Quick KeyCarried Question

I think this has been debated but never been verified -- can a key-carried ship contain another key-carried ship?

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Since nobody seems to know the awnser I would say that you have to try it out yourself

Entarus,

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Quote

Originally posted by UncleTwitchy:
**I think this has been debated but never been verified -- can a key-carried ship contain another key-carried ship?

**

Ok this is a little embarrissing(sp?), but what is a key-carried ship?

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Quote

Originally posted by cdrcoyote:
**Ok this is a little embarrissing(sp?), but what is a key-carried ship?

**

You can have the ships in Nova set to show different graphics if they are carrying a certain type of fighter. For instance, you could use this to make the Enterprise-D do it's little splitting trick, where the saucer is a fighter, and when launched the main ship doesn't display the saucer.

I see no reason why you couldn't have a key-carried carry another one, so try it out and get back to us.

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"Damn, everybody wants something up their ass today! Yeah, I'm cool like that." - forge

I will. This is for that whole "Prometheus"-class debate again -- the ship that splits into three pieces. I've got the darned thing modeled, so it's a matter of making the shäns and coding in the wëaps and oütfs.

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Good luck to you. I hope it works!

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< . . . . . >

Well, the bad news is, it doesn't work. The KeyCarried ship won't release it's own KeyCarried ship.

Any other ideas on how to split a ship into three pieces?

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I don't really have any experiance with keycarried ships, since I don't really understand them, but... Why not try to give the ship 2 keycarried ships?

And could someone explain how to better make use of this apparently amazing feature?

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If the KeyCarried ship isn't releasing its KeyCarried ship, try changing some AI behaviors it uses, such as stand-off attacks maybe? The idea is probably to get it to want to launch its fighters before using any other weapons. There may be another way to get it to work.

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< . . . . . >

Quote

Originally posted by UncleTwitchy:
**I think this has been debated but never been verified -- can a key-carried ship contain another key-carried ship?
**

There's no reason why it shouldn't be able to. However, you won't be able to display all the possible graphical permutations of your three-piece ship, since only one alternate set of sprites is supported.

mcb

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"If it's not on fire, it's a software problem."

Right -- I'd figured that out right away. What I did was essentially layered it -- the top part (the Saucer section, for those familiar with the Star Trek ship I'm talking about) is the piloted ship, while the middle section, with the graphic housing the two sections with the warp nacelles, is the piloted ship's KeyCarried ship (Meaker VI, there's only one field for a KeyCarried ship available). Then I made the bottom section the KeyCarried ship for the middle section.

They do use standoff attacks -- I hadn't thought that would make a difference, but now that I think about it, I'm definitely going to try turning that flag off to see if the middle section does release the bottom section. Thanks for the suggestion, mrxak.

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So...

I'm now able to get A.I. ships to split into three pieces, but not my own ship. Still can't figure out why.

The first KeyCarried at this point has an AI of Brave Trader with no standoff attacks. Before, it was set as a Warship with standoff attacks. I've also tried reversing the standoff attack values.

And, as I say, the AI ships will split into three when they're attacked, but not my own ship.

Feh.

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Are you ordering them to attack, or just being attacked?

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Both.

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Quote

Originally posted by UncleTwitchy:
**Both.

**

So, if you are piloting the ship, and launch your Key-carried, your graphic doesn't change, or the Key-Carried does not launch it's Key-carried?

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"Damn, everybody wants something up their ass today! Yeah, I'm cool like that." - forge

The latter -- the KeyCarried ship refuses to launch its own KeyCarried ship.

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Try setting the third ship as not a keycarried ship for a while, and see if it will launch. Otherwise, its just not launching fighters, and it has nothing to do with keycarried.

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< . . . . . >

That does indeed seem to be the case. Why wouldn't it launch its fighters?

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Some sort of AI thing. Test this out by making a simple plug that gives you the option of buying cheap and small pirate carrier bays (with pirate carrier "fighters" for it as well). See if a launched pirate carrier will launch its fighters.

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< . . . . . >

I may give it a try, but then again, I might not -- after all, this is for a TNG/DS9/VOY era ship, and I really need to concentrate on the TOS/Movie era stuff if I'm ever going to finish this -- in other words, this really something that needs to be solved right away, and possibly not even by me when all's said and done -- I just wanted to prove that it could be done, and it can -- sort of.

Oh, here's an interesting bit -- the AI version of this ship does indeed split into three pieces, but the launched ship never picks up the ship it launched.

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