![]() ![]() Neceros for mod management and balance, and a few graphics.Temporarily reduce your shields to 1 radius to takeoff and land your ships. Frontier's Development Shields: The ships will not be able to land within the shield zone even if the shields are turned off.Multiplayer mod: You will not be able to actually load anything into the ship.More informationĬheck our Trello for the the list of priorities & known bugs. Check mod settings to determine what can be dropped in a bombing run. ![]() Any left over shells will be unloaded from the assault vessel after the bombing run is completed. Fill a military capable shuttle with at least 1 shell up to the ship's maximum. ★ How does bombing work? What kind of shells can I use?įirst, you must enter the tile to bomb and scout out the location before-hand. They must be fueled with chemfuel to produce power, and you have to connect them with power conduits. ★ Old Genesis reverts the Genesis graphic to the old one ★ Loading in Progress to load stuff into a caravan that's already being loaded ★ Realism Patch changes everything to be more expensive, pushing these ships much later in the end-game Usage GuideBombing runs and settings panels discussed here. Easy to extend: our assembly is very dynamic, so mod authors can release entirely custom versions of their own ships, or completely change the built in ships.Full mod settings page to greatly customize your personal experience.Compatible with Rimefeller chemfuel pipes to auto refuel.Power plants are built into the ships, providing power when landed and connected to a conduit.Each ship has a specific role, from hauling, to assaulting fortifications and troop transport.Carpeting bombing and precision strikes capable from military ships - devastating potential.Command ships like you would transport pods, but they actually land and can be flown again.Ships can do everything a caravan can, plus more (trading, quests, assaults, etc).Please note 99% of my mods are MIT licensed, meaning you can do whatever you want with it with the requirement of crediting me. Sorry, but I'm no longer maintaining my mods. These vessels are expensive in materials & research, and are very late game. ![]() ![]() These act like drop pods, but are not one use - when you bring it back home you choose where to land and disembark. They can load people and cargo and bring it somewhere else - potentially a very long distance, and back again. Upload your own content or check out what others have to share! Copy link This is due to the fact that the orbiting ship uses world tile 1 as its "true" location by default, and if that tile happens to be a body of water or otherwise impassible terrain SRTS ships will treat the ship site as invalid.These are tiered, flying ships with very specific roles. Starter ships Freighters Fighters Frigates Destroyers Cruisers Dreadnoughts Starter ships Cargo Runner Dmg. The eye in the storm of modding never blinks. Sending further ships to orbit will not cause an engine burn explosion. For more details, especially regarding the mechanics of ship combat, check out our wiki. Discover the secrets of evolving your ships AI into a true archotech, and rule the Rim! Seems to be harmless. pastorismylord moved this from Highly Incompatible to Errors With RT in Mod Compatibility Jun 15, 2021. Niilo007 changed the title Root level exception SoS 2 "Save Our Ship 2" Root level exception SoS 2 Feb 4. ![]()
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