Ambrosia Garden Archive
    • Hostile, evil escape pod question


      Recursive escape pods

      I know that basically any ship can be created as an escape pod-type ship. From the bible:

      0x8000 Ship is an escape ship type - if the player is carrying
      any ships of this type and decides to eject, he will
      fly off in a ship of this type (with random damage)
      instead of an escape pod.

      Does this mean that if I gave an AI përs one of these ships as an outfit and selected

      0x0002 Uses escape pod & has afterburner

      and made my escape pod-type ship also hostile to the player (by having it be part of a xenophobic and always attacks player gövt), would the escape pod attack the player after the original ship is destroyed? Could I do the same thing to the escape-pod type ship? What about more than one escape pod-type ship per ship and would they all attack? I'm just curious to see if anyone has tried this before... I would search- I think that this has been discussed before- but I can't search the old board anymore. Does anyone know?

    • Only one escape-type ship can be used. The others either get blown to hell or stay in space, and I believe the ones that survive stay your escorts.

      Anyways, it will indeed.

    • Thanks, heh heh heh... (menacing grin)

    • There are actually some strange oddities with escape ships; the last time I tried I couldn't get them to work right, but that was a couple of versions ago, so maybe the "AI ship won't use this weapon" flag has been fixed by now...

      1. The player needs only the ammo for an escape ship in order to use one. And if the player has the weapon, too, then the player can use it as a normal fighter bay.

      2. The AI needs both the weapon and ammo, and these must be specified in the weapons listing. Becuase of this, if the thing is meant to be just an escape ship, you'll need to check the "AI doesn't use this weapon" flag - which, last time I tested this, was ignored by the AI.

      So to actually do such a thing, you'll need to do some tinkering with onPurchase and onCapture fields, assuming that flag is working properly now.

      Good luck, and let us all know how it goes.

    • It works perfectly in 1.0.8.