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Two quick, unrelated questions:
- How is a system with more than 4 inhabited spobs handled? I know that the EVN default scenario had a system with 5 spobs, but one of them was a 'ruined hypergate'. If I make, say 6 inhabited spobs, will computer ships 'land' at the 5th and 6th spobs? Will the player be able to land on them? Will they count as 'ports' in the map screen? Is there anything else I should be aware of?
- Are outfits granted by default (such as Ship A comes with an auto-repairer that will sporadically repair the ship if it is disabled) utilized by computer-controlled ships (if a computer Ship A is disabled, will the outfit work?) I know the Transmission Jammer will ONLY work with the player (explicitly stated), but I wanted to know if others would work.
(Explicitly, will speed/acceleration, turn rate, recharge, shield booster/regenerator, and armor/shield increasing upgrades work on computer ships?)
Thanks in advance.
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(This message has been edited by UE_Research & Development (edited 09-24-2003).)
Quote
Originally posted by UE_Research & Development: - How is a system with more than 4 inhabited spobs handled? I know that the EVN default scenario had a system with 5 spobs, but one of them was a 'ruined hypergate'. If I make, say 6 inhabited spobs, will computer ships 'land' at the 5th and 6th spobs? Will the player be able to land on them? Will they count as 'ports' in the map screen? Is there anything else I should be aware of?
Eh. I know the answer to this, but I don't remember right now. It was discussed at some point...
(Edit: Here's that topic: http://www.ambrosias...TML/003770.html )
Originally posted by UE_Research & Development: **- Are outfits granted by default (such as Ship A comes with an auto-repairer that will sporadically repair the ship if it is disabled) utilized by computer-controlled ships (if a computer Ship A is disabled, will the outfit work?) I know the Transmission Jammer will ONLY work with the player (explicitly stated), but I wanted to know if others would work.
(Explicitly, will speed/acceleration, turn rate, recharge, shield booster/regenerator, and armor/shield increasing upgrades work on computer ships?)**
I'm pretty sure there's some other outfit types that won't work either, but I'm not sure about repair systems. I would tentatively guess no, and wait for somebody to answer this better.
(Edit: Ah, I was wrong: (url="http://"http://www.ambrosiasw.com/webboard/Forum9/HTML/003523.html")http://www.ambrosias...TML/003523.html(/url) )
(Edit: And for the other outfits: (url="http://"http://www.ambrosiasw.com/webboard/Forum9/HTML/002780.html")http://www.ambrosias...TML/002780.html(/url) )
Because I'm a nice guy, I'll try to search for likely bits from those discussions, and get back to you.
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(This message has been edited by mrxak (edited 09-24-2003).)
Originally posted by UE_Research & Development: **Two quick, unrelated questions:
- How is a system with more than 4 inhabited spobs handled? I know that the EVN default scenario had a system with 5 spobs, but one of them was a 'ruined hypergate'. If I make, say 6 inhabited spobs, will computer ships 'land' at the 5th and 6th spobs? Will the player be able to land on them? Will they count as 'ports' in the map screen? Is there anything else I should be aware of?**
The player can definitely land and they appear as ports. I think the computer will park near-by, but I'm not sure. If you're close enough, pressing the land key will even select a planet that isn't in the first 4.
**- Are outfits granted by default (such as Ship A comes with an auto-repairer that will sporadically repair the ship if it is disabled) utilized by computer-controlled ships (if a computer Ship A is disabled, will the outfit work?) I know the Transmission Jammer will ONLY work with the player (explicitly stated), but I wanted to know if others would work.
Repair utilities do I think, judging from Uncle Twitchy's recent SFA teaser. Not sure about other outfits (aside from cloaks of course).
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I've edited my original message with links to most of your answers.
One of those topics touches on Cloaking Devices. What they have there is wrong.
You need to specify both that the ship has such an outfit and that its AI will use it before it actually will.
The ship is also affected by what type of cloaking device it has. i.e. If a ship has a cloak that drops shields, it will lose its shields when it uses the cloak. If the cloak drains fuel, it can only be used for a limited amount of time. Whether it drains shields, or appears on the radar... these factors (do have an impact; they are determined in the outfit, not the ship.
So even if you tell an AI ship to cloak, if you don't give it a cloak, it won't.
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