quote who="Volt_Cruelerz" reply="539" id="2991994"]I did a completely different order. It threw a bunch of "what's this" errors for stuff listed in the manifest that wasn't there (to the point where I put a water bottle on the enter key because I got tired of holding it), but it runs just fine in more or less the opposite order. I did:[/quote]
The different order may have worked this time, but my plan is to follow more along the lines of SotC which WILL require the base mod to be last.
Ya, my mod and the debugger don't get along real well. You'll have to load everything to avoid those errors but then the 5th capital abilities and moving starbases with factories like to throw up too. My suggestion would be don't use the debugger to play my mod.
I'm just wondering though.. What about moonbases? Yes, it turns into an argonev. That's beside the point. My point is, wouldn't it make sense if it turned back into a moon afterwards instead of just going boom? Also, you know, moons will move if you tell it to build an Argonev elsewhere. That's a tad bit unrealistic...
Hmm, they are star bases, true. But the aren't Argonev star bases. The moons also can't be destroyed exactly. You can destroy the infrastructure on them but they can't be destroyed, they just go back to being captureable.
Also, this is a prototype which is why I currently have moving moons. Basically I'm playing around with how to get the AI to deploy them. The upgrades, abilities and weapons are also all going to change for the most part as well.
The nice thing is if you don't like the moons (which I gather you don't) then you won't be forced to add them.
As for an actual bug, the following are on top of each other in the Advent research tree.
I had fixed this locally already, but thanks for noting it. This actually went out as a bug in my R4 release that I fixed with R4.1.
Gauss Burst on the Vera Class for the TEC does not have a range aside from Level 1. I'm assuming this is a typo. Gauss Defense Missile Burst is also wildly underpowerd on the Vera. The Meson Bolt ability though understandably does so little damage, but it is still quite weak. I'd recommend buffing its actual damage to be something more like 175/325/500 or something like that. It just seems especially weak now.
Hmm, I've fixed the range locally, but the other ones I disagree on.
The Missile Burst actually causes damage to 4 targets and has no AM restriction. At level 1 it does more 4x more damage than the Kol's forward Beam weapon.
The Meson Bolt is all about armor reduction, at level three it can reduce the armor by -8. It's true the damage isn't spectacular but the armor reduction is quite nice. If I add an AM restriction to this I may up the damage dealt.
Failed to find brush: HUDICON_TRADESHIP_NEPHILIM
FrigateNephilimUtility1 has weapon:0 damage in FRONT bank but no weapon points for its current mesh. Is this intended?
CAPITALSHIP_PLAGUESUPPORT has weapon:2 damage in LEFT bank but no weapon points for its current mesh. Is this intended?CAPITALSHIP_PLAGUESUPPORT has weapon:2 damage in RIGHT bank but no weapon points for its current mesh. Is this intended?FrigatePlagueScoutSpawner has weapon:0 damage in FRONT bank but no weapon points for its current mesh. Is this intended?
Hmm, my weapon null points seemed to have disappeared from the utility frigate. I'll have to look at my .xsi for that.
The others aren't a big deal.