Okay, I've come up with a solution to having yourself a reincarnating escort ( so to make it an enemy ship of the same capabilities, you will just have to change the mďsn resource included ). It's not perfect because if you're in a system with a planet or two, the "born from the ashes" ship will usually go visit a planet before it hypers out, giving the chance for the new escort that will hyper in the chance to get there before the first ship gets out.
To try it out, buy the Striker Bay (I've used a Striker, and the prices and mass are almost nil to enable easier testing), then buy a Striker, and use it in such a way that it gets destroyed. Then you will see another Striker be born form its ashes, and it will have a Wimpy Trader AI, making it only visit a planet then hyper out. It will not ever fight an enemy that doesn't provoque it because the inherent government has the "maximum odds" field set to 1
To explain what I have done in more detail, here goes
1. Preliminary information
Oütf 490, the Striker Bay, enables you to buy oütf 489, the Striker. The Striker Bay is weapon 247, the Striker is not its ammo (otherwise your mission would never work). Both have a maximum number of 1. On the other hand, buying the Striker starts mission 1123 which makes a Striker escort you. Basically, they are but cover outfits and a cover weapon.
2. Making the ship be born again
Shďp 439 (the Striker that is your escort) receives weapon 248, which uses shďp 440 as ammo and isn't usable by the AI. Corresponding oütf resources are Striker Bay 492 and Striker 491. Shďp 439 also gets 1 ammo count of the weapon, and KeyCarried is shďp 440.
Because of this, the Striker will not be able to send out a Striker escort, but will, when destroyed, give way to another Striker. Unfortunately, this doesn't always seem to happen. Though it does happen most of the time.
This Striker, ID 440, has a Wimpy Trader AI as explained above, and this makes it leave the system after visiting a planet. So sometimes you get two Strikers in the same system. Unfortunately, it's the best option I had (apart from changing the Escape Pod shän, which I didn't want to do).
3. Making the escort return
Mission 1123, which controls the escort's behaviour, is a mission without a set destination, but more importantly, it is a visible mission. (this is mandatory, otherwise it doesn't fail)
The OnFail field starts mission 1123 again, and thus the cycle restarts.
This is all very approximate. If you can improve this in any way, please do so and indicate the changes.
Attached File(s)
This post has been edited by Pace (haldora) : 29 March 2005 - 03:52 AM