I set up 36 cloaked LTs on the south gate in Atreus' Clouds and another 36 at the north gate of Farnham's Legend.
They work like a charm IS, but OOS they don't even decloak.
Running AP with XRM and a bunch of other mods.
/Edit:
hm, weird, they're not uncloaking at all anymore.
At least not for pirates...
/Edit2:
They just uncloaked IS for some Khaak that I lured into range.
But they'll happily ignore pirate ships ...
/Edit3:
did some further testing
when I spawn in Xenon or Kha'ak ships they uncloak and destroy them in less than a second IS and OOS
but Pirate 'patrols' just get ignored even though they appear red for me and are set to enemy in my global settings.
I haven't had any luck spawning in pirates though.
If I select pirates as the owner race, the ship turns out to be boron???
I checked the owner race of one of the ignored pirate ships though, and it says 'Pirate'
Since Pirates are the only reason I'm putting up towers in this location in the first place, this is kind of annoying
/Edit4:
figured out why scripted pirates turned out as other races, they're undercover.
Turned undercover off and they appear red, but LTs still don't uncloak.
Appears like they just ignore Pirates
/Edit5:
I now made a workaround, added the following after these two lines:
$flag = [Find.Enemy] | [Find.ForceUsePos]
$hostiles = find ship: sector=$sector class or type=Moveable Ship race=null flags=$flag refobj=[THIS] maxdist=$sensor.range maxnum=1 refpos=$scan.position
if $hostiles < 1
$flag = [Find.ForceUsePos] // what does that even do?
$hostiles = find ship: sector=$sector class or type=Moveable Ship race=Pirates flags=$flag refobj=[THIS] maxdist=$sensor.range maxnum=1 refpos=$scan.position
end
once the towers were updated by making them decloak and recloak with a xenon or kha'ak, they now kill pirates too.
It's not the best way to do it, since it hard-codes pirates as foes, but for me it works
/Edit6:
didn't test it correctly ...
still doesn't work
/Edit7:
finally got it to work...
didn't think you'd have to update the version number for the updates to take effect ....
also changed
'if $hostiles < 1' to 'if $hostiles == null'
dunno if it would work with the '< 1' version, but don't really care.
if anyone wants to mimic that workaround, don't forget to increase the version number in setup.ring.of.fire, that's the crucial one, but it doesn't appear with the other script files in the script editor because it starts with an s, not a p (that's why I always overlooked it

)
pirates now getting fried as they should
