[SHIP][AE] The Potential - UPDATED 2015/08/16

Distribute and discuss mods that are functional. Moderator - Grognak
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5thHorseman
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Re: [SHIP][AE] The Potential - UPDATED FOR AE!

Postby 5thHorseman » Wed Jul 30, 2014 12:55 am

FortunaDraken wrote:This looks interesting. Gunna download it and give it a try.

Which ship does it replace?


Wow! How did I have this mod out here for so long without managing to have that in the first post?

I just added this text to the first post. Thanks for mentioning this as I intended on listing that:

This ship replaces the Kestrel. It also modifies the game in several ways so you should only have it loaded when you're playing it, then uninstall it afterward.
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Simo-V - The Potential - Automated Scout - "Low O2" Icons
The Black Opal - The Asteroid - The Enforcer - The Pyro

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el Rago
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Re: [SHIP][AE] The Potential - UPDATED FOR AE!

Postby el Rago » Wed Jul 30, 2014 12:00 pm

5thHorseman wrote:This ship replaces the Kestrel. It also modifies the game in several ways so you should only have it loaded when you're playing it, then uninstall it afterward.


yeah, tell me about it. The Ship crashes with CE on thunderstorms. Seems like it crashes upon entering a Thunderstorm, as Sleeper Service has some events with them, and removing the Thunderstorms causes crashes. It is otherwise perfectly playable, but you should avoid hazard beacons if you plan to play CE and CE: Infinite.
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5thHorseman
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Re: [SHIP][AE] The Potential - UPDATED FOR AE!

Postby 5thHorseman » Thu Jul 31, 2014 10:21 pm

el Rago wrote:
5thHorseman wrote:This ship replaces the Kestrel. It also modifies the game in several ways so you should only have it loaded when you're playing it, then uninstall it afterward.


yeah, tell me about it. The Ship crashes with CE on thunderstorms. Seems like it crashes upon entering a Thunderstorm, as Sleeper Service has some events with them, and removing the Thunderstorms causes crashes. It is otherwise perfectly playable, but you should avoid hazard beacons if you plan to play CE and CE: Infinite.


I had to remove all ion storms from the game. I bet thunderstorms are similar. You could see how I did it (I honestly don't remember right now) and do similar with thunderstorms, but I don't know enough about how CE works to say if it'd actually works.

IIRC what I did was to modify each ion storm event to still work normally, but just not be in an ion storm. This actually makes the game a little harder because you have so much power that an ion storm would normally be a cakewalk. Here, your enemies aren't handicapped.
My Videos - MY MOD HUB
Simo-V - The Potential - Automated Scout - "Low O2" Icons
The Black Opal - The Asteroid - The Enforcer - The Pyro

"Every silver lining has a cloud..."
el Rago
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Re: [SHIP][AE] The Potential - UPDATED FOR AE!

Postby el Rago » Fri Aug 01, 2014 8:53 pm

do not worry, you had to do what you had to do.

after some experiments I realized that without the Potential, some custom ships I had (just custom loadouts), also crash if they had more than 30 power. Up until now, I did not have any crash. Problem is, 30 is just 5 more than standard. So, either I run max 3 power weapons, or less power 4 weapons. For regular play I would say it is just fine, but for CE, you need more power. specially if you end up playing against 5 shield enemies. I end up having at least 4 Zoltan to power up the shields.

nonetheless it is for a good challenge, even if your ship has more power than standard.

The Potential does make the game a bit easier particulary if the RNG has been good to you. Couple that with a scrap recovery and you can upgrade your ship pretty quickly.

all in all, it is still a very good mod
swedish_potao_taco
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Re: [SHIP][AE] The Potential - UPDATED FOR AE!

Postby swedish_potao_taco » Sun Sep 07, 2014 1:49 pm

whenever i try to play the potential with balanced arsenal, and ONLY those 2 mods, first i cant find the ship, it doesnt show up anywhere on the hangar, then once i see what ship it replaces, my game crashes. I have tried with other mods and the same thing, i really wish it would work. But other than that, 11/10 ship rating with unlimited scrap!
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5thHorseman
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Re: [SHIP][AE] The Potential - UPDATED FOR AE!

Postby 5thHorseman » Mon Sep 08, 2014 12:49 am

swedish_potao_taco wrote:whenever i try to play the potential with balanced arsenal, and ONLY those 2 mods, first i cant find the ship, it doesnt show up anywhere on the hangar, then once i see what ship it replaces, my game crashes. I have tried with other mods and the same thing, i really wish it would work. But other than that, 11/10 ship rating with unlimited scrap!


I don't know much about Balanced Arsenal, but I wonder if that mod changes events at all? I had to fiddle with events a LOT and every change I made was done so to eliminate game crashes. I would suggest playing Potential all by itself, or at least go into each added mod knowing that you may have problems.
My Videos - MY MOD HUB
Simo-V - The Potential - Automated Scout - "Low O2" Icons
The Black Opal - The Asteroid - The Enforcer - The Pyro

"Every silver lining has a cloud..."
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NarnKar
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Re: [SHIP][AE] The Potential - UPDATED FOR AE!

Postby NarnKar » Mon Sep 08, 2014 1:12 am

Balanced Arsenal has some campaign alteration components, yes. It's stated as being "directly incompatible" with CE, and CE has compatibility issues with campaign mods, sooooo...
ultra
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Re: [SHIP][AE] The Potential - UPDATED FOR AE!

Postby ultra » Mon Sep 15, 2014 1:00 pm

Hi Horseman,

any chance of a alternate version with sensors?

i understand balance reasons but im no boarder and i really enjoy watching enemy crew run around repairing stuff.

I played this ship for over a hour in the infinate mod with captains, but not having those sensors is really detracting for me, and i cant for the life of me figure out how to add it back in using the superluminal ship editor.

Thanks for your work!
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5thHorseman
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Re: [SHIP][AE] The Potential - UPDATED FOR AE!

Postby 5thHorseman » Mon Sep 15, 2014 6:28 pm

ultra wrote:any chance of a alternate version with sensors?


Sensors should be available for the ship. They're the room just above doors and should be purchasable in stores unless I screwed something up. I'm not ruling that out, but I don't see anything in the mod that would make them not purchasable.

Any chance you have another mod installed that removed purchasability of sensors from stores?
My Videos - MY MOD HUB
Simo-V - The Potential - Automated Scout - "Low O2" Icons
The Black Opal - The Asteroid - The Enforcer - The Pyro

"Every silver lining has a cloud..."
ultra
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Re: [SHIP][AE] The Potential - UPDATED FOR AE!

Postby ultra » Tue Sep 16, 2014 12:00 am

Hi Horseman

Thanks for your response, they are indeed in stores, but they appear to be very rare, in my last run for example with The Potential i played around 2-3 hours or so (infinate mod) and saw them in stores just once and was too expensive for me to buy, i didnt it again. In multiple runs thats the only sighting i saw of it.

Im not sure how much work is involved, but would seriously be indebted to you if you could perhaps upload a version with the scanners at say level 0 and require a upgrade to get going?

Sorry to be a pain, its a amazing ship nonetheless, ill just enjoy it far more with those scanners.

If you would prefer, i could perhaps mod it myself, but i have looked around spent about 30 mins or so in the editor and really just couldnt see how to add it to starting inventory?

Thanks Horseman.