NPC Guards and Followers
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I think you should add NPC like crew mates and what not so we can be more immersed and make little custom chapters and stories
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This is a neat idea. I agree the game needs more in depth NPC behavior (persistence, areas around factional type bases with patrols, mining, shipping). I think there's a bit there now, but it's hard to know where anything is and mostly feels pretty empty.
There is already a mod for NPCs that don't move that you can put in your control area for larger ships. They also improve systems functionality:
https://steamcommunity.com/sharedfiles/filedetails/?id=1633058917 (workshop mod link)
Here's a script that you can use to get kind of a wingman drone (I'd like more commands to give it, maybe one of these days I'll learn to script for this game - really only need to learn more about the API as I'm already well versed in C#):
https://www.youtube.com/watch?v=1QK3_3AzlZM (demo video)
https://steamcommunity.com/sharedfiles/filedetails/?id=1542976322 (workshop script link)
https://github.com/austinvaness/FormationSystem/tree/master/FormationFlightFollower (source code)
On ship formations - if you want to get more advanced to have squadrons you direct to coords from afar, here's a script:
https://steamcommunity.com/sharedfiles/filedetails/?id=1680244790&searchtext=formation (this one doesn't sound like it works well on planets...also I need a better way to get GPS coords using raycasting)
Here's one with a GUI that gets put on a screen in game that you then interact with to command the ships, the range is relatively short if I remember correctly though :( It's called RDav's Fleet Command MKIII:
https://steamcommunity.com/sharedfiles/filedetails/?id=1162841676 (mod workshop link)
Other than that, PAM Autominer script does really well for making drone ships that automine.
I think NPCs should be a combination of spawning/encounter system and actual persistant characters/ships. Having NPC teammates would be pretty awesome, but would also be quite a chore to code up for the game.
This is a neat idea. I agree the game needs more in depth NPC behavior (persistence, areas around factional type bases with patrols, mining, shipping). I think there's a bit there now, but it's hard to know where anything is and mostly feels pretty empty.
There is already a mod for NPCs that don't move that you can put in your control area for larger ships. They also improve systems functionality:
https://steamcommunity.com/sharedfiles/filedetails/?id=1633058917 (workshop mod link)
Here's a script that you can use to get kind of a wingman drone (I'd like more commands to give it, maybe one of these days I'll learn to script for this game - really only need to learn more about the API as I'm already well versed in C#):
https://www.youtube.com/watch?v=1QK3_3AzlZM (demo video)
https://steamcommunity.com/sharedfiles/filedetails/?id=1542976322 (workshop script link)
https://github.com/austinvaness/FormationSystem/tree/master/FormationFlightFollower (source code)
On ship formations - if you want to get more advanced to have squadrons you direct to coords from afar, here's a script:
https://steamcommunity.com/sharedfiles/filedetails/?id=1680244790&searchtext=formation (this one doesn't sound like it works well on planets...also I need a better way to get GPS coords using raycasting)
Here's one with a GUI that gets put on a screen in game that you then interact with to command the ships, the range is relatively short if I remember correctly though :( It's called RDav's Fleet Command MKIII:
https://steamcommunity.com/sharedfiles/filedetails/?id=1162841676 (mod workshop link)
Other than that, PAM Autominer script does really well for making drone ships that automine.
I think NPCs should be a combination of spawning/encounter system and actual persistant characters/ships. Having NPC teammates would be pretty awesome, but would also be quite a chore to code up for the game.
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