Posted: Tue Nov 10, 2009 12:53 pm
Could just be your luck, or maybe Heretic was tweaked in subtle ways.
It might not be entirely luck. I've found that with the AI improvements in RC2, stations get killed much faster. If necessary, I might lengthen the time between attacks even more (or decrease the number of sentinels)Wurmish wrote:Could just be your luck, or maybe Heretic was tweaked in subtle ways.
One "improvement" in RC1 and RC2 is that most ships only attack enemies if they've been fired upon first (actually, if the enemy has fired a weapon in a certain period of time).Wolfy wrote:--update on non-firing freighters--
I finally got an Antares II that had functional weapons (it was on a mission to gate out)... but all the others just didn;t seem to fire
It is my intent that mods that work in .99 also work in 1.0--but if they don't, file a bug and let me know.Darth Saber wrote:George, shall the mods which we have created in the past for version .98d and .99c work within this new framework or no?
I got it only to work on one more ship, an EI1700... And I've escorted about 10-15 ships... I sorta cheated via godmod and got an antares V I wasn't escorting to shoot the pirates by assigning it as an escort to the ship I was escorting, mostly just to see if it would actually work.george moromisato wrote:
One "improvement" in RC1 and RC2 is that most ships only attack enemies if they've been fired upon first (actually, if the enemy has fired a weapon in a certain period of time).
Next time you do a Korolov mission and the freighter is not firing, wait until the pirates start shooting and see if the freighter fires back.
I might tweak this to make freighters fire on enemies that have targeted them.
[p.s.: The aggressor="true" flag in AISettings overrides the above behavior.]
If the pirates are firing and the freighter is not firing, then that's a bug, and you should send me the save file. Otherwise, it's working as designed (though we can argue about the design).Wolfy wrote:I got it only to work on one more ship, an EI1700... And I've escorted about 10-15 ships... I sorta cheated via godmod and got an antares V I wasn't escorting to shoot the pirates by assigning it as an escort to the ship I was escorting, mostly just to see if it would actually work.
Ok, yeah, the pirates are firing, and the freighter isn't.george moromisato wrote:If the pirates are firing and the freighter is not firing, then that's a bug, and you should send me the save file. Otherwise, it's working as designed (though we can argue about the design).Wolfy wrote:I got it only to work on one more ship, an EI1700... And I've escorted about 10-15 ships... I sorta cheated via godmod and got an antares V I wasn't escorting to shoot the pirates by assigning it as an escort to the ship I was escorting, mostly just to see if it would actually work.
Yes, it's fixed. If you want your device to stack, then leave the enhancementType= attribute blank. That should cause it to stack with anything.schilcote wrote:Did you fix the collimator stacking bug? I was going to make a mod with a special sort of laser and kinetic enhancing device that is less effective but it stacks...