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1. A disarmed or disabled ship should still be marked in red. No matter what the message says, if it turns grey, it is destroyed.
2. Friendly ships will continue shooting at a disarmed or disabled ship if it's allowed to open fire.
3. Decoy launcher is also a kind of weapon and should be destroyed.
4. I can't figure out the mechanism of such type of mission. I guess "disable" means no engine + no weapon available + crews alive (crew module not pierced).
5. Friendly ships' weapons can't change target manually, the best way to avoid total destruction is to force one enemy fleet divide and finish them one after another.
6. I believe the developer considered the case of multiple ships in a single precision combat, because it says clearly in the editor: "All flagged enemy ships are disabled".
Can't be modded.
> disabling every possible module on enemy ships, [...] still renders them as not disabled which makes level progression impossible
You might have to check and fix one or more of these points:
• the victory condition is not set properly;
• the enemy fleet to disable is not flagged properly;
• the enemy fleet to disable can't have more than one ship (speculation, in case the above points are false).
LevelRecord User (the level name)
ForLevel (the level name)
TimeElapsed_s 10000
DeltaVSpent_km__s 10
CapitalShipsAlive_Percent 1
CapitalShipsUnscathed_Percent 1
EnemyModulesLeft_Percent 0
(the last line is unnecessary if it's not combat mission; if it's a disarm mission, set it to 0.5 instead of 0)
During the "Homecoming" alike mission, the max turn time is 6 days. (And from what my trajectory says, the trip will take 7 years). Would appreciate if you increase it up to at least a month.