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I am new to plugin making. I have the bible, object formulas, and use resorcerer. I made some new ships for EV 1.0.5. Two of them have problems. The first ship has a particle beam. The second ship has both proton turrets and proton cannons.
In the first ship, the AI only fires the particle beam for one short burst, then never fires it again. The ship has 7 jumps worth of fuel, so it cannot be out of gas after that one shot. Is there any way to fix this?
In the second ship, the AI only fires the turrets, never the cannons! If I replace the proton cannons with neutron cannons, the AI will use them correctly as a secondary weapon. I would like for the AI to fire proton turrets and proton cannons simultaneously like the player does.
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Ship 1: the AI ships usually have a lot less than the full complement of fuel, so this could be contributing to your problem. If you were using the EVO engine, you could set the ship to have an inherent fuel regeneration rate, which would more or less fix this problem - in EV, you're stuck.
Ship 2: I have been unable to find any fix to this problem. On a related note, the AI seems unable to use more than one type of turret for any given ship. You'll just have to come up with a workaround.
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Ships in EV (dunno with EVO) cannot fire two primary weapons, two secondary weapons, or two turrets at the same time.
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Originally posted by magicianeer: In the first ship, the AI only fires the particle beam for one short burst, then never fires it again. The ship has 7 jumps worth of fuel, so it cannot be out of gas after that one shot. Is there any way to fix this?
AI ships will only use one jump worth of fuel to fire weapons. The only way to fix this is to give AI ships an inherent fuel scoop, the way they did for the Zidara in EV Override 1.0.2. This is not possible in Escape Velocity.
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Bummers, Thanks for the info tho.
You can make a beam that doesn't fuel and give it to the ship. (Same for everything except the fuel) If you do this, be sure the player can't easily get the beam/ship.
I am wondering about why some ships with "free fall bombs" (think space mine in EVO) don't use them. Also, does the order of entering the weapons into the weapon fields on the shďp resource affect firing order?
(quote) I am wondering about why some ships with "free fall bombs" (think space mine in EVO) don't use them.(/quote)
Don't know why they don't, but they can't. A way to get around this is using very slow, inaccurate rockets.
(/QUOTE) Also, does the order of entering the weapons into the weapon fields on the shďp resource affect firing order?(/QUOTE)
The order has no affect on the AI's order of using the weapons. I wish it did, but it doesn't.
Originally posted by deepThink: I am wondering about why some ships with "free fall bombs" (think space mine in EVO) don't use them. Also, does the order of entering the weapons into the weapon fields on the shďp resource affect firing order?
The AI doesn't seem to know about freefall bombs like space bombs/mines. The best approximation you can use is an unguided projectile. Hopefully this works better in Nova.
Originally posted by deepThink: (B)I am wondering about why some ships with "free fall bombs" (think space mine in EVO) don't use them.(B)
I've run into that problem too. I can't be sure, but here's what I think is happening: The EVO AI is dumb. I mean, dumb. You've seen how two AI ships fight. They fly right at one another, when they get in range they start blazing away at one another. When they pass their target, they stop shooting turn around and do it again.
The important thing here is distance to target.
With space bombs, distance to target isn't a factor. They sit there until set off. This means the AI can't calculate when it would be good to "launch" a space bomb. If I remember correctly, you can get the AIs to use space bombs if you give them an initial velocity, i.e. make them a slow rocket, just like the man said.
-STH