Well I stole me a Tyr, I'm not really a thief in my game so I really didn't want to steal from the Terrans/ATF, but I wanted a Tyr so. Anyways a few days of playing around with it, I ended up having it loaded with 20 PSP's (forward and right), and 36 SSC's. First I tried it with 32 PSP's and EMPC everywhere else, but that only left me with 145 energy cells, which won't get you very far. So after that setup worked pretty well, and so did the SSC's, I dock at my hub which is secluded in a far part of the universe and save. No NPC ships were present at all in the HUB sector. I return to the game a day or whatever later, and decide to go terrorize the Xenons in one of their sectors, and what's the first thing that happens when I start playing the game? The SSC's no longer work, and do nothing except make lots of boom noises. Obviously the game was never saved with them firing, so that cause is shot down pretty quick. I've tried reloading the save game, I've tried jumping out of the sector and jumping back in, I've tried turning the turrets off and back on, I've tried controlling them manually. Nothing works, the SSC's still don't do anything except make annoying boom noises.
Is there some special trick to make the flak based weapons start working again? Or did Egosoft add some sort of code when loading a game and/or jumping into a sector that does something like:
Code: Select all
if ( random() < 0.25 )
BreakFlakBasedWeapons();
else
FlakBasedWeaponsWorkCorrectly();
To make sure the flak based weapons aren't overpowered? So if you use them too much it forces you to use another weapon until the cool down period that breaks them is over?