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macro name="units_size_xl_van_destroyer_macro" class="ship_xl">
thats a sucellus typ added by the playershipyard mod :D
or should i edit it in...question is like:
do_if value="(this.ship.macro.ismacro.{macro.units_size_xl_red_destroyer_macro}) or (this.ship.macro.ismacro.{macro.units_size_xl_van_destroyer_macro})"
or like:
do_if value="this.ship.macro.ismacro.{macro.units_size_xl_red_destroyer_macro or macro.units_size_xl_van_destroyer_macro}"
Nice, thank you! :)
Yeah, they should fix that...
Sure, go ahead. I just reused a piece of work of clj1024 anyway.
For all folks using this one, I propose to bug Egosoft, so they fix the bug in the game itself.
1. Like this?
[] 489.62 Error in AI script move.attack.object.capital on entity 0xd406: Property lookup failed: this.ship.macro.ismacro.{null}
* Expression: this.ship.macro.ismacro.{macro.units_size_xl_red_destroyer_macro} or this.ship.macro.ismacro.{null}
Just tells you that the macro is missing.
Would understand if you are not willing to change that then since it´s really spamming the debug log.
2. Sucellus fired IHC when testing that. Also moved as expected.
Would you allow me to publish an altered version of your script if I add a dependency so it will only work with my mod "Canteran ship pack" installed?
Replace the following line (it´s just below "<!-- custom fight behavior for Sucellus Destroyer -->"):
<do_if value="this.ship.macro.ismacro.{macro.units_size_xl_red_destroyer_macro}">
with
<do_if value="this.ship.macro.ismacro.{macro.units_size_xl_red_destroyer_macro} or this.ship.macro.ismacro.{macro.units_size_xl_red_destroyer_csp_macro}">
Works even without my extension installed. The script just checks if the ship is one of these. If the macro isn´t there that´s no problem at all. Just did so and tested that -> works fine. :)
Macro is "units_size_xl_red_destroyer_csp_macro", firing distance is 6999.0.
Did that already for personal use. Works great! :)
Option to give my squad to attack my target automatic .and:
Maybe it's possible to add squad jump to player position
All that this mod does stays within the volatile logic of the game. The mod neither addsTo nor removesFrom the savegame contents. The only thing currently added by it, is the very reference to itself within the <patch extension> tag at the top of the save file.
A paradoxical self-sustaining reference :)
It's safe to remove the mod while an attack is ongoing and the Sucellus was using her IHC gun, with projectiles in flight and all. When you reload, the worst thing that may happen is that the Sucellus forgot that she was in a fight. But this is vanilla behavior and nothing related to the mod per se.
In my opinion this mod is 100% savegame compatible.
I'll have to get a Sucellus in a fight, then save, activate this mod and make another save - see with a side-by-side comparison what the changes over the pre-mod savegame are. But if all it introduces is a reference to itself (I've seen 2 mods doing this) you might as well remove the restriction. For now, subscribed :)
Yes I confirm.
There are answers to all your questions in the description. Anyway:
1. Both Sucellus and Balor user their primary weapons: IHC and Torpedos;
2. Yes, this mod is coompatible with 4.0. In fact, having 4.0 is a requirement for this mod;
3. This extension modifies save files, so you cannot disable it. I do not know if this is needed, I just copied this restriction from "Captain and Defense Officer AI Overhaul". IMHO, it is not needed.
can you confirm that with this mod the Sucellus and the Balor ships will make appropriate use of their peculiar weapons? And is this mod fully compatible with patch 4.00 +The Teladi Outpost +Home of Light dlcs?
(this mod could use a more detailed description)
Sometimes ships fly away a station when you order them to attack it, but this seems to be another bug, because this happens not only to Sucellus and Balor.