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报告翻译问题






My esteemed colleague A_S_T has already done some excellent land warfare missions that you can find HERE , so feel free to check them out.
thanks btw!
@prob not two squid in trenchcoat - During our test sessions from earlier this year we never really had any problems with the enemy ships not being able to sink eventually, especially when hit by missiles or anything larger than a light autocannon.
The only 'ships not sinking' bug we encountered was the one listed in the known issues section but that was caused by the fact that when a fire spread to another block it rendered it as being damaged/destroyed but didn't seem to remove it's airtight/watertight tag, this tended to happen to both AI controlled and static vessels without any crew.
The ability to spawn in a specific enemy unit at the player's location will require you to compile your own script in order to make that work but that shouldn't be too hard if you're already familiar with Lua, more so since there's a link to our GitHub and the source code at the bottom of the FAQ.
You'll need to get closer and use your own radar to get a fix on it's exact location.
The enemies will initially spawn at random locations all around the map and any replacements will spawn within 20-30km of the player's current location after a set amount of time, depending on what was chosen in the start menu.
There are no plans to introduced fixed spawn or respawn locations at this time.
One of my playthroughs using the Bungeling Raiders was done in Classic Career mode earlier this year and they were able to use weapons against me even though I hadn't researched them yet, so I hope the Devs haven't done something to change that in a recent patch?
I know for a fact that it won't work if you don't have the Search & Destroy DLC installed or have it enabled in the start menu and that's the only other time I've seen the vehicles go around with weapons but aren't able to fire them or use explosive warheads, but the reason behind that is kind of self explanatory. ;)
All the hostiles moved towards and attacked both the civilian AI and player controlled vehicles whenever they got within range, hopefully the bug you experienced was just a one off glitch.
The last thing that broke the AI was the infantry update by the Stormworks devs back in April when they inverted the axis used by the AI when given the designator role, but I quickly released a fix for that about a week or so later.
Let us know if you notice it happening again and we'll look into it further.
To wrap it up, all these are actually possible. You can also use radar-guided weaponary like it is in this addon, you don't really need actual gunners. I mean this basically turns it into From The Depths now that I think about it lol.
(Part 2, end)
As for AI Drivers, there was a self driving add-on, I believe "Gorilla Auto Pilot" or something as such, but I don't know if it works in water/air, I think it might only work for land navigation.
(Part 1, character limit)
With regards to addons/mods that gives you AI companions that can help you attack enemy vehicles 'etc' then the best one I've seen so far is probably the PvE Gunners 2 addon by A_S_T.
As far as I'm aware no one has been able to code in any AI companions that can help you during rescue missions or be commanded to control any vehicles for you.
The AI is so shockingly bad in Stormworks that any infantry that are added to the ships would most likely get swept overboard whenever the seas get rough and end up being more trouble than they're worth.
The good news is that Zizo has mentioned in the past that he was eventually going to add proper combat missions that feature all the cool stuff you're waiting for, but in the meantime feel free to check out the land combat missions done by A_S_T, as they feature infantry at various locations in the world:
https://psteamcommunity.yuanyoumao.com/id/the_droid/myworkshopfiles/?appid=573090
Well, thanks for the replies, and for the mod of course. Thanks to your mod I was able to appreciate the potential of many helicopters and planes from other players.
Too bad the game without mods is very raw and uninteresting.
It is definitely possible though as during my playthroughs I've frequently sunk even those corvette sized enemy ships at ranges over 10km using those anti-ship missiles from the Perseus fast attack craft or a torpedo fired by one of the subs on the workshop, especially if the warhead is big enough to exceed the target's HP and if more than one of them is launched.
It's very frustrating to lose sight of enemy vehicles while flying a fighter jet.
I understand correctly, judging by the description some measures were made so that it was impossible to destroy enemy equipment 20 km away from it, but if it doesn't load, does the missile hit the target? And can an enemy ship sink at all if I'm out of its rendering radius? I have repeatedly noticed that hitting the ship with missiles, reloading and returning to the area of its rendering it immediately sinks.
Maybe one day the devs will add the option in the settings menu to increase the AI vehicle render distance or let people mod it themselves, as right now it could probably safely be increased to around 4-5km for most players with little impact to performance - especially if they're in the middle of the ocean.
(also u should try make a military coastguard addon that will respond to these)
Running the Bungeling Raiders addon at the same time as the conquest mode has been known to slow the game down considerably for some players, especially during the mid-to-late stages of the conquest game when there's a lot more going on around the map.