Hard mod problem: the CSC Antarctica

Freeform discussion about anything related to modding Transcendence.
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F50
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From the Hard Mod:
The CSC Antarctica is much more powerful (ammoless omni Nemesis launcher, ammoless omni Medusa launcher, Ares launcher with limited micronukes). Unfortunately, it refuses to use any secondary weapons until the player is quite close (<60ls is safe) :x
Why would it refuse to use its weapons?

It uses the Nemesis, but the micronukes, all four TeV9's, and the Medusa's are left unused. This makes no sense to me.

You can download the mod and see what I am talking about. The Test-Class Yacht has everything you need.
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FAD
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I think the AI uses weapons priority based on weapon level. At least that is the conclusion I received from one of my mods anyway.

Test this by lowering/raising your weapon levels for each modded weapon to balance the levels. Hope this helps.

Another thing to consider is the distance each weapon can fire. Long range weapons get first priority over any other weapon(s) with shorter range.

Will assume you are using the secondaryWeapon="true" tag on your installed weapons?
F50
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yes I am using SecondaryWeapon = true for all weapons except the one that is being used at ~60 ls.

Since that is the case, would changing the priority of weapons do anything? All weapons should have sufficient range except perhaps the medusa missiles, but if that was the problem then the TeV9's should be firing.

When one closes in to about 25ls, all weapons other than the one that is firing at long range (nemesis missile launcher) start absolutely tearing the playership apart (Talkon-200 life-expectancy <7 seconds).
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Ttech
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How does that secondary wepon ting work? I've only been able to have it work on ai ships and such. Not well at that. :/
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FAD
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I believe that when using multiple grades of (same brand) missiles, the AI will use only one type regardless-usually the most powerful, higher level missile. I could be wrong about that but in a mod I was using, a (dockable) missile auton, equipped with just a NAMI missile launcher and starting missiles being KM100's, I docked and resupplied it with more KM100's as well as some frags. It would only use the KM100 missiles and never used the frags at all, even when the 100's were depleted.

@ Ttech; The secondaryWeapon = "true" works only for the AI, not the player. It basically tells the AI that another weapon is installed and it's OK to use it.... To put it simple.
F50
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The ammoless launchers I created aren't really launchers and don't use missiles. The only thing that uses ammo is the micronukes.
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