![]() This gets worse the more fights you do, more indexes are added to the array and never removed, so trying to find "auto" or a specific ship to attack becomes a pain. You might be targeting the first "none", or the 3rd and everything is fine.īut if the new ship is added to the array at the same index as the "none" you selected your bots will attack, after all you have set the target UI to attack whatever is in that index, it was just empty at the time. You set your target to none, but you can't tell which none, then in the next sector there's a non-hostile ship, and you get this. ![]() selectedTarget = Īnd afterwards like this. In a fight with Deathseekers it'd look like this. When you first start or load a game in beta 7 your target UI is on auto, and you switch left and right through it, it's like an array and it probably looks like this. Were you using bots? I've noticed an issue with targeting, and I think I know what's going on. u/Galahir950's Server - Pulsar: Lost Colony Starport. Please message the mods if you'd like yours added to the sidebar. Please note - None of these servers are associated with either Leafy Games, or the mod's of this subreddit. This subreddit was created Monday, September 30th at 12:05 AM. No meme spam, Memes are allowed however may be removed at Mod discretion. ![]() Spoilers in threads only on request of a user, we don't want to give everything away. Keep content focused on PULSAR: Lost Colony. it may have been bugged.Welcome to r/PulsarLostColony! These are the rules! back when i used it, the weapon specialist never would use it. And this is why you have a wespon specialist, to fire the main turret, cause this one needs manning :) it has been awhile since i fought that boss for that turret, i couldn't remember the name. There is no "Reaper turret", but there is a Keeperbeam. But an update made the secondary turrets auto-fire as well. The autoturrets used to be the only ones who did this. The secondary turrets fire even if nobody mans the main turret. The post doesn't' mention AutoTurrets, but if I had to guess, those probably fire even if the Weapons Specialist isn't manning the manning the main turret (in case of boarding, for instance. They can still be manned manually, but will otherwise function normally. Originally posted by 1stBdC Martins:Nevermind, I found this great post on the official forums:įor anyone stumbling on this question: Ship turrets act like Automated Turrets when the Main Turret is manned and a target is set by the captain. Side note: according to the wiki, there's only one type of Automated Turret? There aren't multiple types like the other mounts? Put it another way: what's the diference between Ship Turrets and Automated Turrets? My question is: are those two "Ship Turrets" used at all? Are they automatic? Can the bot fire the Main Turret and both Ship Turrets? Or am I suposed to send the EngieBot and myself in there to man them? ![]() The weapon bot fires the Main turret as normal, but next to him are two "consoles" to control the ship turrets. ![]() On the Intrepid I don't have a secondary turret. I noticed that on the Destroyer I had a Turret control on the bridge that fired a sort of Secondary turret, while the WeaponBot fired the main turret on his room. However, this ship does not have Automated turret slots, it instead has "Ship Turrets". Then I decided to start a singleplayer save to play whenever is not available and took the C.U. Destroyer for a spin and after installing two Auto-Turrets, we we're blasting anything with an E.M. I started playing a while ago with my brother who had some experience with the game. ![]()
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