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 Void Wanderers ( Updated - V131 ) 
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Joined: Thu Jan 07, 2010 1:54 am
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Post Re: Void Wanderers - FINALLY UPDATED!!! -
Harzipan wrote:
When I finished capturing an enemy Techion Scout, I ended up getting +306 reputation with them. I don't think that an enemy army would appreciate you if you killed their men and took a ship.

EDIT: Just happened again. +600 this time. Same circumstances as before.

DOUBLEEDIT: It's every faction. Successfully taking out an enemy ship of any size or crew results in an overall gain of +600 points with that faction.


That makes sense program and strategy wise, think of it like a respect of an enemy's strength (your strength). Besides if your rep is deep negatives you'll still face them. If the rep raise was to happen in the positive then it would be an issue, but that wouldn't happen as they would be your allies.


Mon Aug 19, 2013 5:45 am
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Post Re: Void Wanderers ( Updated - B100 )
Yep, exactly what CCS said, they respect your power, or maybe re-evaluate you as a useful asset which can be used later if you happen to change your faction of choice.

And updated to support Arcalane's AEON Tech. 100th build.

Oh, and you can find the list of supported mods in VoidWanderers.rte\Supported Mods.html


Tue Aug 20, 2013 9:24 pm
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Joined: Mon Aug 27, 2012 11:13 am
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Post Re: Void Wanderers ( Updated - B100 )
A problem that I'm having with this mod is that the countdowns, specially the storing items and bodies countdowns, don't adapt to timescale. The new ship has the item dropper thing on the ceiling and I can't succesfully give my brain equipment because the UI lags my game a lot and the equipment falls in slow motion so the timer finishes before I could even pick anything up. It's fine for the soldiers though since I can pre equip them before bringing them out. Also, the Psyclones tend to clone items by picking them up from the previews, like when I'm buying something or I'm in the items storage.


Wed Aug 21, 2013 2:17 pm
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Post Re: Void Wanderers ( Updated - B100 )
Open Tactics.lua and turn this

Code:
--if self.TickTimer:IsPastSimMS(self.TickInterval) then
if self.TickTimer:IsPastRealMS(self.TickInterval) then


into this

Code:
if self.TickTimer:IsPastSimMS(self.TickInterval) then
--if self.TickTimer:IsPastRealMS(self.TickInterval) then


That should fix countdown problems. Funny thing about Psyclones though, I never leave them unarmed and usually equip via clone storage.


Wed Aug 21, 2013 2:54 pm
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Joined: Thu May 21, 2009 1:52 pm
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Post Re: Void Wanderers ( Updated - B100 )
Hi, it seem Crobotech (for 1.0) faction don't work properly in this mod :

I can't send Crobotech units on planet or stock them in the clone cuve after i deployed them. I don't know if the problem come from me or no ? If someone can confirm that..

Sorry for the bad english. Awesome work in all case


Thu Aug 29, 2013 12:02 am
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Post Re: Void Wanderers ( Updated - B100 )
Shad90 wrote:
Hi, it seem Crobotech (for 1.0) faction don't work properly in this mod :

I can't send Crobotech units on planet or stock them in the clone cuve after i deployed them. I don't know if the problem come from me or no ? If someone can confirm that..

Sorry for the bad english. Awesome work in all case
Yes, I had the same problem when i used Crobotech (very recently)


Thu Aug 29, 2013 4:30 pm
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Data Realms Elite
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Post Re: Void Wanderers ( Updated - B100 )
weegee wrote:
That should fix countdown problems. Funny thing about Psyclones though, I never leave them unarmed and usually equip via clone storage.

But that doesn't include the brain unit :/


Thu Aug 29, 2013 5:14 pm
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Post Re: Void Wanderers ( Updated - B101 )
Hopefully fixed the sample weapon problem. If you're using Psyclones, you'll need to download updated version too. Will look what's wrong with crobos a bit later.


Wed Sep 04, 2013 8:25 pm
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Post Re: Void Wanderers ( Updated - B101 )
I get unplayable FPS as soon as I start an away mission. Is there a mod that could cause a really bad conflict?


Fri Sep 06, 2013 3:21 am
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Post Re: Void Wanderers ( Updated - B101 )
Show me what's happening in the console?


Fri Sep 06, 2013 9:05 am
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Post Re: Void Wanderers ( Updated - B101 )
weegee wrote:
Show me what's happening in the console?

I tried with only 1 AI character on the away team and the lag was much better but this is what my console looks like


http://puu.sh/4kOMQ.png


Sat Sep 07, 2013 12:11 am
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Post Re: Void Wanderers ( Updated - B101 )
You need to disable custom AI. To do this go to

VoidWanderers.rte\Scripts\MissionLauncher.lua

find

Code:
CF_UseCustomAI = true

and change true to false

Really don't know what's causing this, never had anything like this during tests. Maybe you're using some customized AI_Human.lua version?


Sat Sep 07, 2013 7:59 am
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Post Re: Void Wanderers ( Updated - B102 )
Added support for S.H.I.E.L.D. and Zealots from Gotcha!'s UniTec mod.


Sat Sep 14, 2013 7:52 pm
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Post Re: Void Wanderers ( Updated - B102 )
I got some suggestions.

1 - Make units that have masks or helmets (like browncoats) not suffocate in space
2 - Fix the teleporter location glitch/bug, well, that's what I call it. This bug causes returning troops to appear left of the teleporter, and to send troops they must be to the left of the teleporter (If any of that madness made sense, also it may just be with the starting ship)
3 - I don't know if this is possible, but make bears federation mech weapons have descriptions and manufacturer label, so that when you kill one of their mechs and rip it's gun out the gun doesn't just say "Unknown" in the storage.
4 - Of course, more faction support :D
5 - Maybe the ability to actually use the Unitec faction?
6 - Aaaaaaand all that other crap I cannot think of :???:


Mon Sep 30, 2013 5:43 am
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Post Re: Void Wanderers ( Updated - B102 )
Oh, I remember one, since the lower teleporter in the first ship (the name of which I forgot, the Lynx I think?) was moved, the stairs down into it aren't considered to have life support.

This isn't usually an issue if you're just moving your guys around your ship during down time, but it's a big issue if you're in the middle of a scout attack, or attacking an enemy scout ship.


Mon Sep 30, 2013 6:50 pm
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