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I tried to increase treat level, but it`s always the same even on lvl 1.
Dispatch - cancel.
Tried using that position defence thing but for some reason you can only have one group on a station doing it unlike carriers, so was looking for something better that didnt have more fleets showing in the UI.
Thanks again!
ICE has taken over maintaining this.
I've been tinkering around your script to fix some issues at first, but I've ended up redoing it completely. The core function and idea (it does respond to attacks) remains the same and I don't really want to upload it without giving credits or anything.
Here's the question: May I have your permission to upload a version of your reaction force script? Ofcourse there will be credits for you, and, should you want it - I can add you as a co-author in steam.
Alternatively, I can send you my version as a git commit, so you can update this one.
Changelist is a bit tool long to fit into comment, I can explain in details if you're interested, but in a separate post.
Maybe deactivate everything else but this mod to see what the issu is.
This mod looks absolute fantastic!! Like a light at the end of the tunnel!Endless waves of pirate squad harrasing my miners and other stuff... Patrol?Blind group in broken formation doing absolute nothing... NO! Spaming attack areas with repeat command and hope the pirates will choose the right one as my fleet?NO!! Dear autor, you are my last chance :-D try to fix and i blow champagne!!
Thank you very much!!
When you enable "Enable Notifications"
The notification given is "REACTION FORCE DISPATCHED:{7442342,30124}"
This does not match the text in the file
Currently struggling to find which of the mods I run is causing my game to freeze, hard to debug this mod when I can't get the game to run
1) Reaction force does NOT work properly if a ship have subordinates. That's it. I've lost too many ships testing.
2) Single ship with a reaction force order works properly with...
...
3) a bit of a fix. Currently mod checks for it's own version and reloads the order if the version is not 202 exactly. Git version is 203. Bummer. Change it manually (replace 202 with 203) at the line 65 in order.fight.reactionforce.xml
<check_value value="$responseRange ge event.object.sector.gatedistance.{if $home.isclass.sector then $home else $home.sector}"/>
Is that Lua in the value area ? I can't find documentation for modding the aiscripts so its just learning by reading scripts. Also how did you find out what properties the event object (and others) had ?
Also why do some variables have an @ in front of them ?
Thanks! Hope you don't mind but its the only way to learn (i think)!
But is there an option to turn off the behaviour that the ships switch over to defend a ship under attack (even after the attack)? It often happens that the ships guard the specific ship even if its not in danger anymore while there are other threats in the sector.