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dbt1949 wrote:Damn! That opened up all sorts of shit. New equipment, hulls, modules.
Netriak wrote:dbt1949 wrote:Damn! That opened up all sorts of shit. New equipment, hulls, modules.
Which is why I recommended installing my new fix. It adds quite a lot.
The ramifications of a single tiny bug can be quite widespread as you can see in this case.
zenchess wrote:Does your fix also fix the half of the search items not showing up in the search interface? I've seen another one for that on the stardock webpage.
Papageno wrote:So Netriak, is your fix only for the expanded version, or for the 1.0 English language version?
zenchess wrote:Does your fix also fix the half of the search items not showing up in the search interface? I've seen another one for that on the stardock webpage.
Oh yeah, and I still can't play this game because I have the direct2Drive version of space rangers 2. It's not cuz I'm installing it wrong, it's because there's probably a DRM issue with direct2Drive's files, here is a link with other people with the same problem:
http://tgnforums.stardock.com/320036
I'd have to say with all the bugs and stuff, this is a pretty ridiculous release.
Trey wrote:zenchess wrote:
I have/had this same problem (I'm poster 'tmorita' in that thread) but I got around it by doing this:
Trey wrote:I have/had this same problem (I'm poster 'tmorita' in that thread) but I got around it by doing this:
edit install.txt in the SR2 directory and remove the line with captain1.pkg
I also had to do the same to another package... I think it was gov1.pkg
Once I did that, the game started up fine. I'm not sure if this means I'll be missing some stuff though. I haven't had much opportunity to play since figuring this out.
RTL: Exception
Error openning package file [READ]:data\1captain.pkg
RTL: Exception
Error openning package file [READ]:data\1gov.pkg
Papageno wrote:Hey guys, where's that big ol' SR2 help thread? I thought I had a bookmark for it, but I can't find it now.
). ColdSteel wrote:I understand getting a start in this game can be really hard. Is it true that you should only try trading at the beginning and run from any combat? I'm still doing the tutorial so haven't really done much yet. Any tips or advice on what I should avoid?
ColdSteel wrote:Thanks. Does anyone know how stims work? Are they permanent bonuses or temporary?
Paingod wrote:I think it's that the game offers such a wide array of amusements under one roof - turn based space combat, villain or hero, save the galaxy, RTS-lite, text-based adventure, text-based puzzles.
Paingod wrote:Stims always have a duration, typically in months. When you're at the medical facility, you should see how long they last right under the effect list. I personally don't bother with them because they're temporary, and the game asserts that you can get addicted
Paingod wrote:Combat early in the game is hardest, but made easier by using rocket launchers. One of the Faeyan options (maybe Mercenary?) gives you a launcher to start, and you can take a launcher.
ColdSteel wrote:There must be something I'm missing. I know I may be able to find the nanatoid artifact but haven't so far.
ColdSteel wrote:Paingod wrote:Stims always have a duration, typically in months. When you're at the medical facility, you should see how long they last right under the effect list. I personally don't bother with them because they're temporary, and the game asserts that you can get addicted
Yeah, I read the OO/Qto3 faq and saw that they were temporary. One of the faqs says you should use drugs all the time as much as you can and there are no ill effects so I'm not sure whether I should be using them or not.
ColdSteel wrote:I also think I need to buy some system maps. I'm still only in the starting systems.
Paingod wrote:Do a few Black Holes (as often as you can get to them and they come up) and you'll end up with an array of artifacts.
ColdSteel wrote:Paingod wrote:Do a few Black Holes (as often as you can get to them and they come up) and you'll end up with an array of artifacts.
Yeah, I've been doing every single black hole I come across. About 15 of them so far. I've gotten some really good artifacts but not that one, which is the one I really want. Some of the blackholes are pretty tough too. I hate the ones with 4 or 5 ships you have to kill. That's hard to do with starting equipment. I'll keep trying, though. When I last saved, I was in a system with 2 blackholes so maybe I'll get lucky on one of those.
ColdSteel wrote:I think the Frag Cannon was my favorite Black Hole weapon early on
ColdSteel wrote:Those are great tips. I do have a Droid Jr. and was wondering why I was healing in the holes, now I know. I didn't know to avoid the heals though, I'll do that.
Paingod wrote:Only avoid them if they're locked in. If they're not, grab them quickly and even if you don't need them. Basically just find any way to deny healing to the AI. Nothing's worse than having the heavy hitters regen themselves during a fight. Eventually you'll get a feel for how often they respawn, and I tend to try and race ahead of the AI if I see them suddenly break from the fight and run away - they're going for a boost that just reappeared and it might be a heal.
ColdSteel wrote:Any advice on which skills to level first and which to avoid? I've leveled tech twice, accuracy once and defense once. Nothing is in the others and I have some XP piled up but am worried about gimping myself. My wingman died 5 minutes after I started the game and haven't bothered to put anything in leadership. Is that worthwhile? I'm really tempted to boost the one that gives better mission rewards to get more cash.
Paingod wrote:So I might start with 1 in accuracy and maneuver (you get to pick 2, right? If 1, I'd take just accuracy) - mostly because these take more experience than any other skill to increase so it's efficient and effective. Alternate Accuracy and Manuever until they're both at 3
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