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This should be in the actual game, not a mod! It's that essential.
Solid work Pobblebonk, this and the ai version of this mod are never leaving my subscribed mods.
There is (probably) a way to circumvent that by ignoring if a turret is automated or not, but that would always make coaxial seeker launchers automated with no way for the player to use them manually. Also there seems to be no way of telling a turret that its current firing angle is ok for shooting with a mod, because the variables controlling that are marked as read-only in the documentation.
Apart from the technical difficulties, coaxial seeker launchers from turret factories are incredibly overpowered and make the game trivial, even on the highest difficulty settings. I think having to control them manually is not a bad thing.
2843935966 works very similarly for beam weapons so you can use one or both mods for pretty much the same effect.
2992808971 changes a lot of stuff so I can’t guarantee that there won’t be any issues, you’ll have to try it yourself.
I can make a version just for AI ships, you’ll have to wait a couple days tho until I have time to do it.
Could you please make a separate workshop entry with the changes that enables it for all ships?
All player ships should have captains anyways because of their buffs.
If you want the AI to have better turrets, do this:
Go to "yoursteamfolder/workshop/content/445220/3231059062/data/scripts/entity" and edit the "init.lua" as follows:
- for all AI ships:
change if entity.playerOrAllianceOwned and entity.isShip then
to if entity.isShip then
- for 25% of AI ships:
pm me and I'll tell you how to do that.
Please note that I didn't test this so I can't guarantee that it works or what effects it has on the AI.
- Only ships with captains have this feature enabled; and
- also enable it for X% of AI ships (maybe 25% by default?)
That might make it feel a little more difficulty-balanced. (=
Let me know if you prefer this over the previous version, both have their pros and cons.
Sorry that this took so long, I just wasn't really interested in playing Avorion anymore for a couple months.
I'd prefer to make it target blocks but that could have an impact on performance when the target has a lot of blocks, also the documentation is not very helpful here. Almost every function and parameter has no description and some are even outdated (like missing function arguments). They way I'd assume getting block coordinates works just gives me 0,0,0 coordinates.
If someone else has a solution for this I can implement it, but I'm not willing to spend hours doing trial and error based on error logs and unsufficient documentation.
Unfortunately I cannot see how vanilla target calculation works which would help me to combine their target block selection with my firing vector calculation.
The target calculation is made in a way that it cannot miss a target that does not move. If it misses, that means that either it is a game related bug that affects the velocity vector of the target, or the mod is not active because one of the edge case "if statements" got triggered, which could only be caused by a game bug in the situation that you described.
Let me know if it's reproducable and if yes, what exactly do I have to do to trigger it.