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Darrin

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Reply with quote  #16 
Quote:
Originally Posted by nschlein

Having not fought the beast previously, can anyone tell me whether the turrets are supposed to respawn instantly or if there is actually supposed to be a short delay? We played in 2.7.5 and the turrets all regenerated within 1 second every time they were destroyed.


According to the script Mike posted above, the turrets are supposed to regenerate after 25 seconds (except for Turret 4, which regenerates after 15 seconds). In an earlier version, a bug may have had them regenerating almost immediately. 

Mike updated Armada Training Mission #1 into Armada Training Mission #3. In that version, all four turrets are supposed to regenerate after 15 seconds. 

I've seen both scripts in action as we playtested... and although I *know* what the timers are doing, it *feels* like the turrets regenerate instantly.

 
nschlein

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Reply with quote  #17 
Thanks, Darrin. I realized that I could check the code myself, but I left my computer at the library after cleaning up last night.

I’m pretty sure the turrets were truly respawning instantly, since we watched them disappear and then pop back into existence several times, even with nothing obscuring our view. 15 seconds would have been a relative eternity, and we were looking for a brief delay like that, but it’s always possible my crew and I were mistaken. The other options are that I somehow got the bugged version or that something gets crossed between versions 2.7.4 and 2.7.5.
Mike Substelny

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Reply with quote  #18 
Quote:
Originally Posted by nschlein
My library crew of mostly green recruits beat the Inquisitor tonight after our third try...but I’m honestly not quite sure the script was working properly.

Having not fought the beast previously, can anyone tell me whether the turrets are supposed to respawn instantly or if there is actually supposed to be a short delay? We played in 2.7.5 and the turrets all regenerated within 1 second every time they were destroyed.


The in-game answer is that Training Mission #1 was a TSN exercise based on the experience with the first Inquisitor at the Battle of Beechwood. Observations in that battle might have included errors, and later in the war the Kraliens did make a few improvements to the Inquisitor fleet.

Artemis Armada V Training Mission #3 is a TSN exercise from later in the war, which reflects more experience fighting Inquisitors.

The out-of-game answer is that the Battle of Beechwood script was written in 2018 with Artemis 2.7.0, a less advanced, more buggy version of Artemis. That limited some things about the Inquisitor and caused some erratic behavior. Training Mission #1 was based on that script. In contrast, Artemis Armada V Training Mission #3 is written for Artemis 2.7.5, which is vastly superior.

That said, as I recall in the Battle of Beachwood TSN crews (real time at Armada IV) observed the Inquisitor turret respawn delay was 4-5 seconds.

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