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試してみたところ、Invaderがステーションを素通りしてしまいます。
to get the mod work you need to download one or more invader shippacks and activate the "invaders + kill count" and your dowloaded shippacks!! but you need to know, the most shippacks spawns a invader ship for a low chance. if you add more shippacks your chance is increased. if you want more cargo ships over all download my mod called "Popos 2x Cago Ship", "Popos 5x Cargo Ships" or "Popos 10x Cargo Ships".
I have the 3xFigther with the script (i tried both) and i added -invader in the same of all my ships and they just fly by and never go near me (even the fighters).
I see some people have this working, can someone explain who they did it ?
2) When that cargoship spawns, it will attack you. If you have too many cargoships, you may not seen an invader for awhile.
important: take a look at the ships, if they need other mods linke mega small ship pack or other you need to add this mods too!!
The AI doesn't directly fire weapons so you have to arm ships with autofiring weapons, i.e. turrets.
It seems to work, you lose the kill counter but that's the bit that seems to be failing initialization so seems worth it I'll take a look at the code of both tonight and see if I can suggest a solution to Arara.
It seems to be a bug because the failure is intermittent, it's a race condition on startup.
Is there any cause of that. I could believe it's a game issue since I suspect the script doesn't control firing, only flight.
All spawning depend on system of cargo ships / exploration ships now.
2) The script just say "face to target, go there."
As a result, Invaders rolling and run over by their inertia.
This is quite not good, but this is difficult.
3) I think possible to create spawning script, but I've not tried.
note: Exploration ships spawn when new area comes your sight.
It will fit in your progress of exploration.
Then when the game selected a mod at random the AI script counts the total blocks the player has. If the player block count is below a certain threshold the ships immediately despawn (or self destruct via bomb).
That way you could scale up the strength of the spawned in ships with player advancement. Initially they'd just see a drone, then as they built up they'd might see that drone or a fighter, later they might see a drone or a fighter or 2x fighters. Eventually they might see any of the above and a frigate or cruiser.
That way a player would see both an increase in frequency of spawns and an increase in fire power as they built up.
I have the 3 of your ship mods installed, Fighter, 3x Fighter and Frigate I see the single fighter and 3x fighters but I've yet to see the frigate.
Couple of questions:
1) Should the script randomly pull from all added cargo ship mods or will it just pull from the first one or two (which would explain the lack of frigates showing up)
2) How is ship vectoring handled. Is it absolute pathing or does it make use of the engines. The ships seem to fly around ok but visually they're constantly tumbling. It's merely an aesthetic issue but it'd be cool if they were always oriented in the flight direction.
..sometimes script fail to activate navigation under lag. I guess that searching cycle run before complete to load ship, so the new ship was judged "killed" before it spawn. I hope loading mechanism to lock object while loading..
One of them crashed into my asteroid very early on and was just outside. He proceeded to shoot through the asteroid and carved a hole till he could shoot my ship. Luckily he ran out of ammo and now I have an easy access to him for salvage. I have a nice big plasma cannon outside one entrance, pay back time.
How far out will NPCs engage, do they have to be within a few hundred meters, a few thousand, further ? Mostly they seem to spawn and just fly on a straight path like normal.
No
did you check "Cargo Ships"?
-If you were in large world, large Invader ships will be banished before reach you, because they are slow and the Exploration hadn't change this system about lifetime of cargo ships yet.
-Manual weapon's API seems not work.