QUESTions

Gentlemen, I have come upon a set of rather interesting problems during my plugin making and I am unable to solve them.

- Making fighters go back to their carriers. I've managed that alright, but I don't know how to alter the carrier's special ammo w/fighter.

- Making it so that it takes 3 transports to ordinarily conquer a planet.

- Making a beam that bounces of it's target

- Making a ship that bounces off it's attacks.

- MOO II damper!

- How (and this is the big taco) to get rid of all shield effects like stations!

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Intelligence is the function of our minds that controls our desire, a force of selfishness and identity. We destroy self in order to preserve the greater whole, and suppress desire in order to survive. - The Mesonic Creed

Simple - have the fighters regenerate at about the same rate they come back in at, and have them grant energy.

The 3 transports thing could probably be done with occupation count.

The shields thing must wait for b7 where "no shields" will be a shieldcolor option.

I'm not sure what the MOO II damper is.

I'm not sure what you mean by "a ship that bounces off it's attacks".

The "bouncing beam" could be done simply by checking its "occupies space" and "doesbounce" attributes, as well as removing the "die" action from its collision sequence. (this assumes the beam in question is kinetic)

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Formerly-Rampant Human-Coded AI

I was rather vague about that. I meant the field dampener that some ships in Master of Orion (are there any MOO players here? ) II had. All ships would then only receive 3/4 damage.

If I could modify my carriers with energy, then I could do the same with specia; ammo.

The ships in Earth Quest can't collide or bounce, but good idea.

The transport idea seems feasible.

Dankerschun!

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Intelligence is the function of our minds that controls our desire, a force of selfishness and identity. We destroy self in order to preserve the greater whole, and suppress desire in order to survive. - The Mesonic Creed

(This message has been edited by Count Altair El Alemein (edited 02-28-2001).)

Returning to carrier: You need 11 versions (1+#Fighters). The fire action alters one down, and upon returning to the ship, it alters up (Preserve Ammo Disabled).

You should also try to get all the Carrier's other weapons energy-based, or else launchs and returning a fighter would recharge ammo.

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-=MoC 94:19=-
"Cheaters don't really win, and winners don't really cheat. Unless you're talking politics." -Durandal
"Fate protects fools, children, and ships named Enterprise." -Riker to Bridge Crew
(This message has been edited by Pallas Athene (edited 11-27-2830).)