Bug with turrets on Vidar

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ukdj78
Posts: 214
Joined: Wed, 28. Jul 04, 13:33
x4

Bug with turrets on Vidar

Post by ukdj78 »

This may have already have been pointed out, but I've just noticed that the Up & Down turrets on my Vidar seem to insist on only having bay 2 loaded! :?

If I put an EMP cannon in bay 1 and leave bay 2 empty the game will move it from 1 to 2 after about 5 seconds and if I put a cannon in both bays (which I'm assuming most people do) it uninstalls the cannon from bay 1. I can't win! I'm a steam user so my game is version 1.3
xiriod
Posts: 1131
Joined: Wed, 6. Nov 02, 20:31
x3tc

Post by xiriod »

Do you use the M.A.R.S. turret script or any other script that controls the turrets? If so, that is "normal" behavior. These scripts literally take control of your turrets and what is in them.
ukdj78
Posts: 214
Joined: Wed, 28. Jul 04, 13:33
x4

Post by ukdj78 »

No, I haven't used any scripts and I have no "Modified" tag on my statistics!
xiriod
Posts: 1131
Joined: Wed, 6. Nov 02, 20:31
x3tc

Post by xiriod »

Strange though. I guess you have set your turrets orders to 'none' when you try this? I haven't used stock X-turrets since X2 though.

You could consider trying the M.A.R.S. script if you have general problems with your turrets. It is not cheating, as you can set it so both you and the AI uses it. So level play field if you like.

Other than that, perhaps someone else have better insight in to this.
ukdj78
Posts: 214
Joined: Wed, 28. Jul 04, 13:33
x4

Post by ukdj78 »

They were set to Missile defense. I changed it to none and it seems to be ok now even after I changed it back to missile defense! Weird. I'll have to keep my eye on it for a while I think.

Thanks for your help anyway :)

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