill me, but I haven't figure out a way to actually reliably deal with it yet without getting streaks of RNG luck. It wouldn't be so bad if it didn't ion my weapons every time, but. That makes it hard to deal with.
I found a way. It requires two crystalmen, 2 additional fighters and a 4-size teleporter. That way you can snipe the rockmen one by one, or sometimes two at once, each time using both the crystalmen's lockdown. teleport back, recharge lockdown, repeat. the reason it needs a 4-teleporter is that only 4 crew can do enough damage to overcome the healing bots and kill a rockman in one lockdown duration.3clipse wrote:Agreed on the rock. It can't kill me, but I haven't figure out a way to actually reliably deal with it yet without getting streaks of RNG luck. It wouldn't be so bad if it didn't ion my weapons every time, but. That makes it hard to deal with.
Thanks for reporting this. I had made some changes for testing, that apparently didn't get reverted back before I posted the latest build. I had changed the number of stores in the starting sector to up to 5, where previously this was only 3. I had also change the unique attribute for all events that had them to be false so that I can spawn multiple at a time without a problem, again for testing. Some of those events end up being stores, and don't count against the max store of 3-5 (in this case). Regardless, it shouldn't have been that many, and I will fix this.Solarion wrote:Well, here's some feedback then. I feel stores are too abundant. It regularly happens that I start a sector and I can only jump to three stores. 7 or 8 in a sector is not uncommon. With the amount of scrap you make at normal difficulty, this is so overdone as to be taunting.
EDIT: oh, and another thing. Is it intended that events, which in vanilla planted a quest marker, now resolve immediately after receiving the quest, at the same beacon where you got it?