Ambrosia Garden Archive
    • Energy powered "fighter bay"


      In my plug, there are a group of psychic people (collectively called the Tainted) who have the ability to summon demons. This is supposed to work more or less like the Vell-Os Create Dart ability, except that it seems kinda dumb to have 3 demons in store, ready to be released. (I could make that work storyline wise if I wanted to, but if the following idea is possible, I'd like to do it)

      I want to make the Summon Demon ability to be energy based. Instead of purchasing demons to launch out, you spend X energy (X is a lot) to create each of them.

      Then I need to come up with some way of limiting it, so you can't just make demons and land and refuel and make demons again till you have 20+.

      Is any of this possible, or will I have to work the storyline around the 3 max demons?

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    • I may be wrong, but in the weap field, cant you tell it to take x energy each time this weapon is fired?
      You may want to try doing this:
      First, make a weap "Deamon Summon" or something. Then tell nova to have it use x amount of energy each time the weapon is fired. for the outf's, have the summon ability(bay), and summon deamon or summoning training(fighter+energy possibly). now obiviously(sp), the training thing wouldnt cost money, just the ability would.
      just my thoughts about it

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    • Quote

      Originally posted by TrogdorTheBurninator:
      **I may be wrong, but in the weap field, cant you tell it to take x energy each time this weapon is fired?
      You may want to try doing this:
      First, make a weap "Deamon Summon" or something. Then tell nova to have it use x amount of energy each time the weapon is fired. for the outf's, have the summon ability(bay), and summon deamon or summoning training(fighter+energy possibly). now obiviously(sp), the training thing wouldnt cost money, just the ability would.
      just my thoughts about it

      **

      Wouldn't work. The ammo field has to specify the ship id of the gihter. Can't stick any fuel usage in there.

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    • In the outfit editing field, it allows you to "fuel drain," but I assume that that happens all the time, whether or not you're using it.

      Hmm. Don't s'ppose there's a way to hack into the ResEdit NovaTool file and change the fields around?

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    • Quote

      Originally posted by Raemon:
      **In the outfit editing field, it allows you to "fuel drain," but I assume that that happens all the time, whether or not you're using it.

      Hmm. Don't s'ppose there's a way to hack into the ResEdit NovaTool file and change the fields around?

      **

      Its not so much hacking NovaTools to allow you to change the fields, as it is hacking the engine to support it.

      Could this be done using a double weapon trigger? If you could get two different weapons to fire simultaneously, you could have the fighter bay launch the fighter, and have the "creation" weapon fire, possibly creating a bright light, and removing x units of fuel.

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    • Probably the closest you can come (without getting really creative) would be to have justa regular homing weapon that has a strange explosion of some sort. I guess you ccould edit the storyline so the demons "possess" the ship or whatever, causing extensive damage.

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      The programmer's code of etemology: there's always another bug.

    • If fighters can be submunitions, you could fire a weapon that drains a lot of fuel and submunotions into 1 or more fighters. Not sure if it's possible though.

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      (url="http://"http://homepage.mac.com/jonathanboyd/evn/index.html")Classic4Nova plug-in(/url)

    • The bible says that everything except beams and fighters are supported as submuntions.

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    • Quote

      Originally posted by orcaloverbri9:
      **Probably the closest you can come (without getting really creative) would be to have justa regular homing weapon that has a strange explosion of some sort. I guess you ccould edit the storyline so the demons "possess" the ship or whatever, causing extensive damage.
      **

      Yeah. I was going to suggest using homing weapons as well. That way they have a limited life.

      Alt, you could include something where you need something like a gem or something to summon one of your demons. That way, you purchase gems vs fighters at the outfitter.

      -STH

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    • Thanks for the help.

      Homing weapons had come to mind, but I wasn't sure if I could get them to work right.

      I think the best I could hope for, however, is to go with the gem-ish idea. You purchase talismans that each control one demon, giving you a larger repetoir of demons who personally know/control and can summon.

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    • You could try a work-around in which buying the Demon fighter subtracts fuel, or grants an invisible, no-damage weapon that subtracts fuel and fires with the bay.

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    • You could create a mission that is given to the player automatically when he buys the ship, and then when you wanted to create a demon, you would abort the mission. The mission would then spawn another copy of itself, and grant the player an outfit that subtracted a certain amount of fuel and grant him the ability to create another demon. However, I don't know what would happen if the player didn't have enough fuel, so this solution might not work.

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    • Quote

      Originally posted by Aprosenf:
      **You could create a mission that is given to the player automatically when he buys the ship, and then when you wanted to create a demon, you would abort the mission. The mission would then spawn another copy of itself, and grant the player an outfit that subtracted a certain amount of fuel and grant him the ability to create another demon. However, I don't know what would happen if the player didn't have enough fuel, so this solution might not work.

      **

      That might work, but I think it's a little too complicated.

      Plus, the player might run out of room to do regular missions.

      I still like my idea...but then, I made it up 😄

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