[REL] Armory Commander Preview v1.1.0 [62165]

Discussion in 'Mod Discussions' started by Raevn, February 27, 2014.

  1. elonshadow

    elonshadow Active Member

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    Hey great mod but I have an issue.

    The 3 early backer commanders I normally have I cannot select, and it says it can't 'locate my stuff'
    [​IMG]
  2. Genera1Failure

    Genera1Failure Member

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    I am pretty sure the backer commander thing is a problem on Uber's end.
  3. elonshadow

    elonshadow Active Member

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    I would agree, were it not that I could select them fiine before I installed the mod just now.
  4. stonewood1612

    stonewood1612 Well-Known Member

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    I have exactly the same thing, but since the very start of gamma with no mods. I'm supposed to have the progenitor and the alpha comm, and the corresponding badges. Not sure how many people have this.

    Though it's weird if it was caused by the mod. So I somehow think that's not it.
  5. elonshadow

    elonshadow Active Member

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    That's odd indeed since I didn't have the issue until liek an hour ago when I installed the mod.

    #Uberfixyourgame
  6. Raevn

    Raevn Moderator Alumni

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    That's most probably not the mod - if you disable the mod then go back to the armory are you able to select them again?
  7. elonshadow

    elonshadow Active Member

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    Nope but uninstalling does work oddly enough
  8. stonewood1612

    stonewood1612 Well-Known Member

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    You meant uninstalling the mod, right? Not the game?

    Otherwise I could try it... but I doubt that would work anyway... but you never know for sure.
  9. elonshadow

    elonshadow Active Member

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    yea, the mod
  10. planktum

    planktum Post Master General

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    This mod doesn't work.
  11. stuart98

    stuart98 Post Master General

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    That's to be expected when it hasn't been updated for 8 months.
  12. planktum

    planktum Post Master General

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    I wish PAMM indicated which mods work with the current stable build.
  13. Raevn

    Raevn Moderator Alumni

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    This mod was made back when there was no/tiny commander icons; it's not all that useful anymore so I haven't updated it (and I forgot about it :p).

    This is actually a difficult problem to solve without the potential for unwarranted negative effects on mods. For instance, a mod might not work for someone due to their own error, or may require additional manual steps that the player hasn't done - if they mark it as not working, then other people will think it's not and avoid it. There's also the question of what "not working" means - is it only if it breaks PA? What about if it has a bug which breaks it in only some circumstances?

    Current thoughts for this functionality in PA Hub are a way to notify a group of "mod admins" about an issue, who can then manually review the mod and mark it as broken so users can see.
  14. planktum

    planktum Post Master General

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    Maybe just a flag on the Mod which states whether the mod is in active development. Every time a new stable build of PA is released the flag would be reset (not-active) and the developer would need to push this back to active once tested 99% working.

    Some of the mods have been deprecated but they are still sitting on PAMM.

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