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I tried searching, I promise, but I can't make the search features of these (relatively) new boards work worth anything, so anyways:
If a mission is flagged to fail when "disabled or destroyed", does this take effect when a ship uses an escape pod, and what if using an escape ship?
Alternatively, do active missions that don't have that flag set still get failed with an escape pod/escape ship?
The OnPurchase field of the escape pod is evaluated when you eject. I do not know if it is possible to make ejecting into a carried fighter accomplish anything mission-wise.
escape pods arent ships and you cant purchase them... how would they have an onpurchase field? They dont even use shäns.
Ive been wondering about these questions myself though.
GutlessWonder, on Jun 22 2005, 02:29 PM, said:
Alternatively, do active missions that don't have that flag set still get failed with an escape pod/escape ship?View Post
If the "mission fails if ship is disabled/destroyed" flag is not set: When you use an escape ship , nothing happens to your active missions (however, your escorts abandon you). When you use an escape pod , your missions' OnAbort fields are evaluated.
If that flag is set, the mission will fail as soon as your ship is disabled.
Qaanol, on Jun 22 2005, 03:16 PM, said:
The OnPurchase field of the escape pod is evaluated when you eject. I do not know if it is possible to make ejecting into a carried fighter accomplish anything mission-wise.View Post
Not true. If I told you that, I'm sorry. Using an escape pod/ship does not cause either the pod or ship's OnPurchase field to be evaluated. However, if you use an escape pod, shďp 128's OnPurchase field is evaluated as soon as you recieve it.
NebuchadnezzaR, on Jun 22 2005, 08:04 PM, said:
escape pods arent ships and you cant purchase them... how would they have an onpurchase field? They dont even use shäns.View Post
Overly dramatic sigh. Escape pods ARE shďps (RID 895), and have been ever since EVC. They DO use shäns (RID 895), and if you change a few numbers in the shďp resource, you can even purchase them and fly around in them.
Edwards
Edwards, on Jun 22 2005, 10:54 PM, said:
Edwards View Post
oops... I swear i saw them using spins.
blood pools around foot, smoke clears
What are things like speed and turning for then?
/ps: Not that its an excuse, but i just found out why I didnt think they were ships: Absolute minimum has a shan for escape pod, but not a ship. I still dont really understand why the ship rescource exists for it.
This post has been edited by NebuchadnezzaR : 23 June 2005 - 08:43 PM
NebuchadnezzaR, on Jun 24 2005, 01:34 AM, said:
/ps: Not that its an excuse, but i just found out why I didnt think they were ships: Absolute minimum has a shan for escape pod, but not a ship. I still dont really understand why the ship rescource exists for it. View Post
Sorry to bring this up but I've just noticed that you're right. Standard escape pods are not ships and ship ID 895 is not related to them in any way. They require nothing but shan 895 though I doubt they use any features of shans that aren't found in spins.
Guy, on Jun 27 2005, 07:18 PM, said:
Sorry to bring this up but I've just noticed that you're right. Standard escape pods are not ships and ship ID 895 is not related to them in any way. They require nothing but shan 895 though I doubt they use any features of shans that aren't found in spins.View Post
You're about half right about that. The escape pod does use its shďp resource, but not for much. If you give the escape pod a PD weapon, it will fire it if there's a target. Also, the cargo space from shďp resource 895 is shown in the sidebar. However, the speed, shields, etc. do not have any effect. Basically, there is no useful reletionship between the escape pod and its shďp resource, but a relationship does exist.
Now, about the shän: The escape pod makes use of every feature of the shän resource, including weapon exit points. The escape pod with which I tested all of this had the Vell-os Dart engine glow flashing for running lights, four widely space exit points for the PD beam, and had the Enterprise's engine glow for it own engine. All of those features worked, although the engine glow seemed to be based on the acceleration/speed of the original ship when it was destroyed.
Hm, that's odd. Because if I remove the ship resource it still works.
Guy, on Jun 27 2005, 11:12 PM, said:
Hm, that's odd. Because if I remove the ship resource it still works.View Post
It is doubtless like the chär resource- actually having one allows you to tweak it behaviour, but the game has a set of default values tha it can use if one doesn't exist. The default values for the chär resource, by the way, are to start on January 1st, 2250, in shďp 128, with 10000 credits. It will also display one PICT for somewhere between 30 and 45 seconds.
Edwards, on Jun 28 2005, 04:38 PM, said:
Weird. What pict? And would there actually be any point in tweaking the escape pod? I mean you can't actually do anything once you're in one and it only lasts a few seconds. What about the pods generated by Pod Count - are they ships too?
Guy, on Jun 28 2005, 07:12 PM, said:
Weird. What pict? And would there actually be any point in tweaking the escape pod? I mean you can't actually do anything once you're in one and it only lasts a few seconds. What about the pods generated by Pod Count - are they ships too?View Post
Runs another test PICT RID 8200, and it appears to only display for about 10 seconds. It's quite disconcerting if the PICT doesn't exist in your data files- the screen goes blank, and stays that way.
And, no, I can't see any reason to have an actual shďp resource for the escape pod. I was just pointing out that there is a connection, even if it is irrelevant.