Ambrosia Garden Archive
    • My first real plug-in


      I'm working on a small add-on for EVN. I got bored with blowing up the occasional ship for fun so I made a plug that creates huge fleets in certain systems from a few different governments. The problem is that the Vell-os fleet won't fight back and it takes forever for any of the fleets to jump in. How do I fix it?

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    • Okay.
      These are reinforcement fleets?
      Reduce the reinforcement delay in the syst resource to make them come faster.
      For the vellos, you are using the wrong vellos ships. There are two versions of each vellos ship, one without builtin weapons that the player gets, and one with builtin weapons that the AI uses. You must be using the wrong ones.
      -Az

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    • Well I got the Vell-os to fight back but they still take forever to show up sometimes. At the moment I have the reinforcement delay set at about 50 and the particular fleet set as the reinforcement fleet and I have the negative fleet value in the dude resource just in case.

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      Be the shoe
      What's the problem with repairing the ozone layer? We've got space shuttles and Saran Wrap...FIX IT -Lewis Black
      I have a fever, and the only perscription is more cow bell -Christopher Walkin
      I'm up an unsanitary tributary without an adequate means of transporation. -My drafting teacher

    • I remember having seen here that the negative field in the düde to call for flëts instead of shïps never actually worked. Can anyone confirm?

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    • Yes, that is correct (to the great chagrin of me and several others). You can check the documentation to see if the reference to this was removed in 1.0.7 or not.

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    • Quote

      Originally posted by Zacha Pedro:
      **I remember having seen here that the negative field in the düde to call for flëts instead of shďps never actually worked. Can anyone confirm?

      **

      Strange, it worked for me, however the last time I tried it was in 1.0.4... I don't think it was changed since then. I'll try it out later tonight.

      However, the only problem with it is that the fleets are not in the system by default, only the düdes are used to determine the initial ships. However, the fleets would jump in as the other ships jumped out or were killed. Another problem is that each ship in the fleet was counted as a separate ship, and the fleet would not jump in if the number of ships in the fleet would cause the number of ships in the system go over the "average" amount.

      I managed to fix this by using a large average ships value, and by using düdes that are the enemies of each other to quickly kill each other off. However, after reading Matrix's post in (url="http://"http://www.ambrosiasw.com/webboard/Forum9/HTML/004914.html#")this topic(/url), I could have given the illusion of less ships being in the system to begin with (as opposed to starting with appx 25 ships in the system, completely unorganized), and cause the fleets to jump in sooner.

      I'll try this again, and see if it still works. It'd be even better if I could find the old plug...

      ~ SpacePirate

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      Eat blazing electric death!

    • Quote

      Originally posted by UE_Research & Development:
      Yes, that is correct (to the great chagrin of me and several others). You can check the documentation to see if the reference to this was removed in 1.0.7 or not.

      (url="http://"http://www.AmbrosiaSW.com/webboard/Forum9/HTML/004810.html")Oh, come on. There's a workaround for everything...(/url) 😉

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