Maybe I should look around in the files to see what "weapons" the XRM goblins are armed with, maybe that is why they keep trying to "fix" a ship in my game but are just shoot Impulse Emitter Arrays at their host.feygan wrote:Hoping someone can help with an issue I have been having with regards to Terran weapons. The EMR is a nice addition as in vanilla the Terrans really have no effective weapon for fighter vs fighter use at anything below M3+ size. However it seems to have a problem.
I am finding that things like Keris drones are being equipped with EMR instead of EMPC, this makes them great against small craft but almost useless against M6+ or larger, they do eventually win but you throw hundreds of them at M2 ships.
In addition to this Bullwinkles drone carrier script suffers the same problem, when a carrier creates a Terran M3 fighter drone to use it comes with EMR as default instead of EMPC. Now when you have a carrier launching 40 M3 Excalibur's at a target you expect some serious fireworks. What you do not expect is to watch them drop like flies as they can barely dent the targets shields.
I think the problem here is down the the way the weapons are set up. In X3 editor there is a class of weapons for Terran light guns, this includes both EMR and EMPC, with EMR coming first in the list. For whatever reason it seems that because EMR is first in the list when drones are created via launch, or ships made with scripts like drone carrier then it is chosen as the default weapon for them.
For now I have make a tempoary hack by altering the Tbullets so EMR work the same way as EMPC, but is there a more viable proper solution to this issue?
Also had an kinda funny bug doing the Terran plot line, you are supposed to board the Vidar as practice and when I launched my marines to board, it turned hostile and launched 10 drones that WTF pawned my poor space walking marines.