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Long-ranged sensor MOD may be useful for that.
You can found the sensors and ingame-AIs in workshop.
Good Luck
Also, after shooting and killing countless numbers of these Invaders I began thinking about a friendly drones with a script which would search for Invaders and shoot 'em down. Of course, they must be player-crafted (not just spawned as another kind of cargoships), and then released on a free hunt (with possible wayback script allowing for refuel and ammo restock).
How it is possible to get targets visible with antenna using ingame-available API?
However, it needs some balancing based on either spent game time or invader base level. When you start a new world and in less than 10 minutes there's a few cruisers beating the door with big guns - that's no fun.
Can you add some timer which will allow for heavy ship spawning only after N minutes of playing in the world?
Also, this will be nearly impossible to do, but it will be great if random encounters will be replaced with starcraftish economical competition, when AI starts on a simple base and has to mine resources and build invader ships from blueprints, gradually expanding it's base, and if the player will find and destroy the base - he will receive some time of peace.
It would be amazing to see those guys attempt bombing runs
you say about fixed weapons? i want to do so but it need speed calculating, i need some time
@Fyury
you can make your ship as Invader, see the guid.
and, the ships may have requisites mod(Most of my Invaders need Orange thrusters).
Also I tried to change owner but ChangeGridOwnership method still not working :-(
make . .the . .MAP for empire strikes back and add it to this mod collection
keep up the awesome work Arara :D
you need to concentrate on intercepting Invaders.
If you don't need Rush, remove CargoshipRush Mod.
(Invader Script doesn't require it.)
And, Of cause the cargo ship setting must conflict with another cargo ship setting.
also it seems to conflict with the "hostile universe" cargo ship timer mod.
Thanks for your suggestions and report again.
About "signal lost" problem, I haven't find cause.
If you find some error logs, please tell me.
or if you want to start invading automatic, you can edit GlobalEvents.sbc>FirstActivationTimeMs.
I guess that is sync problem.
That problem had caused on my environment, but not usually, more times to large ships. Large ships are more heavy load for process, so it may not finished to load between update cycles. I think script itself is going well..maybe
I play witsh your script, but the problem is :
-when the invaders spawn, the conter says "invader signal lost"
Good Dévelopement !