Fleets in Missions

I conducted a search- none of the topics that came up really answered the question properly. So...

Is it possible to link a fleet resource to a mission? I read posts from people who said it was impossible, and I read posts from people who said it was indeed possible...I'm so confused.

Any enlightenment regarding this matter would be greatly appreciated. Thanks in advance.

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(url="http://"http://www.geocities.com/ue_rd")Fatal Alliance- an upcoming quasi-TC for EVN.(/url)
Secret Project: In intermediate planning stages. (No links available)

Whips out the good 'ole EVONE
Cracks knuckles
Makes Hmmm-ing noises while staring intently at screen

Ah, a little humor.
The only way I see it possible is using a combo of the Aux ships and the special ships.
I say this because there is no "flet" resource entry anywhere.
Though I could be wrong.

If the fleet need only two different types of ships, the (I think) (not sure how to give Aux ships an objective, I know you can for special ships) way to do it is enter the düde ID and the # of the first type. Then enter the düde ID and # of the second type.

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T the omnipotent went where no mortal had gone before. Now he comes back to make sure none do again.
"The First Representative for the Vell-os turns back to the doors and they suddenly, without warning, explode outwards causing everybody to flinch. The Vell-os representatives file out unopposed."
-EV:N Preamble

I don't think you can directly add a fleet with a mission, but you could add fleets into systems by setting one of the DudeType fields in a syst to the negative of the flet ID (-128 to -639), according to the bible. You would then have to put something in the fleet's AppearOn field so that it doesn't appear when the mission is not active. Also make sure that the corresponding DudeProbability is set to 100 if you want the fleet to always appear when the mission is active.

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C:dos
C:dosrun
rundosrun

Hmmm...would it be possible to give a fleet created this way objectives (like regular mission special ships)? I doubt it, but there might be a workaround. Possibly some type of shield or something that would make destroying a Special Ship impossible without destroying the fleet in-system...

Going on to another method-fleets in dudes:

One of the detractors said that the phrase 'fleets can be included in dude resources' was removed from the EVN Bible. But, it's still there (revision 4/9/03). As well, the end of the explanation for fleets reads as follows: Note: The AppearOn field is ignored when the fleet is pointed to by a dude resource. Because the AppearOn field is exclusive to Nova, I doubt that this was a relic accidently inherited from prior versions.

I was wondering...in the ShipType field for a dude resource, could you put in the ID number of a fleet (or maybe the negative ID number of a fleet, kind of like what you do for a system you want a fleet to appear in)?

(I feel that fleets give more control to the developer. Knowing that the player will have to destroy exactly one XXX-type Super-Capital ship escorted by exactly four YYY-type Other Ships is more powerful than only knowing that you'll get 5 'random' ships, and for each ship there will be a 20% chance for generating type XXX and 80% chance for generating type YYY)

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(url="http://"http://www.geocities.com/ue_rd")Fatal Alliance- an upcoming quasi-TC for EVN.(/url)
Secret Project: In intermediate planning stages. (No links available)

(This message has been edited by UE_Research & Development (edited 09-21-2003).)

(This message has been edited by UE_Research & Development (edited 09-21-2003).)

I don't see any way to do more than two other than having the player complete two missions at once (you could make them both in the bar and have one whether declinable or not, then set the other one to appear ONLY after the first one has been accepted, and make it non-declinable), though, unlees done perfectly, it would look pathetic. Perhaps there is a way to get it to look like the briefing and decription by using only the briefings? I don't know.

Wow, I feel like anybody else on here who could come up with creative ideas to work around things 😄
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The programmer's code of etemology: "There's always another bug."
(Etemology is defined as the study of insects.) (Or was it just bugs in general?)

(This message has been edited by orcaloverbri9 (edited 09-21-2003).)

Control bit set of form Sxxx starts mission xxx.
-Az

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This was something they intended to do, but never got around to doing. There is no way to do it, despite the fact that it is in the bible.

The problem with just using a mission bit in a fleet resource, is there is no way to specify its random chance of appearing or give it goals.

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