Mining Space Industries II


Your team was hired by MSI (Mining Space Industries) with a purpose: extract mineral riches from a distant planet, and investigate something else that will be revealed later by the mission control. But you had a terrible accident when landing... again. Will you be able to accomplish the task you were hired for?

Scenarios
a month ago
1.0 - 2.0
10.6K

i Gun turret disabled by script

3 years ago

It is my understanding (from playing the mod for about 4 hours) that you're not supposed to turret creep the enemies. The gun turrets become disabled by the missions if you place them after the mission started. This was most obvious in the defense of an assembler that gave us the "free technology" token after about 5 minutes of wave defense.

A little later, our base was attacked by about 40 small biters (not part of an announced mission, looked like a regular attack from pollution), and since it was the first attack on our base, we were not prepared at all. I decided to place down a couple turrets to defend, but they were also disabled by script. Is this supposed to be happening? I really like this mod, but without proper understanding of this mechanic, it's very hard to continue.

I'm using the mod with space exploration and other optional dependencies, the only mod that isn't in the dependency list is transport drones from klonan.

3 years ago
(updated 3 years ago)

All turrets on msi have an initial cooldown to become operational. Regardless of missions. About 15 seconds

3 years ago

Thanks for the reply. That makes quite a bit of sense and I am looking forward to continuing this mod then :)

Is it written somewhere in the informatron? I couldn't quite find it.

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