Author Topic: Problem with "huge" weapons  (Read 1846 times)

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Offline Nyctaeus

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Problem with "huge" weapons
Hi there. As I said in previous thread we're polishing our modpack before beta testing. We have two issues with big weapons and we need your help with ridding this crap out.

First: What is the limit of weapons with "huge" flag and how to change it? I assumed that the limit is suited to beams, which fires rarely compared to weapons we have. Our custom faction does not use beam cannons, but has BSG-style fast-firing railguns from many multipart turrets in salvo mode. In BoE situations, game reaches this limitation pretty quickly, and probably make somekind of queue. Our weapons fire, than stop, than fire again etc.

Second is old bug with beam cannons. Ships equipped with beam cannons fire them very rarely even in small missions, but often have somekind of death salvo. Thet mean they fire all avaliable beams like crazy during ship destruction. Someone had this problem before but I can't find a proper thread.

Please help! Mystery Project must rise :D!
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Offline Rheyah

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Re: Problem with "huge" weapons
I have a crapload of huge weapons almost constantly firing in my mod and found that the AI was a bit schizophrenic about its own firing rules.  Maybe check that?

 

Offline Dragon

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Re: Problem with "huge" weapons
What difficulty are you testing on? There's a limit for the amount of turrets targeting a single ship, and a separate one for ones targeting the player. They're both difficulty-dependent. Also, check if you're not running into projectile limit (signified by player-firing weapons being randomly unable to shoot and projectiles vanishing before their lifetime expires). "Huge" only means that weapon will damage "big damage" ships and that it won't fire on fighters and bombers.

 

Offline pecenipicek

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Re: Problem with "huge" weapons
Also, if you've fiddled with ship types/classes/however its called nowadays, make sure you are using the retail ones. the custom ones dont work with a bunch of fun flags...
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Offline Black Wolf

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Re: Problem with "huge" weapons
If post-death beam fire is an issue, just lock the breaks when the hull percentage reaches zero. It's good practice anyway - few things not frustrating for a player who has just completed a difficult bombing run than to be killed by a late AAA beam from the capship he just destroyed.
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Offline Droid803

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Re: Problem with "huge" weapons
check maximum turret target ownage or w/e its called in ai profiles.
i've also noticed that turrets tend to be very stupid at picking targets, so some of the turret flags (target requires fov, fov edge checks, etc) will help the turret be "smarter" in what it chooses to engage and reduce the chance of it sitting idle because its trying to shoot at something outside its FoV (which it obviously can't).
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Offline jr2

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Re: Problem with "huge" weapons
If post-death beam fire is an issue, just lock the breaks when the hull percentage reaches zero. It's good practice anyway - few things not frustrating for a player who has just completed a difficult bombing run than to be killed by a late AAA beam from the capship he just destroyed.

Maybe a fix for that would make it so that shots from dead ships only make a random percentage between 10 and 25 damage? I mean, the ship is breaking up. The only available energy would be from whatever is in the equivalent of capacitors, the reactors are going critical or shutting down if their failsafes are working.