Keep Moving Caravan

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Author: SumYungGuy

Last revision: 17 Jun, 2019 at 21:46 UTC

File size: 1.02 KB

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Description:

Caravans stuck over your homeworld or someone else’s?

This adds a simple event and on_action for each fleet to make sure they don’t stop again.

It won’t start them going if they’ve already stopped, it only keeps them from breaking in a new game.

But you can fix a fleet that has stopped easily.

Select the fleet that has stopped moving.
Open the console with ~

For the Orlan Memorial Caravan type:
event cara.1000

For the Winds of Fortune type:
event cara.2000

For the Racket Industrial Fleet type:
event cara.3000

You need to select the stopped fleet for the event the console command to work properly.
It may take a couple tries to make them start going again.
Why? The event marks capital planets randomly. If it marks the planet they are already over, they won’t start moving.

Why did caravans break?

Not sure, but the caravans are the only fleets in the game files that use the <arrival_effect => code. I believe whatever changes came in 2.3 broke that script.

The Commonwealth of Man was accidentally destroyed by the Voidspawn Hatchling in the making of this mod.

Press F to pay respects.