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When i have to decide between "weapons only" and "normal support", I press escape sometimes accidentally. then the dialog vanishes and nothing happens => all my marines lost
Anyway 180min (3hours) is way too long, destroying all of them is a faster/better way since the turrets are working and act as defence during the repair
@camus could you update your mod to fix the issue? If it can't be done, adding few words about this in the mod descrption will also be appreciated.
Or you can warn player in-game ("Captain, if you don't destroy the engines and jumpdrive, they will remain disabled after we claim the ship, are you sure want to skip this?")
The reason the drives do not work after capturing a ship without destroying jj or engines is because of the hacked state of the engines (i am asuming you, like me, hack the ship to disable the turrets etc)
the 180 minute hack timer remains intact after you board it.
If you capture a ship without hacking it first, and you can use hacking only option to cap, you will not that the ship can fly and jump away right away.
I have tested this and captured several ships after first hacking then not destroying jj or engines or any hardpoints (EG full 100% caps with hacking) and had those ships not respond for a long time, but after the hack timers run out they eventualy do go and do what is asked.
Only problem is keeping it safe while you leave it in its defenceless state :) (i sugest 2 dozen or so fighters as protection)
If you board a ship without disable its engines/jumpdrive (hack the ship using hacking drone first), after you claim the ship, those engines/jumpdrive read 100% hull but it's not working actually.
If you only destroyed some of the engines, only those that were destroyed can working properly after they're repaired. If you all engines are untouched during the boarding, none of them will working after you claim the ship, it can't even move or turn.
To "fix" the problem you have to:
1. Disable engines/jumpdrive before capture it
2. Destroy engines/jumpdrive after capture it, then repair them from scratch
Mod list:
All from https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1093961387
And CWIR (http://forum.egosoft.com/viewtopic.php?t=381043)
It's to stupid that I have to disable jumpdrive/trusters/weapons to board an abandoned ship without any crew in vanilla
Now I can sent pods directly then help them by disable the interior auto-turret (if any) using hacker drone to claim the ship without damage
On a side note, I'm not sure what you mean by "protect boarding ship" phase since you wouldn't be protecting them if you're trying to board them. =P
Stage 2 - Pods Landed / Support Options
Option 1: Normal Support
Option 2: Target Weapons Only
Option 3: Use Hacking Only
What can I do? (X rebirth 4.1 with some mods)
If you combine with quicker boarding mod, you still have to shoot one weapon.
Which is fine as it doesnt then feel 100% cheating :>
Thanks!! Then hijack can be compatible i hope.
<set_value name="md.Boarding.$checkresistance" exact="false"/> to disable it, and then use <set_value name="md.Boarding.$checkresistance" exact="true"/> or <signal_cue cue="md.Boarding.ResetCheckResistance"/> to re-enable it.
My messages only last for 2.5 secs - can i re-enable your hints somehow afterwards?
Any chance to remove the constant hint display of marine count from the mod? Vanilla displays this info after every round since 4.0 on event monitor, and it won't let my mod display any hints during boarding.
Or as a workaround can i patch your mod and hide this feature without hurting the functionality?
Is there a flag i could set or such that would tell your mod to not refresh any hints?
There are no menus appearing for this, am I doing something wrong?
in current implementation, at stage 1, i picked 1 disable engine, once engine/jump are gone, pods are launch, but enemy weapons are still intact
pods should launch only if 1 selected 3, as i intend to go by step disable engine, then weapon, then pods