Ambrosia Garden Archive
    • Freighter Bays?


      I really like the Vell-os mission string, and decided to work on some additions to their abilities. One thought I had was if I could create tiny fighters with my mind, maybe I could create small cargo pods, which could help me carry cargo around the galaxy.

      However, once I made the new ship, got its graphics and the associated weap and outf resources squared away, I noticed something annoying upon testing. It seems that anything launched from a 'carried ship' weapon becomes a fighter, no matter what the ship resource says it Should be. Is there a way around this? If not, anyone else know a way to add freighters to my escorts in a similar fashion?

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      Alkiera Kerithor

    • Yeah, all carried ships are classed as fighters and you won't be able to use their cargo space. The only way you could do this is by using missions with freighters as special escort ships.w

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      "The Macintosh may only have 10% of the market, but it is clearly the top 10%." — Douglas Adams

    • Quote

      Originally posted by Guy:
      Yeah, all carried ships are classed as fighters and you won't be able to use their cargo space. The only way you could do this is by using missions with freighters as special escort ships.w

      I'm not sure that that would work. As I recall, mission ships will not carry commodity cargo (that is, goods bought and sold in the marketplace).

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      "If it's not on fire, it's a software problem." --Matt C. Burch
      "Have you ever seen a computer get drenched?" --James Chin
      (This message has been edited by H. G. Wells (edited 12-16-1895).)

    • Quote

      Originally posted by Alkiera:
      **< snip>...Is there a way around this? If not, anyone else know a way to add freighters to my escorts in a similar fashion?
      **

      Mr. Chin is absolutely correct, just assigning freighter class shďps as mďsn SpecialShip protective escorts doesn't allow the pilot-player to carry commodity cargo. The work-around that I've used is to create non-purchasable oütfits with ModType 2 (cargo space) equivalent to the freighter's normal cargo capacity that are Gxxx granted OnAccept of the mďsn and then Dxxx deleted OnAbort and OnFail of that same mďsn. That way the simulated cargo space is usable for any purpose since it is assigned to the pilot-player's shďp for the duration of the mďsn.

    • Quote

      Originally posted by James Chin:
      **I'm not sure that that would work. As I recall, mission ships will not carry commodity cargo (that is, goods bought and sold in the marketplace).
      **

      Really? I thought it was just mission cargo. Or is that mission cargo can't be carried by any escort at all?

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      "The Macintosh may only have 10% of the market, but it is clearly the top 10%." — Douglas Adams

    • Mission cargo can't be carried on escorts at all, no matter how you got them. I haven't tried using mission ships for cargo at all, since the only ones I've used don't have any room, or at least not much.

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    • Let's keep this clear: There's the player's ship, the hired escorts, and the mission escorts.

      Mission cargo can only be carried on the player's ship, not on hired escorts. ("Mission cargo" being carried by missions ships is something you talk about in the description resources, but don't actually program numbers for.)

      Commodity cargo may be carried on the player's ship or on hired escorts, but not on mission ships.

      Quote

      Originally posted by Arturo:
      Mr. Chin is absolutely correct, just assigning freighter class shďps as mďsn SpecialShip protective escorts doesn't allow the pilot-player to carry commodity cargo. The work-around that I've used is to create non-purchasable oütfits with ModType 2 (cargo space) equivalent to the freighter's normal cargo capacity that are Gxxx granted OnAccept of the mďsn and then Dxxx deleted OnAbort and OnFail of that same mďsn. That way the simulated cargo space is usable for any purpose since it is assigned to the pilot-player's shďp for the duration of the mďsn.

      That's a nice workaround. What do you do if there are multiple mission ships, though, and one of them gets destroyed? Failure of the mission would lose the cargo capacity of the entire fleet, then, wouldn't it?

      ------------------
      "If it's not on fire, it's a software problem." --Matt C. Burch
      "Have you ever seen a computer get drenched?" --James Chin
      (This message has been edited by H. G. Wells (edited 12-16-1895).)

    • Quote

      Originally posted by James Chin:
      **That's a nice workaround. What do you do if there are multiple mission ships, though, and one of them gets destroyed? Failure of the mission would lose the cargo capacity of the entire fleet, then, wouldn't it?
      **

      But of course. What good would the rest of the cargo capacity be if you've already failed the mission?

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      "The Macintosh may only have 10% of the market, but it is clearly the top 10%." — Douglas Adams

    • Quote

      Originally posted by James Chin:
      **< snip>...What do you do if there are multiple mission ships, though, and one of them gets destroyed? Failure of the mission would lose the cargo capacity of the entire fleet, then, wouldn't it?
      **

      Quite right. I only do one freighter per mďsn. Also, I've set the SpecialShip goal to "protect", so that if the SpecialShip gets zapped, the OnFail Dxxx wipes out the cargo space. The mďsn has no other goals, so that's the only cause for failure. When I no longer want/need the freighter, I "dismiss" it by sending an abort signal. I suppose I could simulate the daily fee too, by having a daily crön that Sxxxs an invisible mďsn with "Take away credits at mďsn accept" and an appropriate PayVal.