This is for Beghins
I love complex3.0, but I think I've ran into some kind of bug concerning battle cruisers. During large battles, occasionally I will suddenly loose a battle cruiser. One second it has full health, a second later it blows up. It seems to happen when infiltrator frigates are latched on, but well short of taking it over. Needless to say, when you are going up against multiple CPU's, this can ruin your day. Any thoughts on this.
For Avious
This may not be the solution to the problem you are having, but when I first installed this mod, my game did the same thing. I could have sworn the I had patch 1.1 installed, but when I checked, I found that didn't have it. Once I installed the patch, it worked perfectly.




! I fixed the go boom part by editing the normal collision damage to 0 in the tuning file. But the ships still fly at sajuk. Ive also noticed this when using Battlecrusers, needles to say it happens on a much smaller level. It's like some one edited the physics of the game in the complex mod. Could someone please tell me how to fix this problem?
Does anyone know what I did wrong?


OK problem solved, all works perfectly, thanks


with the salvage materials, some are too small for RCs to pick up and they waste time trying to pick it up (never give up - even at High setting). You stated that the game settings need to be set to High or Very High, which is fine, but then there are the ones that are so big that the RCs can't pick them up either. Solution: add a Tractor Beam module for only the Carrier; adding this to other ships might offset a balance. The tractor beam would pick up only these small items, leaving RCs to pick up the ones they can. The tractor beam should not invoke the Carrier to move in order to reach something, it should only collect items within its range and then shutoff until new items appear or the Carrier moves in range of other items. The tractor beam could have the same appearance as the HW1 Support Frigate repair beam except you might color it red. You could do any number of things to animate the collection of the salvage items, from pulling them thru the beam, or moving them with the beam into a launch bay, or perhaps the module has a salvage bay on it's own (if so I wouldn't make it blueish-white like the others (maybe redish-white to symbolize the recylcing)), or simply make them disappear from where they originated. If this capability was provided users could use Low, Normal, High, and Very High for the game setting. Call the module an "Autonomous Recycling Processor" and it should require your Recycle technology from the reseach tree and it would take up a module slot.

maybe even...unhuman :fright:
