Okay, so I've been looking over the Automated Dreadnought, and I found out that Paradox has not only made a big coding error, but they haven't discovered it and thus haven't even made the attempt at the 5-minute fix of this major error. I would appreciate someone taking another look at the coding who is wiser than I, but I'm 95% sure this bug is real and quite serious. To explain:
The Automated Dreadnought (along with the Pirate Galleon, Technosphere, & Wraiths at the very least), have "double-sided" turrets, where it's like "large_gun_04_l" and "large_gun_04_r". Now, Paradox decided that they could use the "is_side_slot = yes" coding to put "large_gun_04" in the section template and global design files and have the game coding make two weapons off of that, placing them on the left and right locators with only one component slot for the weapon. Nice idea in theory, but that's not how it works, so all Paradox has done is made only one side of a weaponry set function. The Automated Dreadnought, for every "is_side_slot = yes" weapon (which there are a few like on the Pirate Galleon), only the right side weapon functions. The left side doesn't have a weapon because of this coding error, therefore never fires. I have tested and looked for this in-game myself. This means many Guardians are lacking weaponry because Paradox didn't code them correctly. This is really bad on the Wraiths and Technosphere (Infinity Machine), because 90% of the Technosphere's weaponry has this, and all of the Wraith's weaponry. This means that the firepower of these two Guardians have been cut in half on accident.
There is also a very simple way to fix this: you go into the section template files and the global design files, and simply delete the "is_side_slot = yes" coding on component slots that have them (easy way to identify bugged ships designs too), add the _l to the weapon already there, do a quick copy/paste job just underneath that one, and switch the L for an R. I would recommend using "_L" or "_R" for the name line so that it is distinguished from the locatorname line (which must be "_l" and "_r" as that is how they are named on the meshes. It's even simpler for the global design file as there is only one L/R to add. There would be a weapon on all slots and the Guardian would have the firepower it's suppose to. Paradox has not figured this out or doesn't want to. It took me less than 5 minutes to fix this. Also, the Automated Dreadnought has weaponry damage bonuses, which I'm wondering if that came after they realized the Automated Dreadnought was under-powered but didn't realize their coding error here. I could be mistaken on this, but if the Automated Dreadnought had it's full weaponry load out, that coding could be severely reduced in measure if not completely removed.
EDIT: I have edited my own local copies of the Guardian section template and global design files and have confirmed that my above fix works. The Automated Dreadnought now fires it's left side weaponry as well as the right. This is also be taken into account when looking at base statistics, such as the weaponry damage bonus provided.
Paradox, this is a major bug and it's very simple to fix. Please look into this so you can release a fix for this alongside the Banks update. Thanks.
The Automated Dreadnought (along with the Pirate Galleon, Technosphere, & Wraiths at the very least), have "double-sided" turrets, where it's like "large_gun_04_l" and "large_gun_04_r". Now, Paradox decided that they could use the "is_side_slot = yes" coding to put "large_gun_04" in the section template and global design files and have the game coding make two weapons off of that, placing them on the left and right locators with only one component slot for the weapon. Nice idea in theory, but that's not how it works, so all Paradox has done is made only one side of a weaponry set function. The Automated Dreadnought, for every "is_side_slot = yes" weapon (which there are a few like on the Pirate Galleon), only the right side weapon functions. The left side doesn't have a weapon because of this coding error, therefore never fires. I have tested and looked for this in-game myself. This means many Guardians are lacking weaponry because Paradox didn't code them correctly. This is really bad on the Wraiths and Technosphere (Infinity Machine), because 90% of the Technosphere's weaponry has this, and all of the Wraith's weaponry. This means that the firepower of these two Guardians have been cut in half on accident.
There is also a very simple way to fix this: you go into the section template files and the global design files, and simply delete the "is_side_slot = yes" coding on component slots that have them (easy way to identify bugged ships designs too), add the _l to the weapon already there, do a quick copy/paste job just underneath that one, and switch the L for an R. I would recommend using "_L" or "_R" for the name line so that it is distinguished from the locatorname line (which must be "_l" and "_r" as that is how they are named on the meshes. It's even simpler for the global design file as there is only one L/R to add. There would be a weapon on all slots and the Guardian would have the firepower it's suppose to. Paradox has not figured this out or doesn't want to. It took me less than 5 minutes to fix this. Also, the Automated Dreadnought has weaponry damage bonuses, which I'm wondering if that came after they realized the Automated Dreadnought was under-powered but didn't realize their coding error here. I could be mistaken on this, but if the Automated Dreadnought had it's full weaponry load out, that coding could be severely reduced in measure if not completely removed.
EDIT: I have edited my own local copies of the Guardian section template and global design files and have confirmed that my above fix works. The Automated Dreadnought now fires it's left side weaponry as well as the right. This is also be taken into account when looking at base statistics, such as the weaponry damage bonus provided.
Paradox, this is a major bug and it's very simple to fix. Please look into this so you can release a fix for this alongside the Banks update. Thanks.
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