I ran into the crashing without the drone bay on a ship recently, the looter. The author discovered that drones with a BOARDING (@edit BOARDER*) tag are the problem, seems that changing their rarity to 0 may be an acceptable fix. Probably want to make a universal slipstream tag for it, compatibility with mods etc.
If there are any events that specifically gift these drones, another deep blanket findlike tag that would change them to something else for the relevant files would be good. I can't really go through the data file at the moment (phone), but that should be a quick search.
[Ships][AE] The Skimmers [v003]
- GianTell
- Posts: 54
- Joined: Fri Jul 08, 2016 10:33 pm
Re: [Ships][AE] The Skimmers [v003]
I just did my first run with The Skulker, and I have to admit, despite being abit claustrophobic playing a really small and compact ship for the first time, it's a really good ship 
My way to play it was:
Autofire On
1. Target Shield with Heavy Laser
2. 0.2 sec after the laser been shot, target pilot and weapon bay with both micro lasers
3. Immediately cloak after both micro lasers made their shot
4. Change target of Heavy Laser to weapon bay while one micro laser to shield
This plan works really well in my first playthrough xD
First thing I upgrade is stealth to lv2, then shield (since it's too long to gain 140 scraps before meeting stronger enemies)
Attacking drones are pretty dangerous, but if the enemy has one, just change target of both micro lasers to enemy drone bay for first shot.
But sad news tho, at sector 5 or 6 I encounter the Boarding Drone reward bug and the game crashed.
I think I have Ion Burst II and Hull Laser 1 replacing the micro lasers at that point, and have 2 heavy-duty missiles in my cargo for Flagship.
Thank you so much for the awesome ship!

My way to play it was:
Autofire On
1. Target Shield with Heavy Laser
2. 0.2 sec after the laser been shot, target pilot and weapon bay with both micro lasers
3. Immediately cloak after both micro lasers made their shot
4. Change target of Heavy Laser to weapon bay while one micro laser to shield
This plan works really well in my first playthrough xD
First thing I upgrade is stealth to lv2, then shield (since it's too long to gain 140 scraps before meeting stronger enemies)
Attacking drones are pretty dangerous, but if the enemy has one, just change target of both micro lasers to enemy drone bay for first shot.
But sad news tho, at sector 5 or 6 I encounter the Boarding Drone reward bug and the game crashed.
I think I have Ion Burst II and Hull Laser 1 replacing the micro lasers at that point, and have 2 heavy-duty missiles in my cargo for Flagship.
Thank you so much for the awesome ship!

- Gencool
- Posts: 409
- Joined: Sun Jun 16, 2013 1:21 pm
Re: [Ships][AE] The Skimmers [v003]
Glad you enjoyed it! Thanks for the feedback, always lovely to hear.
I know exactly how to fix the boarding bug now, but unfortunately I'm out of town this weekend. I'l throw together a worldwide patch for anyone who's ship have this bug when I next get chance, and upload it alongside the next skimmer update.
I know exactly how to fix the boarding bug now, but unfortunately I'm out of town this weekend. I'l throw together a worldwide patch for anyone who's ship have this bug when I next get chance, and upload it alongside the next skimmer update.
- GianTell
- Posts: 54
- Joined: Fri Jul 08, 2016 10:33 pm
Re: [Ships][AE] The Skimmers [v003]
Glad to hear that! :DD
Can't wait to test the ship with the Flagship! (probably will be obliterated if I cant destroy him in the first 20 seconds)
EDIT: Just tried The Skudler, and I have to admit, the inability to autofire the other 4 weapons is frustrating xD
To the point of I just put weapons in the 5~8 slot for events only and not actually using them... Hopefully it can be fixed somehow x(
EDIT2: Another thing about Skudler that I just realized: you can't protect yourself from Missiles. Will have to rely entirely on dodge chance and stray projectiles, which kinda sucks xD
Can't wait to test the ship with the Flagship! (probably will be obliterated if I cant destroy him in the first 20 seconds)
EDIT: Just tried The Skudler, and I have to admit, the inability to autofire the other 4 weapons is frustrating xD
To the point of I just put weapons in the 5~8 slot for events only and not actually using them... Hopefully it can be fixed somehow x(
EDIT2: Another thing about Skudler that I just realized: you can't protect yourself from Missiles. Will have to rely entirely on dodge chance and stray projectiles, which kinda sucks xD
- Gencool
- Posts: 409
- Joined: Sun Jun 16, 2013 1:21 pm
Re: [Ships][AE] The Skimmers [v003]
I did try to fix the 5-8 bug, but I think its a bit of a lost cause. If you use the cntrl shortcut to autofire, the whole thing's less of an issue. I find myself keeping situational weapons in 5-8, like missiles, bombs and beams, since I rarely autofire them.
As for missile countering- I think 'the best defense is a good offense' very much applies with these ships ^^
As for missile countering- I think 'the best defense is a good offense' very much applies with these ships ^^
- GianTell
- Posts: 54
- Joined: Fri Jul 08, 2016 10:33 pm
Re: [Ships][AE] The Skimmers [v003]
I guess that's true...
For a ship that is focusing heavily on their offensive capability, it should have some drawbacks on their defense x)
For a ship that is focusing heavily on their offensive capability, it should have some drawbacks on their defense x)