Here's the new version. Available Slots will also be updated if you capture additional ammo, but more importantly it will be updated as soon as you land. Just as long as you don't mind that visiting a planet now takes two days instead of one.
(edit) This has been superseded by simpler methods.
I don't think you can get away with using less weapon resources than fighter types, Maniac Angel Raptor.
Here's the description of the method...
This method describes the ability to use multiple ammo types with one "universal" launcher, while maintaining a maximum total ammo for the weapon. Useful for something, I'm sure. Unfortunately it seems to be NOT useful for fighter bays, as the game gets confused when you have fighters deployed.
Resources this method requires:
1 weap, 4 crons, and 4 outfs (1 launcher, 1 ammo, and 2 counters) for each type of ammo for the universal launcher.
1 misn, and 1 additional outf.
The first launcher outfit we will call the "UniversalLauncher". This is the weapon you can buy along with any of the ammo outfits (call these "Type1Ammo", "Type2Ammo", etc). The additional outfit will be called "AvailableSlots" - every ship will come with a set number of these which represents the total amount of ammo that ship can hold. The silent mission will advance the date every time you land so that the crons may fire before you visit the outfitter.
The UniversalLauncher will grant launchers for all the other ammo types when you buy it. The ammo outfits will each grant a corresponding CounterA and remove an AvailableSlot. When you use up some ammo you end up with "excess" of the corresponding CounterA, but no more AvailableSlots. When you capture additional ammo you end up with more ammo than the CounterA and more AvailableSlots than you should have. The difference between the ammo and the CounterA is used to "repair" the AvailableSlots as soon as you land via a trio of crons for each ammo type:
Cron1A fires first, iteratively removing a unit of Type1Ammo and a Counter1A while granting a Counter1B, until you run out of either Type1Ammo or Counter1A. (Type1Ammo and Counter1A are "moved" to Counter1B, leaving the difference).
If you ran out of Type1Ammo, Cron1B fires next, iteratively removing a Counter1A while granting an available slot, until you have no more Counter1A. (The excess Counter1A is turned into available slots).
If you ran out of Counter1A, Cron1C fires instead, iteratively removing a Type1Ammo and an available slot while granting a Counter1B, until you have no more Type1Ammo. ( The additional Type1Ammo is added to Counter1B and subtracted from available slots).
Lastly Cron1D fires, iteratively removing a Counter1B while granting a Counter1A and a unit of Type1Ammo, until you have no more Counter1B. (Counter1B is restored to Type1Ammo and Counter1A).
Additional groups of 4 crons repeat the process for each remaining ammo type.
The ncb strings in the crons need to be in the OnEnd field in order for them to fire every day.
A weapon outfit which grants another outfit OnPurchase must also grant itself, otherwise you'll only get the outfit it grants.
Crons must be ID'd in order so that they fire in order.
This post has been edited by Guy : 26 August 2012 - 10:23 PM