Ambrosia Garden Archive
    • can a pers have escorts?


      The pers resource is really nice in that you can define what additional weapons the pers ship has, how much cash they carry, and other things. The frustrating thing is you can't define escorts for the pers.

      Flet, on the otherhand, offers a solution. The lead ship can have escorts defined--that's the purpose--but you can't define special characteristics of the lead ship.

      I know one can make a flet always appear in a system by putting the negative value of its id into a syst's dud slot. Has anyone tried making the lead ship be a pers by putting the negative value of the pers there, instead of the dude id number?

      I'd rather hear from folks before I start mucking around. I've always had a hard time making flets work, and a negative result does not necessarily mean an experiment fails. Know what I mean?

      Thoughts?

      -STH

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      -STH

    • First, negative ID#s in a system will only do fleets, not perss. If it could do both, and you told it -128, how would it know whether to do feet or pers number 128? It can only handle one, and that is fleets.

      If you want to give a pers escorts and the pers doesn't have more than 4 weapons, you can do it. Make a ship type with the name of the pers, and fill in all the appropriate stats. You can even set money carried by giving the ship a high enough cost, but I'm not sure exactly what the formula is. I think ships carry about 4%, give or take, of their purchase price in cash. After you have the ship made, you can put it in as the lead ship of a fleet, and give it whatever escorts you want. This only works if you have ship types to spare and only want 4 weapon types on the pers, but is quite doable fi those conditions are met.

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      - Macavenger | e-mail: (url="http://"mailto:e-gamerguy1@home.com")mailto:e-gamerguy1@home.com(/url)e-gamerguy1@home.com

    • Quote

      Originally posted by Macavenger:
      **First, negative ID#s in a system will only do fleets, not perss. If it could do both, and you told it -128, how would it know whether to do feet or pers number 128? It can only handle one, and that is fleets.

      If you want to give a pers escorts and the pers doesn't have more than 4 weapons, you can do it. Make a ship type with the name of the pers, and fill in all the appropriate stats. You can even set money carried by giving the ship a high enough cost, but I'm not sure exactly what the formula is. I think ships carry about 4%, give or take, of their purchase price in cash. After you have the ship made, you can put it in as the lead ship of a fleet, and give it whatever escorts you want. This only works if you have ship types to spare and only want 4 weapon types on the pers, but is quite doable fi those conditions are met.

      **

      I think he was asking about putting the negative of a përs ID in the fleet's Flagship field. I've wondered about that myself.

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      "Toadflesh!"

    • Quote

      Originally posted by Macavenger:
      First, negative ID#s in a system will only do fleets, not perss. If it could do both, and you told it -128, how would it know whether to do feet or pers number 128? It can only handle one, and that is fleets.

      Sigh. I know this.NTiOzymandias correctly understood my post. My apy poly logies if I was confusing.

      I had considered your suggestion about making a new ship with the desired traits and then using it as the flet lead ship, but discounted it because ship resources are like gold (64 of them) whereas pers' are there in excess (512).

      Ideally (and logically), I'd think a pers could be a lead ship of a flet. I guess I'll have to mess around with it and see. Maybe someone that's read the EVN Bible could comment as to whether pers' can have escorts?

      -STH

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      -STH

    • Ok, I sat down and played around with the flet resource.

      I made a plug with a modified syst 128 res where instead of the normal dudes, flet 128 would show up. Then I modified flet 128 so the lead ship was -128.

      The results were...interesting.

      Because I replaced all the dudes with the same flet resource, 4 of the same flet showed up, but they didn't have a lead ship. Instead, when I tried targeting ships, the lead ship didn't apear anywhere, there was no target pict, and the name was just a bunch of random characters. I'm amzaed at how forgiving the EVO engine is.

      I also tried 10128 in the lead ship slot. That crashed EVO.

      So the answer to my question is: won't work.

      -STH

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      -STH

    • Sorry, dude.

      You'll be able to do it easily in Nova, though, 'cause there are almost 800 ship type slots, and at least twice as many wëäp and oütf slots (twice as many as in EVO, not 1600 each! :eek: ).

      In fact, you get at least twice as many slots for a lot of stuff...... 16 slots in düdes, 8 weapon/item slots in shïp/përs resources, about 10K "Nova control bits" (nice improvement over 512!)...... What else? I can't count 'em all, but rest assured, there's a truckload more stuff to use.

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      "Toadflesh!"

    • He he, Seant, you kinda like testing the limits of EVO…
      Very funny effect! I think EVO has just read some garbage data…

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      M'enfin!
      Y'a personne qui parle français ici?