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And I did some more tests and I was mistaken on the console range aspect. It was working off of my pawn's main weapon range. I adjusted the range to its maximum of 100 and as soon as the enemy went within it, the turrets aggroed on it.
I tried it again with my pawn having no weapon or anything but no such luck. It could be one of my combat mods
Also firing it by force to a set target or a specific area is working fine, the range and mortar function is as intended. But automatic targeting is still dependent on the pawn's currently equipped main weapon range.
Kinda strange since the Vanilla Mortar works fine along with other mods that have artillery. They automatically target enemies as soon as the Grid Console is manned by a pawn, regardless of whatever they have equipped. I'll try the unsub and resub method, might reset something and fixes the problem.
Do you have any other mods that could be messing with turret targeting?
[code]
<!-- Sensor towers -->
<Operation Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName="Eccentric_ArtillerySensorTower"]/comps/li[@Class="EccentricDefenseGrid.CompProperties_ArtillerySensor"]</xpath>
<value>
<range>55</range>
</value>
</Operation>
[/code]
Do note however that the vanilla game has a hard limit on how far radius circles can extend. There are some mods such as Vanilla Expanded Framework and Combat Extended that increase this limit, but vanilla on its own support radius ranges greater than around 50 or so.
Was this supposed to be intentional for balancing purposes?
<comps>
<li Class="CompProperties_Flickable"/>
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>250</basePowerConsumption>
</li>
<li Class="EccentricDefenseGrid.CompProperties_DefenseConduit" />
<li Class="EccentricDefenseGrid.CompProperties_ArtillerySensor">
<range>80</range>
</li>
<li Class="EccentricDefenseGrid.CompProperties_SensorOverlay" />
</comps>
The most common mistake with turret controllers is that you need to ensure that the highlighted tile next to the controller is on top of the turret or mortar you want to control; it should turn green as shown when it is correctly placed.
Is this how the <comps> is supposed to look like under Thingdefs_Buildings\Buildings_Artillery?
<comps>
<li Class="CompProperties_Flickable"/>
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>250</basePowerConsumption>
</li>
<li Class="EccentricDefenseGrid.CompProperties_DefenseConduit" />
<li Class="EccentricDefenseGrid.CompProperties_ArtillerySensor">
<value>
<range>80</range>
</value>
</li>
<li Class="EccentricDefenseGrid.CompProperties_SensorOverlay" />
</comps>
I kinda just want to raise the range to 80. Does this look right?
That aside though, I'm not sure if I'm doing anything wrong but I'm trying to get a Mortar(specifically the Aetheric Mortar) to fire with the Remote Turret Controller. Even when the Console is manned, the mortars won't fire and would need to be directly manned at the mortar itself to fire. I have the grid circuit connected properly along with the aetheric link set up as well.
If it also helps, I'm not getting any errors in the debug log, no yellow or red errors.