Ship not Attacking

Status
Not open for further replies.

AMJB1997

Member
Apr 10, 2022
12
0
27
I don't know if this is with all ships, but when using the Sidewinder in space combat the attack button doesn't seem to work. It only dodges.
 

Theron

Well-Known Member
Nov 8, 2018
3,621
1,377
44
Do you have enough Energy to fire the weapons?

Just noticed: Inspecting Ship Weapons doesn't show how much Energy they take to fire. This is kind of an important stat.
Edit: It seems to be possible to get an unlimited number of weapons on the CassTech by using the Quantity prompt. They all go in 'Fixed Equipment'.
 
Last edited:

AMJB1997

Member
Apr 10, 2022
12
0
27
Yes, I wouldn't have posted this if i didn't try to figure this out myself first, sorry if i sound terse that isn't my intention.Screenshot (1).png
 

Theron

Well-Known Member
Nov 8, 2018
3,621
1,377
44
What does your Codex->Location look like? Especially what's under Modules Installed vs Fixed Equipment?
You may have to post your save.
 

DragonRanger

Well-Known Member
Aug 28, 2015
116
26
I loaded up an old save, and I also noticed this problem in the Sidewinder. I haven‘t gotten into any ship battles on my new sage yet so I don’t know if it’s exclusive to that. Whenever I choose to attack, the game treats it like I chose to recharge instead.
 

Theron

Well-Known Member
Nov 8, 2018
3,621
1,377
44
Mine works properly.
1. I'm using 2x Missile Turrets
2. It's a save converted from Flash.
No idea if either of those are relevant.
 

DragonRanger

Well-Known Member
Aug 28, 2015
116
26
Mine works properly.
1. I'm using 2x Missile Turrets
2. It's a save converted from Flash.
No idea if either of those are relevant.
The save I loaded up was also a Flash import, and it also has 2 missile turrets. Granted, my save was edited because there was a but with Mitzi and the Omnisuit Collar that was causing my game to crash.
 

Sorfin

Member
May 29, 2018
10
9
33
Not sure if this has ever been addressed, but my ship seems to perform the 'recharge' action whenever the 'Battle' option is chosen.
 

Raiu Kusanagi

New Member
Jul 3, 2016
4
0
I've been having the same problem on a save converted from Flash. My ship stats showed 3 weapons equipped - 2 laser turrets & a missile turret - but the Battle! action in combat did nothing. Swapping to an alternate ship & then back to my main ship didn't fix it.

I eventually decided to hit up a weapon vendor, thinking maybe new weapons would fix it. Well, in the vendor UI, it said "Inventory Slots Used: 0/3". Buying new weapons - the same loadout as I had before - put be back at 3/3 slots used and allowed me to attack in combat again.

Best guess is that some part of the weapons got glitched in the transfer from Flash & they were some sort of "ghost" items, where they looked like real weapons and I could toggle them on and off in combat, but they wouldn't actually DO anything.

Hope this works for others.
 

Theron

Well-Known Member
Nov 8, 2018
3,621
1,377
44
Something is weird with Ship conversions. I haven't had the 'Can't Attack' problem, but I'll throw these up as additional data points.
Unused Upgrade Slots: 0
Unused Weapon Hardpoints: 1
Current Crew Capacity: 10

Module/Crew Capacity: 10 (0)
Bonus Crew Capacity: 5 (0)
Weapon Capacity: 3 (0)

Modules Installed: Missile Turret, Missile Turret, Hardened Systems, Hardened Systems, Shield Vampire, Advanced Quarters, Advanced Quarters, Advanced Quarters, Advanced Quarters, Advanced Quarters.

Fixed Equipment: Heavy Armor.
Unused Upgrade Slots: 2
Unused Weapon Hardpoints: 1
Current Crew Capacity: 20

Module/Crew Capacity: 10
Bonus Crew Capacity: 5
Weapon Capacity: 3

Modules Installed: Hardened Systems, Hardened Systems, Shield Vampire, Advanced Quarters, Advanced Quarters, Advanced Quarters, Advanced Quarters, Advanced Quarters.

Fixed Equipment: Missile Turret, Missile Turret.
Unused Upgrade Slots: 0
Unused Weapon Hardpoints: 2
Current Crew Capacity: 6

Module/Crew Capacity: 9 (0)
Bonus Crew Capacity: 3 (0)
Weapon Capacity: 4 (0)

Modules Installed: Missile Turret, Hardened Systems, Hardened Systems, Power Core Tuner, Power Core Tuner, Shield Vampire, Advanced Quarters, Advanced Quarters, Advanced Quarters.

Fixed Equipment: Missile Turret, Shield Booster.
Unused Upgrade Slots: 1
Unused Weapon Hardpoints: 2
Current Crew Capacity: 15

Module/Crew Capacity: 9
Bonus Crew Capacity: 3
Weapon Capacity: 4

Modules Installed: Hardened Systems, Hardened Systems, Power Core Tuner, Power Core Tuner, Shield Vampire, Advanced Quarters, Advanced Quarters, Advanced Quarters.

Fixed Equipment: Missile Turret, Missile Turret.
Unused Upgrade Slots: 3
Unused Weapon Hardpoints: 0
Current Crew Capacity: 3

Module/Crew Capacity: 4 (0)
Weapon Capacity: 2 (0)

Modules Installed: Laser Cannon.

Fixed Equipment: Machine Gun.
Unused Upgrade Slots: 4
Unused Weapon Hardpoints: 0
Current Crew Capacity: 4

Module/Crew Capacity: 4
Weapon Capacity: 2

Modules Installed: None.

Fixed Equipment: Laser Cannon, Machine Gun.
 

AMJB1997

Member
Apr 10, 2022
12
0
27
I don't know if this could be part of the problem, or something else; but there are three weapons in the gadgets part of the ships menu. I am unable to sell them off.Screenshot (2).pngScreenshot (1).png
 

Attachments

  • Aaron (M) - 15Hrs 23Mins, 870 Days - Tavros Station, Kalas.json
    842.6 KB · Views: 2

Gedan

BUTTS BUTTS BUTTS
Staff member
Aug 26, 2015
8,008,907
8,008,325
Okay, the weapons thing should be fixed properly now. I think there was a window of time that you could do the save conversion process and get save data into TiTSTML prior to when I re-organized how the ship storage structure works behind the scenes - those saves never got reordered into the new structure, but freshly converted saves would do the needful and work as expected.
 
Status
Not open for further replies.