LysianCommander

LysianCommander

Joined Member # 6881348
2 Posts 2 Replies 615 Reputation

Okay, here is version 1.0 . Tested just enough to ensure the fighters spawn and with what seems to be the intended modules. Haven't had a chance to playtest a full game yet. I'll be doing that this weekend.

2 Replies 11,631 Views

I am making a mod to address some of the problems we all have with carrier fighters and I want to ask for everybody's thoughts on it before I'm done with it. One problem that I wanted to solve for myself was the fact that there is no way to control which defense type or weapons the fighters will use. Another is that sometimes you get Guardians when you wanted Assault fighters, sometimes you get Interceptors when you wanted Guardians. They have other problems but this is what I'm focusing on.<

2 Replies 11,631 Views

I want to edit some specific default ships that are defined in ShipBlueprintDefs.xml without having to include all the other ships also defined in that file. I tried renaming the file in my mod folder, but the ships defined in the game's xml overrides mine. I tried keeping the file name and deleting the other ships and that overrides the game's xml and removed all the default ships from the game. If I keep the other ships listed in the xml file that's in my mod folder, whatever is in my version

1 Replies 8,008 Views

I haven't had the game long, but what I've noticed is that Assault fighters are always missiles and Interceptors are always beams, regardless of what weapon tech I have. I ignored missiles in one game and they still used them, then went up the missile tree and suddenly all my carrier fighters upgraded their missiles. I don't use Guardian modules, so I can't speak to that. I don't think I've ever noticed the Assault fighters being assigned Guardian roles. I did finally decide to stop u

22 Replies 174,048 Views