Outfit availability

I want to make outfits available only on planets of a special government. (E. g. Polaris outfits only on Polaris planets.) However, I have absolutely no idea how to do this. I compared different outfits of different governments but couldn't find a solution. Can anyone tell me how to do this?

By the way, what do the "class" fields in the oütf and gövt resources do? And what is effected by the require gövt field in the oütf resource? I switched through several gövts but nothing changed. And they were no allies or enemies.

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I'm desperately trying to figure out why kamikaze pilots wore helmets. -Dave Edison

(list=1)
()To do this, give every spob of that govt a SpecialTech of some random number (try 7923). Then give all the outfs you want to be available there a tech level of 7923 as well. You can give the spobs other SpecialTechs too, as well as a normal tech level. SpecialTechs include all outfs of exactly that tech level, while normal tech levels include all outfs of that or lower tech level.
(
)The Class field in an outf is used for granting outfs from boarded pers ships. You make one or more outfs have a certain class, then you have the pers grant that class.
()The Class fields in govt resources are for grouping govts into associations that can be set as allies, enemies, neutral, etc. So if "all non-human govts" is a particular class number and is assigned to Wraiths, Hyperiods, etc., then you can make each human govt hate that class.
(
)I don't know about require govt fields in outfs. I would guess that refers to the InherentGovt of the ship you are piloting.(/list=a)

-Vaumnou

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Did you know that 63.8% of quoted statistics are made up on the spot?
"He's too late. SEE?!? THE CLIFFS OF INSANITY!!! Hurry up!"
"You see, wire telegraph is a kind of a very, very long cat. You pull his tail in New York and his head is meowing in Los Angeles. .... Radio operates exactly the same way: you send signals here, they receive them there. The only difference is that there is no cat." - Albert Einstein

(This message has been edited by Vaumnou (edited 06-07-2003).)

The RequireGovt field is there so you can have different outfit shops on different planets of different governments that ignore, or use a particular outfits require bits.

Say for example you have a gun which you need a license to buy on a federation planet, but on a pirate planet, you can get the thing without the license, cool hey?

Check the bible to find out what various numbers you can enter here to do different things.

Hope thats some help.

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Vaumnou: Thanks. How high can I go in numbers until it is a special tech? 10, 100, 1000?

thedecline: Indeed cool. Thanks.

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I'm desperately trying to figure out why kamikaze pilots wore helmets. -Dave Edison

Quote

Originally posted by Arion:
How high can I go in numbers until it is a special tech? 10, 100, 1000?

Any number up to about 32767 (IIRC) can be used for either a normal or a special tech level. There isn't a specific point at which the numbers become "special tech only". Use whatever you want, but make sure your special techs are high enough that spobs which have high normal tech levels won't automatically sell that outf.

-Vaumnou

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Did you know that 63.8% of quoted statistics are made up on the spot?
"He's too late. SEE?!? THE CLIFFS OF INSANITY!!! Hurry up!"
"You see, wire telegraph is a kind of a very, very long cat. You pull his tail in New York and his head is meowing in Los Angeles. .... Radio operates exactly the same way: you send signals here, they receive them there. The only difference is that there is no cat." - Albert Einstein

(This message has been edited by Vaumnou (edited 06-08-2003).)

Special tech numbers must be higher than any normal tech numbers, okay. Thanks!

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I'm desperately trying to figure out why kamikaze pilots wore helmets. -Dave Edison

Quote

Originally posted by Arion:
**Special tech numbers must be higher than any normal tech numbers, okay. Thanks!

**

In this particular situation, yeah, make special tech numbers weird and large values- I think 32672 is the limit, or somewhere around there. It's best to keep normal tech levels in the smaller range so they're easier to keep track of.

_bomb

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"Life is not to fear... Life is to enjoy." -
TEB
And don't you listen to these nitwits. Nova's a great game and don't let anyone tell ya otherwise. Better or worse than EVO? Who gives an african monkey's nads?
-pistgavin

Jease, I didn't know that special techs had to be higher than normal techs...

Will they still work?

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Who needs chips?:
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Quote

Originally posted by thedecline:
**Jease, I didn't know that special techs had to be higher than normal techs...

Will they still work?

**

They'll still work- but they'll appear in places that have a normal tech level higher than they do. Say for example you have-

Laser Blaster- tech level 5
SuperKablammoWhammo Blaster- tech level 216
Medium Laser Blaster- tech level 4050

On planet A, with a tech level of 10, only the Laser Blaster appears. But on a cooler planet, with tech level of 10 and special tech of 216, both the normal laser and the SKW blaster will appear. But on a third world, with better weapons and a tech level of 4050, all three will appear, regardless of whether SKW should be available there. All levels below it are available, which is why for techs like the SKW that appear on maybe one or two planets, the tech level should be much higher than any standard tech levels.

_bomb

------------------
"Life is not to fear... Life is to enjoy." -
TEB
And don't you listen to these nitwits. Nova's a great game and don't let anyone tell ya otherwise. Better or worse than EVO? Who gives an african monkey's nads?
-pistgavin

(This message has been edited by Bomb (edited 06-08-2003).)

The way have done the tech levels in my plug is:

1-30 normal tech levels, these are on all the normal planets 1 is not very advanced, 30 is damn advanced.

Then for the aliens with different tech levels I have seven for each, ie 50 - 57 is one races techlevels (all are special techs) and 60-67 is another race...

It works pretty well so far, but I may run into problems later on.

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Who needs chips?:
(url="http://"http://3114.spyw.com")26th Century Living(/url)

Well, I'll make this a little easier for me. Each race has three tech levels, low, medium and high and five special techs. E. G. the impulse cannon is low tech, so it has a tech level of 353 (Karee low tech). The intervall cannon is medium tech, so it has a tech level of 354 and the transform cannons is high tech, so it has a tech level of 355. The cloaking device is Karee special tech, so it has 356.

Same goes for oufits that are available everywhere. Map: tech level 1, IFF decoder: tech level 2.

It works.

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I'm desperately trying to figure out why kamikaze pilots wore helmets. -Dave Edison