Hope this is the right place to post... Anyway:
Lately, I've been working on a plugin which I have, quite originaly, titled "changes". The gist of the plugin is to sort of mesh Ship Variant 1.0.6 with Balance 2.0, while putting more distance between the fighters, the freighters and the men-of-war capital ships.
Anyway, I had been working on my modifications for the first few ships in the game, the standard variants you can purchase without having to install Ship Variants. I added a fire-while-cloaked disabling hellhound missile launcher, the disabling hh missile, a pirate cloaking device available with the Ralph Sutherland Pirate offshoot missions, the superheavy blaster turret, the 400mm turreted railgun and the 200mm turreted railgun, as well as two uncompleted defense ships, the Auroran and Federation Batteries. I also copied the descriptions for the ships and weapons of the standard Nova scenario, as well as all of the outfit and weapons resources from the data files. I also took the modified ships from Ship Variants to modify to my liking.
After running it to check the first couple of changes, I discovered that, for example, EMP torpedo launchers mounted on the Manticore, Fed Carrier and Fed Destroyer (all standard variants) showed up as 3 lots of energy to create darts instead of EMP torp tubes and their ammo showed up as dart.
I played around trying to fix this... No avail. I ran the debug log and fixed a numerous amount of problems, such as ships accidentaly having resell values hundreds of times their highly inflated prices that I had given them to distinguish themselves from the weaker cargo ships, such as the Valkrie and IDA Frigates. I also discovered that in some shďp fields, I had entered the RID's as Idx numbers, causing problems. Also, somehow, certain weapons resources hadn't copied properly, leaving Mantas and Manta bays connected, somehow, to the newly added PD Ion Cannon, which I intended to mount on my Federation Battery.
Somehow, the game is recognizing things such as fighter bays, raven rocket pods and similar items as turrets and guns, creating the annoying "ship ___ (xxx) has p turret weapons when its maximum is y turrets", or something similar.
Also, a lot of ship's weapons resources (triple checked) are somehow not recognized, such as giving the Lightning a T-Head lance as a standard outfit. "Ship XXX weapon ID YYY does not have a corresponding oütf resource."
And I still cannot figure out why Pirate and Fed ships are appearing with 20 darts and 3 energies to create darts instead of 20 EMP torps and 3 EMP torp tubes.
Is there some sort of bug in my NovaTools that is causing my oütf RID numbers to scramble or something?
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When viewing a Terrapin for the first time, I realized that anything flies-if you throw it hard enough!