Star Wars Mod for the Egosoft X3 series game, specifically Albion Prelude. This mod adds High quality ships, locations and sounds, as close as possible to the original films, something most people seem to loose focus of.

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1.065a+ bug list (and balance suggestions) (Games : X³: Terran Conflict : Mods : Star Wars Mod Reborn : Forum : Bug Reports : 1.065a+ bug list (and balance suggestions)) Locked
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Mar 26 2018 Anchor

Many gun modified weapons need information on their specifications, some only show up occasionally (KX10).

Since you upped the range/power of the lightest guns (Light Blaster), you need to up the Go-4 as well, I'd suggest giving it the range and firing rate of the KX9 while keeping the damage per shot in line with the light blaster.

Argon equipment docks and Boron equipment docks still have issues with raised bridge-type ships (aka star destroyer models).


Individual Ship problems :

AA9 Transport - Rear Turrent is off-ship, too high and far back, docked fighters are off-hanger or do not appear at all. Wish this model was available in Corellia. ;)

Aran M1 (Venator) - Even once you claim it, you cannot select it for orders directly. Pain in the ***...

Assault Frigate Mark 1 - Either needs forward guns variation, or make the left and right side guns forward firing like on the CR90a's top and bottom turrents, should not have a fighter compliment and should be a big longer than the original dreadnaught design.

Assault Frigate Mark 2 - Many guns aren't working right on this, either guns not placed on the ship itself or not firing at all. Too big again, should be 700 meters, or about 16% longer than a dreadnaught, or the same length as a Mark 1 should be. And can only dock a single transport/corvette, no fighter compliment.

C70 Consular Class Cruiser (M6) - Used by the Commerce guild, needs ALOT more than 38 energy per second to be a useful patrol corvette!

CR90A - No longer has PPC cannons? Also, should also have an Imperial version that uses appropriate guns. And how about Imperial only CR92?

CR100 - Docking now works, sorry about that Mik, must have been a bug with the updates. A few mode PD guns as well as a significant price drop would help sell this model though. :)

DP37B Heavy Gunship - Still docks M6 units in the hanger bay, should be able to connect one at the bottom though methinks.

Dreadnaught - A lot to say here, doesn't follow cannon much at all, regular designs never had fighter capacity AT ALL, and the Imperial retrofit only supported 12 Ties, so I'd suggest 1 docking port for fighter/corvette/transport. And it should be slower than most M2's.

EF76 Nebulon B Frigate - Current configurations make it mostly useless in game, needs a serious revamp to compare to the SW Lore versions. I'd suggest dropping the carrier version, Make the regular Escort variant a hanger with 12 fighters, give it's main guns 4 port heavy (PPC/Ion/Concussion) on front, left and right, while making 4 points on top, bottom and rear with PD and RH-8 ports as well as upping it's weapon energy to 1600/sec or so. As you've already give it heavy shielding and medium armor so that fits close enough to cannon. I'd also leave the ability to dock a corvette or transport under the spar. Or if you want to scale it down to work more with X3AP style designs, try 3 turret points for each of the banks as well as Plasma Beam Turret compatibility on all points so it can kick hard for it's weight class like it does with the SW universe as well as the older SW Legends-based games. :) Also, Imperial version since it started that way.

Kom'kr class fighter - Has gun points for RH-8 enabled in profile, but with a medium docking bay it can't use them.

MC 80 Independence type (aka Home One) - Should be named "MC80 Independence type" no space between the number and MC, all the other MC types are named that way, makes it out of order of the other ships. AND WAAAY too big. This model is supposed to be 1400 meters, longer than Liberty by 200 meters but 200 meters smaller than Imperial 1 & 2 SD's at 1600, but it's about 3000m at the moment. Needs a single corvette/transport docking point as well. >.<

MC80 Liberty Type - Needs front-mounted turrents to shoot at ships at front of it (or making the first pair of left/right banks more forward arced like Cr90a top-bottom turrents), keeps getting crushed by other cap ships that it charges towards.... >.< .... and no corvette port.

MC90 Star Cruiser - Ship size is significantly too small for a 1200 meter long ship, some bubbles on the ship and the command centers are not textured. Only 5 fighter hanger instead of 72, and no corvette port.

Nebula Class Star Destroyer - Some of the guns are off-ship, will re-test and see which ones, otherwise no problems although it seems lightly armored compared (6.8m HP) to the Imp1 (10m HP) and 2 (11m HP)classes.... Also, the docking system seems to be broken, my ships just wander around the back end of the ship with no clue where to go......

Neuton Star-class Bulk Cruiser & Advanced - Most gun points still don't work, methinks it should also be able to dock a single M6/Transport on the bottom for trade purposes.

Venator class Star Destroyer (both variants) - Front bank has a few guns off ship. Units launching from the ship come out the bottom instead of the opposite side of entering the side hanger, making it very problematic to launch ships quickly. Since it has a go-through hanger, it'd work better to have them launch out the opposite side they entered so that they can launch far more quickly straight out (like the DP37B's hanger currently works) rather than appearing at the bottom, rotating downwards, then slowly accelerating. :( Also, Venators have a far-too-low HP count (4 for carrier and battleship's 4.6 million HP) for armor. I know an ISD is larger (26-27%) AND more armored, but should the difference be THAT big?

Victory 1 Star Destroyer - Used by the Republic during the later part of the clone wars, should be available to Argon/Republic/Teladi/Commerce Guild as well.

X-Wing, Raider, Vanguard - All S-Foils & Fight Command softwares work no problem.

X-Wing T70 & Raider - Raider now visible, all models Fight Command Softwares disappear when switching x-foils mode, all models do not have them built-in to their systems for some reason.

X-wing BR T-65 Raider - Should be X-wing BR T-65 Recon, would also suggest upping the weapon power at least to 40, preferably 80 so it can at least use those light blasters.....


I'll update this thread when I can, I gotta lotta stuff to do tonight and I know I'm missing a few things, please contribute if you can!

Edited by: vanguardian1

Mar 28 2018 Anchor

Awesome, thanks!
Ive started working on the issues and have a few done already, next patch will be only after Easter as im going away for 4 days.

* Fixed: MC-75 is now vissibe (was a scene file recompression issue)
* balance: Go-4 laser fire rate and range upped, KX series hull damage slightly upped.
* balance: Dreadnaught - Speed reduced to 50.
* Fixed: AA9 Transport - scene realigned
* balance: EF76 Nebulon B Frigate - added Turbo lasers to the Escort variant seen in rogue one. Energy increased.nebulon b frigate from star wars

* added decent weapons to the following starts: nostalgic Argon, Boring Boron, Custom Start

* Vigil-class cargo upped to 1200, speed extensions reduced, top speed same.

*Skipray Blast-boat speed upped to 165, maneuverability reduced.

*Firespray-class price increased.

*Procursator-class Star Destroyer added (m7 class)

Procursator SD


*balance: ISD II m1 type weapons slightly reduced.
*balance: Victory-class M7s I and II weapons upped.

* Secutor-Class Star Destroyer added (M1)

* Fixed: Neuton Star-class Bulk Cruiser & Advanced turrets all working now.

*balance: C70 Consular Class Cruiser (M6) energy x2.

*balance: CR90A PPC back.

* Fixed: DP37B Heavy Gunship, dock fighters only

* Fixed: Kom'kr class fighter - can mount RH-8.

* Fixed: MC 80* corrected to"MC80 Independence type"

*balance: Venator class Star Destroyer HP upped.

* Fixed: MC-85 can dock fighters now.

Mik

Edited by: MikSka

Mar 28 2018 Anchor

Thanks Mik, you should keep your 1st post here updated with what's fixed/changed in the next WIP patch, so we'll be aware of it and avoid bugging ya more about problems you've already dealth with. :)

Mar 29 2018 Anchor

I'd like to talk about ship balance, particularly big ships. One of the reasons I enjoy X3 and especially this mod is that I can pilot everything between tiny fighters and shuttles to massive capital ships; however, ships like the Bellator (Destroyer XL), Executor and a few others are so large that the range of the weapons mounted on them is to short to fire on enemy vessels unless you are right up next to them. This coupled with their difficulty to maneuver renders them useless in combat and become little more than a decoration for my "Player HQ Sector". I agree the large ships should be more difficult to maneuver, and I believe the solution is to be found in the cannons, not the engines. I'll offer a two-part solution, but I don't know anything at all about modding X3 or if my solutions are technologically possible within the game and would love to explore all solutions and options and hear the thoughts and feelings of others, especially those who know more about what is actually possible to change through modding. I've listed all the ship classes down below for easy reference throughout the discussion.

Here is a list of all the ship classes in X3AP from Rougey's X3AP site, I've linked the site and descriptions here.

  • M1 - Carrier
  • M2 - Large Destroyer
  • M7M - Missile Frigate
  • M7 - Frigate
  • M7C - Small Carrier
  • M6 - Corvette
  • M8 - Bomber
  • M3+ - Heavy Fighter+
  • M3 - Heavy Fighter
  • M4+ - Interceptor+
  • M4 - Interceptor
  • M5 - Scout

First off, I tip my hat to Mik and anyone else who helped model and mod this game. X3 is a huge sandbox and to totally convert it is a massive undertaking and we constantly have new ships and features added. We have A TON of ships, which I love, but the more ships are added the more difficult balancing becomes. I'm not suggesting we reduce the number of ships, I think we should continue to add more! But I'm drawing on my experience with lots of RTS games like Empire at War, Stellaris, Age of Empires, etc. and I think foundationally the ship roles should be more specialized. For example, M7s currently have (almost exclusively) anti-fighter flak guns and point defense lasers. An M7, in theory, should be able to hold its ground against an M2 and if it can outsmart and outmaneuver the M2 it could win, especially with multiple vessels. A good Star Wars example of this is the Katana Fleet. Currently, in-game, I don't feel like any M7 (especially on the Imperial side) is a match for an MC80, ISD II, or Klandosi Dreadnaught type ship. My Victory I's and II's, Imperial Light Cruisers, and other M7's get shredded against any vanilla AI MC80 and my ships will hardly put a dent in the MC80's shields. I have a hard time believing that three Interdictor Star Destroyers and two Victory I/II Star Destroyers would be brushed aside so easily against one MC80. M7s need to be more than floating flak platforms. Screening ships are important and have their role, but should be reserved for smaller vessels like M6s or the M7s should have two PPC or Turbolaser batteries in order to retaliate against M2s and terrify M6s. A CR90 (Alliance M6) should not be close to equal (if not superior due to its dual PPC slots) to an Imperial M7 (Interdictor, Victory I/II, etc.) and the same goes for an Imperial Lancer (M6) against an Alliance MC40a (M6).

To remedy this, I suggest we examine the M1, M2, M7, and M6 classes carefully and reallocate access to the various weapons on these ships. The other classes I find are well allocated with clear specializations and weaknesses. I suggest the following changes:

  • M1 - Carrier
    • Carriers should be equipped to defend itself against primarily starfighters and missiles (Flak and point defense lasers) while relying on supporting M7s, M2s, and its fighter/bomber complement to defend against enemy M7s, and M2s. Meaning it would be prohibited from fielding any other weapons except for the flak guns, point defense lasers, and missiles.
  • M2 - Large Destroyer
    • These ships are heavily armed and slow. They should have big guns with longer range (PPCs and Turbolasers) and flak/point defense lasers. This class of ship should be prohibited from equipping faster firing medium damage weapons like the concussion impulse generator and ion pulse cannon. It will rely on its supporting M7s and M6s to defend against faster moving enemies at close range that these faster weapons address.
  • M7 - Frigate
    • This ship is one step below a "ship-of-the-line" (M2) it should have 1 or 2 anti-capital ship weapons (PPC and Turbolaser), enough to bruise an M2 but not necessarily put up a fight 1 on 1. The other slots can then be configured to hold any other class of weapon from the medium strength (concussion impulse generator) to having anti-starfighter and anti-missile screening weapons based on the needs of the player and the specific flees. The M7s should be the backbone of any fleet.
  • M6 - Corvette
    • Corvettes should be fast to avoid enemy capital ship weapons while effectively screening the fleet from missiles and waves of enemy starfighters. They should have access to flak guns and point defense lasers but nothing higher.

There are many ships in the M1, M2, and M6 class that reflect these roles and a few here and there that don't adhere to them as much. The big flaw is the weakness of the M7s, especially on the Imperial side. By prohibiting access to certain weapons based on ship class will create more specialized ships that are more effective at their designated role and give them distinct vulnerabilities that can be mitigated by other ship classes. I think this will make for more interesting and thoughtful gameplay as it pertains to fleet design and acquisition, as well as more dynamic combat encounters.

The second part of my solution has to do with specializing the weapons on the ships. This comes from my experience in the game where I've saved up tons of money and purchased a Destroyer XL or Executor and, much to my chagrin, can hardly ever use it. There simply is no incentive to purchase these ships other than looking at the fine modeling and textures in the free roam camera. Now, these two ships, in particular, are enormous. The normal M2 weapons (PPC and Turbolaser) don't cut it because their range hardly extends beyond the edge of the ship! Dreadnaught-class and even smaller high-end M2s like the Resurgent-class Star Destroyer need a special "Titan" class of weapon that has a longer range, longer cooldown, increased damage, and fewer weapon slots than traditional capital ship weapons (PPC and Turbolaser). A good candidate for this would be an Octuple Barbette Turbolaser Battery. There could be a small number of placement slots on each side of the high-end and dreadnaught-class M2s that allows them to be more of a siege/battleship role while giving them a glaring vulnerability that could be exploited if they weren't properly escorted/supported with other ships. This would make the massive dreadnaughts have more of a purpose than being glorified lawn ornaments for my Player HQ sector. And let's be honest, who wouldn't want more effective dreadnaughts?

An example of a well-implemented M2 is the MC80 Home One-class Alliance M2. This ship has lots of cannons and is able to bring them to bear at believable and playable ranges. It has a good mix of anti-starfighter and anti-capital ship weapons. It has the medium cannons (concussion impluse generator, etc.) as well though and under my above system, these would need to be removed. But overall, I think it is one of the best ships in the game due to the cannon placements and specialization it has and the fact that it is really fun to fly!

After a couple hundred hours playing the mod through its various stages of development, these are the most urgent facets of balance/gameplay that I think could be improved and how I think we could best improve them. Again, I don't know what the technical limitations of modding X3AP are, but if creating new weapons isn't possible, then adjusting the current weapons to provide specialized armaments to specialized ships with specific purposes will add tremendous depth and strategy to a player's decision making and ultimately add to the fun and replayability of the mod.

--

Revan was power. It was like staring into the heart of the Force. Even then, you could see the Jedi he would slay etched on his soul.

Mar 29 2018 Anchor

Bravo The_Game_Mogul , glad to read your post. One note is that this game apparently has a 8km hard-coded limit for gun range distance, so I am at a loss how we can really make those huge ships more effective than they are. :(


Also, the MC80 Independence and MC80 Home One are sister ships of the same line, calling it Home One type or Independence type is the same thing. ;)

Edited by: vanguardian1

Mar 31 2018 Anchor

One bug I found was MC-85 cannot dock even through it says it can (also this fighter carrying cap should probably be increased

*cannot dock fighter

Apr 14 2018 Anchor

I'm not sure if it is this mod but when i go to a ship yard there are several undefined ships and i did notice a YT series ship was a bit broken

Apr 14 2018 Anchor

the undefined ships are placeholders for future vessels, if i remember right

May 2 2018 Anchor

Vigil-class cargo bay basically NULL after equipping with weaponry. It's only got 50 spectres and 4 phantoms with it's laser loadout and can only hold 82 energy cells? Nevermind light defense, cargo bay is to small.

Considering it's abysmal upgraded speed, I think the cargo bay should be expanded to at least 1000L units with cargo bay upgrades

Edited by: RaioVerusia

May 3 2018 Anchor

Having issues with the X-Wing Raider with it not having starting weapons, for the nostalgic rebel start

May 6 2018 Anchor

Is anyone else having issues setting ship friend-foe settings? I switch Friend to Foe and it'll change, but immediately revert, making turrets completely useless. I have no idea what could be causing this, but it's extremely frustrating.


Edit: It was just Codea being a nuisance.

Edited by: RaioVerusia

May 12 2018 Anchor

is it just my installation is broke or do the start descriptions not match the actual starts?

alliance patriot says i should start in a escape pod, i start in an xwing with a wing of tie fighters????? and the alliance is hostile to me yet i start in the argon starting system so is it just that my game is broke? because i really doubt alliance patriot where the description says i start in an escape pod means im an xwing with no guns with a group of tie fighters belonging to me and an im enemy to the alliance immediately getting shot at when the game starts by everyone around me

also tested the bankrupt bounty hunter, has vanilla pirate ship not the slave one

this is a fresh install so i dont know if my install is just borked or something

but all the star wars ships are in game, i get killed by the big mon calamari capital ships when starting alliance patriot so the mod obviously did get installed, its just the starts dont match what they should be

but once in game everything works fine i can keep playing, i just get insta gibbed in a weaponless xwing and my tie fighter squadron dies in alliance patriot, and i dont start with the slave one in bankrupt bounty hunter

May 12 2018 Anchor
mandoflare wrote:

is it just my installation is broke or do the start descriptions not match the actual starts?

alliance patriot says i should start in a escape pod, i start in an xwing with a wing of tie fighters????? and the alliance is hostile to me yet i start in the argon starting system so is it just that my game is broke? because i really doubt alliance patriot where the description says i start in an escape pod means im an xwing with no guns with a group of tie fighters belonging to me and an im enemy to the alliance immediately getting shot at when the game starts by everyone around me

also tested the bankrupt bounty hunter, has vanilla pirate ship not the slave one

this is a fresh install so i dont know if my install is just borked or something

but all the star wars ships are in game, i get killed by the big mon calamari capital ships when starting alliance patriot so the mod obviously did get installed, its just the starts dont match what they should be

but once in game everything works fine i can keep playing, i just get insta gibbed in a weaponless xwing and my tie fighter squadron dies in alliance patriot, and i dont start with the slave one in bankrupt bounty hunter

Hi,

Your installation is messed up unfortunately.

May 13 2018 Anchor

well, i did a full reinstall so its the mod then

whats with the starts being broken?

im going to try a third reinstall without the recommended plugins and see if its the plugins screwing it up, but so far its been two for two

third install, NO PLUGINS, not the plugin manager not the recommended plugins nothing but vanilla GOG x3 terran war pack install and the mod

all the same problems, like i dont know how i could possibly have fucked it up its push one button to install then drag and drop from the mod, so something is super borked maybe with only the GOG version, becauase i cannot manage to not end up with a vanilla pirate ship in the bankrupt bounty hunter instead of the slave one

and the weird x-wing with a wing of tie fighters belonging to me while hostile to the alliance in the alliance patriot start

clean install from GOG version, just the mod, no plugins, no plugin managers, nothing else

May 14 2018 Anchor
mandoflare wrote:

well, i did a full reinstall so its the mod then

whats with the starts being broken?

im going to try a third reinstall without the recommended plugins and see if its the plugins screwing it up, but so far its been two for two

third install, NO PLUGINS, not the plugin manager not the recommended plugins nothing but vanilla GOG x3 terran war pack install and the mod

all the same problems, like i dont know how i could possibly have fucked it up its push one button to install then drag and drop from the mod, so something is super borked maybe with only the GOG version, becauase i cannot manage to not end up with a vanilla pirate ship in the bankrupt bounty hunter instead of the slave one

and the weird x-wing with a wing of tie fighters belonging to me while hostile to the alliance in the alliance patriot start

clean install from GOG version, just the mod, no plugins, no plugin managers, nothing else

Hi again,


I believe the GoG version has custom starts, there was a thread about it on the Egosoft website, some of the guys here also have GoG and somehow managed to fix it, have a look in the comments under files here or check the forum here.

I'm sorry I cant help further, I'm sure someone will be able to assist you here after seeing your post.


Mik

May 14 2018 Anchor

Noticed a bug with the Carrack Class, Its view port will show stations through it in 3rd person view if it comes into it view (see below occurs on all graphical settings) and that when changing Global turret setting (in the game settings) it will unload all but one turret on each slot (unsure if this an X3 AP bug or mod bug). In addition to this, the M8 version of D-5 states that it can hold a fighter, like the M6 Version of its self, however due to M8 not having the certain settings and features, due to being a bomber class, it cannot and will not accept any fighters for its 1 bay slot (Which is a shame as I am using it as a if it was a M6, Rather than an M8). Perhaps remove the text that states in the ship info that it can hold a ship to fix any confusion. I also noticed that balancing for the M6s of Imperials is a bit off, if anything the Tartan Class should be slightly faster than the Carrack Class, this due to it being in the same vein as the Carrack of Fast Strike AF roll (see wookiepedia entry for details), maybe give it a max turn of 4 or 5 due to it being slightly smaller, but other than that the Carrack is worth the wait in credits to buy over the over the other M6s due to being one of the Fastest M7s in the game. That is my thoughts on the current things I am noticing, maybe it helps. (Edit: I just realized that the D-5 M8 can dock as if M3-M5... thats 10 Chain guns with 3 200 MJ shields moving at 156m/s... Making it the best Fighter ever... Kinda Op......... Lets not change this. EVER.) ((Edit 2: Was messing around with the turrets some more, Have 9.3s and 08B-M installed on the Carrack and the 08B-M are the only ones to fire, the turrets will not use the 9.3s when mixed, even when firing at a new target with in range of both guns types. When testing with light and 7.2s it will use both once both are in range. Unsure if this a X3: AP bug for turrets or something up with the Carrack and or weapon combo its self.)) (((Edit 3: I really need to stop breaking the game, So with a single Carrack you can fit 6 M6s, in this case the Tartan Class, with 6 ship slots... those Tartan Class can hold TMs in this case the CR 100 TM, which has 6 ships slots...... and this clown car case gets only better as the TM can hold 6 M3-M5 or M8 ships.... So for one M7 can hold in total by Tardis Police Space Box Magic can hold a total of 216 ships.... Mind you it takes time for all the ships to deploy, but this makes the Carrack the Fastest Carrier In the game.... I do not want to even start to think about Actual Carrier ships trying to do this as well, if its even possible, nor am I going to test this madness. I may make a video about this sorcery)))

Edited by: zachert45

May 19 2018 Anchor

i recently found a 'bug' of sorts with version 1.6.5.

quick recap: built a large silicon mine, bought a BFF-1 bulk freighter to supply it with energy cells. made sure bounce was on (had this a few times now), and it blew itself up in one or two seconds. did a little digging, and found out that some ships (like the BFF-1) seem to be missing from the wall file for bounce. (as far as I can tell. not sure if you added in the comments in that file but they help a lot with looking this up).

so.. I think the wall file packaged with bounce in this mod is outdated?


EDIT
yeah. generated a new wall file. and it's almost double the size in notapad++ (28.8k characters vs 18k on the one packed with 1.6.5)

Edited by: Carcharhinidae

May 20 2018 Anchor

On the specific note of ship balance, is there any chance for some kind of buff/rebalance of the TIE Silencer? As it stands, there's absolutely zero reason to use it over the TIE Defender (which is canonically ~35 years older), looks aside of course. I think it could use a significant boost in speed (which is currently equal with the TIE/D), possibly a small handling buff, a cargo buff (its capacity is half that of the Defender despite being the notably larger craft), and buffs to its hull/shield capacity. A combination of these would differentiate it from being a fighter worse in every capacity than the Defender to something that fits a psuedo-interceptor or personal strike craft niche, but still leaves the Defender with more weapon mounts and better laser capacity.

Edited by: Wilde_Fire

Jun 8 2018 Anchor

First, thanks for the awesome mod, it's the best open world star wars mod I've ever played.

On the matter of ship balance, the StarViper Fighter Vanguard needs more cargo space. With max shields and fully upgraded cargo, I can only put one SFS 7.2 laser cannon out of four slots.

Jun 8 2018 Anchor

Love the mod. A few things I noticed during my playtime:

1: Any text involving "Mandalorian" seems to be bugged. Other races seem to be fine. Any text that calls on the Mandalorian name seems to be pushed to the next line after "Mandalorian". For example, looking at my race relations summary on my personal page (double tap P), I see:

"Corporate Sector [rank]"

"Mandalorian

[rank]" "Terran [rank]" (on the same line and obstructing my Mandalorian rank)

Using Military Response Revamp, when a sector is taken over, I get a subtitle at the bottom of my screen that looks like this:

"Corporate Sector has taken sector XXXX from Terran"

However, if Mandalorians take over a sector, I will get two subtitles:

"Mandalorian"

"has taken over sector XXXX from Terran"

This problem does not occur if Mandalorians lose a sector, since no text would appear after "Mandalorian". for example:

"Terran took sector XXX from Mandalorian"

This only seems to be a problem with Mandalorians.


2: When I was using a Procursator Class Star Destroyer (which only has turrets), I noticed a problem when fighting a Nebulon-B Frigate. The "center" of the Nebulon (seen by having auto-aim in semi or on), is not actually on the Nebulon model. This results in all of my turrets aiming for this "center". They hit the center, but they miss the ship. I was able to manually control the turrets and destroy the Nebulon, but in a larger battle, I could not do that as easily, and Nebulons would be pseudo-invincible, since nothing could actually hit them from the side. Attacking from the front or back of the Nebulon still works, due the angle of the shot hitting the ship's model.


3: I also support fixing the gate collisions, which I know you are working on. I have to jump everywhere I can and save before each gate. If you do remove the gate models, be sure to have compatibility for trans-orbital accelerators. I tried someone else's 'no gates' mod, and it made trans-orbital accelerators larger, but it seemed to break them to the point of unusability. You could just replace the trans-orbitals with the gate wormholes. They function like gates, anyways.


Although I run with more mods than just yours, it is worth noting that these issues were encountered before I used these extra mods.

Edited by: Unit745

Jun 8 2018 Anchor

I plan on starting a new thread for 1.0.7a tonight after I take care of things here, I'll carry over the last few problems (or add to them)

Jun 9 2018 Anchor

Sith Vigil does not share the cargo bay increase that the Imperial Vigil has in 1.0.7

Jul 14 2018 Anchor

The lucrehulk is too big to undock from the NMMC Headquarter as its model is inside of the station

Jul 15 2018 Anchor
rockgodassasin wrote:

The lucrehulk is too big to undock from the NMMC Headquarter as its model is inside of the station

I will redo the NMMC station model to accommodate.

Aug 11 2018 Anchor

not sure if this should go into a bug report, but the BT version of the Z-95 now appears to be a base model, even tho the subtitles still lists it as having X-wing style foils and four guns.BpRObXUCcAEN6up

how it looks in legends

unknown


how it is looking now in game, could have sworn earlier versions had the first version

Edited by: Mmorine001

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