Master of Orion

Master of Orion

Tactical Mod 3.8
vaaish  [開発者] 2019年12月24日 15時04分
Dev Changes for 3.0
-Terran blueprints added ( cannon and drone heavy)
-Terran personalities added (phase 1, more varied fleet composition)
-Displacement device recharge increased 5s -> 7s
-Subspace Teleporter recharge increased 10s ->15s
-Antaran defense fleet minimums tweaked to make battle easier and more interesting.
-Anraran tweaks to the antaran frigates and destroyers.
-Black Hole Generator crush changed to 70 damage/sec with 10ap. This change makes it good at swarm control and delaying large ships.
-ARU tweaked to 1% per 1.25 seconds.
-Category "mine" added to Nucleonic Charges and Antimatter Charges to stop the AI from equipping both modules at the same time.
-Side arc increased 90 -> 100 degrees.
-Added "tradeable" tech to AI blueprints. This is tech a player might sell to an AI as free cash expecting that the AI won't use it.
-reduced time to live for missiles. Makes using speed or teleportation a viable tactic to avoid missiles.Later game missiles live longer.
-Adjusted Orion Guardian blueprint to make it more challenging.
最近の変更はvaaishが行いました; 2019年12月31日 14時30分
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vaaish  [開発者] 2020年1月2日 22時42分 
These changes have now been pushed out. If you're experiencing anything weird, you may need to start a new game.
For some reason auto-resolves aren't resolving at all.
vaaish  [開発者] 2020年1月3日 20時46分 
I haven't run into this myself, is it all auto resolves?

If you haven't already, did you try starting a new game and seeing if the problem persists?

Can you give me a list of mods (in the order they are loaded) and a save game to look at?
最近の変更はvaaishが行いました; 2020年1月3日 20時56分
Well I started other 2 campaigns, and result is the same, I'll try resinstalling the resource packto see if it is that. But thanks for the concern.
Here is the modlist:
https://imgur.com/a/tvNu45B
vaaish  [開発者] 2020年1月5日 8時28分 
I don't see my mod in your list of active mods, but it's possible you're issue is caused by the resource pack. I'm not 100% its the same one that causes problems but I've seen several folks run into issues with one of the packs (I'm not using them myself).
Just installed game with these mods and started new play: 5X, UCP, DSMP, 5XCPC,Tactical Mod,Custom 5X Assets, 5X/Resource Pack Patch.

Auto Resolve worked until turn 17, my Frigate against a Pirate Raider does not finish resolving. Not sure why the raider also has no attack value (0) and only defence (10). Is this normal for start Pirate ships?

So the Auto Resolve seems to work if I am not already at the place the Raider was moving to, but I have to move my ship to it and then auto resolve. Hope this helps.
最近の変更はHanPoloが行いました; 2020年1月19日 6時22分
vaaish  [開発者] 2020年1月19日 8時16分 
Can you post a screenshot of what the pirate load out is? If you hover over the pirate raider in the combat screen it'll give you a tooltip telling you what the ship has. A zero rating typically means the ship doesn't have space to mount any weapons but it's not something I've seen before with pirates.

As far as autoresolve I'm unsure. I've never seen this happen. There might be something in the game log about it if you can post that when it happens. It's also possible some of the mods are interfering with each other. Try loading tactical mod last and double check that you've run the installer for ucp, not just subscribed on steam.

Last, it could be the resource pack. That's been known to cause issues with turns not advancing.
@vaaish Sorry, my bad, you are right, I forgot the UCP step. I had just subscribed (I did do the resources and assests but forgot that one). That must be causing all the problems. I am going to start a new one and let you know. Thank you for taking the time to answer and for the mod.

Update: New game everything is working good now.
最近の変更はHanPoloが行いました; 2020年1月19日 19時04分
vaaish  [開発者] 2020年1月19日 19時19分 
Good to hear! If you do end up seeing any zero strength designs, please post a screenshot so I can track it down.
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