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Im Steam wird es Rot angezeigt, also bitte mal Updaten Danke
I am uncertain if it's a bug with your mod, but I figured I would check with you since it has to do with the Arawn ship (the one you get in SP campaign).
(i just wished Carriers and CES was 100% compatible)
[] 11995.77 Error in AI script fight.attack.object.capital on entity 0xc1c4: Property lookup failed: $wardronetargets
* Expression: $wardronetargets.count
the mod works fine (and i fkn love it).. just try it with CES mod and see ..
debug say something about Drones,
CES - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=641563593
P.S
if - CES is runing without Carriers - debug clean
if - Carriers is on with out CES - debug clean
I cant reproduce the problem. My log is clear. I reuploaded the mod to steam, maybe it broke the first time.
Do you use any other mods that could cause this problem?
Shame must have mod !! hope it will fix(and the addon aswell :)
The only thing that i never got to work is the "command to squadron">"attack object" order, the fighters stay still with the status "Waiting for drones" and never attack. My work around is transferring the command to me and then i issue the orders to attack. But i would like to do it with the DO but never worked for me, idk if is because i am using MICT, i never solved the problem.
I bought the best fighter (Forlorn Sentinel) and pited against probably the weakest pirates (DeVires) and the group of 7 fighters lose 1-3 fighters / occasion.
If I ask patrol zone normally they scater all around and geting cought one by one by spawning packs of pirates.
If there would be an option so they can go togather in one big group that would be excelent but there isnt :( Maybe groups of 10 would do it but in other sectors it might be too small again.
Or somehow copy the drone launch script to them, so they just follow the arawn and when it attacks anything it just sends all the assigned fighers. That would be the best tbh.
First of all ... is this 4.0 compatible?
and if yes ... would it work with an Odin from the Battlestar Frigga mod?
that would be so awesome
Now "Arawns" make sense
Flight training a little closer would be nice?
Maybe a docking capacity limit 1 fighter = 4 drones ? as a setting option?
All in all VERY COOL !!!
Engineers only repair your ship if its hull is below 70 %.
Can't help you with the second problem. The mod was updated a few minutes ago. Maybe it has solved your problem?
Does anyone have this problem or just me?
Those that were before - wthis the engineers and repared hul! But new (((
after made change to savegame and disabled this mod, the stuttering issue sems gone now
Unlikely, not to say impossible.
The drone bay of your captured Titurel was probably destroyed when you captured it. The drone bay is one of the last things that get repaired by the engineer and it also takes very long.
You can check if the "drone bay"-surfaceelement is fully functional by searching it on the surface of your titurel.
Either wait until it gets repaired or get it insta-repaired at a shipyard.
This is in no way related to this mod, though. Normal expected behaviour.
This!
Also, would it be possible to have fighters assigned to a carrier to behave like drones?
- always docked;
- undock if carrier is attacked and/or "attack" command is given;
- redock when battle is over;
- dock for repairs if hull is damaged even during battle, with the possibility to choose after which percentage of hull damage they have to dock.
I hope these suggestions will be considered... @TMIndustries: should I have to post in the egosoft thread or will the author check here too? (I don't speak german, unfortunately...)
For example, have the "escort" script make a check once every second if the fighters hull is <60% and if so, automatically give it the command "dock".
later i dock 2 more damaged fighters, somehow, engineer appear in these fighters and working on repair???
construction vessel is not mean for this?
Thanks, haha. Some miscommunication was going on because I got a PM from Marvin saying the fix was suggested by you and I thought the mod was from you then. :D
Okay, corrected this... erm... typo? :D
@kelmenwong
Probably not. There is a small chance they do but I wouldn't bet on it, ever.
In the change notes, was surprised to find that Marvin wrote something in to make this compatible with an "Autojump" mod that I wrote. Since I don't remember ever having written an autojump mod, I checked Marvin's thread, and I think that he was referring to "Automated Emergency Jump" by bm01.
Little problem though, Docked ships on my carrier dont seem to repair, any suggestions?
Thanks
At least nobody has hit a max cap yet.