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I tested it again and it didn't work. Indicates that the installation is successful, but the turret will only attack capital ships or missiles, not enemy turrets.
Request a fix. Thanks
This will also force all new build ships to use the same bug command. (not really a deal breaker, just turn this off and use presets until a update comes
When I set the M turret to Shoot only missiles, they do shoot other targets as well.
I really need the mod functionality, why don't large turrets work? Oh yes, the same is true of the capital ships they are fighting on Xen.
Attack Capitals First: Capitals/Destroyer -> Corvettes -> fighter
Attack Fighter first: Fighter -> Corvettes -> Capitals/Destroyer
Attack Missiles first: Missiles -> Fighter -> Corvettes -> Capitals
The only thing they´re not doing is target surface elements. And thats why we´re all using Chill Turrets.
Probably not Ship Variation Expansion affecting the turrets.
I was using this with the Scimitar ship from the Ship Variation Expansion mod. Looking at it's .cat file, it does seem to affect similar .xml files as Chill Turrets.
[] 64265.88 No matching node for path '/aiscript/attention[@min='visible']/actions/do_if[@value='$turretmodes.indexof.{weaponmode.attackenemies} or $turretmodes.indexof.{weaponmode.attackcapital} or $turretmodes.indexof.{weaponmode.attackfighters} or ($defencedronemode == dronemode.attackenemies and this.assignedcontrolled.hasarmeddefencedrones) or ($turretmodes.indexof.{weaponmode.mining} and this.ship == player.occupiedship) or ($turretmodes.indexof.{weaponmode.autoassist} and $autoassist_active?) or (($defencedronemode == dronemode.autoassist) and $dronetargets.count) or @$primarytarget.canbeattacked or @$targets.count']/@value' in patch file 'extensions\chillturrets\aiscripts\fight.attack.object.capital.xml'. Skipping node.
I have a TON of messages like this one in the logs after enabling logging. Maybe they're related?
[] 197220.04 No matching node for path '/aiscript/attention[@min='visible']/actions/do_if[@value='this.ship.pilot and (@$targets.count or $dronetargets.count or ($miningtargets.count and this.ship == player.occupiedship))']/@value' in patch file 'extensions\chillturrets\aiscripts\fight.attack.object.medium.xml'. Skipping node.
Let me know if there is anything I can do to help debug this!
It did work (most of the time) before 7.0, so I imagine there's some interaction going on.
Is there any mod conflict? or a way to tell if there is, or give your scripts priority?
and keep the word "Chill Turrets" because "Kühltürme" are cooling towers, like the ones on power plants. Or replace it with "Entspannte Türme" wich is the translation by meaning.
However, I have a small issue with my large turrets:
They are set to attack capitals and I have allowed them to attack fighters.
This works perfectly fine as long as there are no capital targets around.
As soon as a capital is within range, all L turrets stop firing at fighters and target the L enemy.
So far so good, but my problem is this:
The L turrets that do not have a line of sight to the L enemy also stop firing at fighters, pretty much reducing my damage output.
I'm using the VRO Megalodon with longrange modded Ion Projector Turrets (a weaker version of the Ray main weapon). As a beam weapon, they have great accuracy for shooting modules and fighters alike, but as soon as a Capital or Station hostile is within 35km, they all stop firing at fighters.
Even the one on the far side of my ship with no possibility of hitting the L ship.
I often will pilot a cap ship and prioritize other cap ships by selecting them. Would be nice incorporation into the mod if it doesnt do that already.
Thank you for your work and mods.