The Industriallist, on Feb 12 2006, 08:17 AM, said:
In any case, they certainly do have hitpoints, though no shields.View Post
He wasn't joking- that's your problem. There is a rather nasty bug in Nova, wherein the ship created when you use an escape pod has exactly the same quantity of armor as it has shields. If it officially has 100 armor and 10 shields, it will start with 10/100 armor, and be disabled. If it has 10 armor and 100 shields, it will have 100/10 armor, and will be able to take far more armor damage than it should. And as you have found, if it has 0 shields, it will start with 0 armor, and be dead. The effect only lasts until the player lands, but that is more than long enough to cause major problems when ship 128 doesn't have shields.
This is a hold-over from EV/O, where armor and shields weren't kept track of quite seperately. Unfortunately, it does not affect the Nova scenario, so it probably won't get fixed. The best work-around I have found is to have ship 128 have as much shield energy as it should have shields, and start a mission using the OnPurchase field (which is fired when you use an escape pod). That mission should be auto-aborting, and in its OnAbort field it should change you to a version of ship 128 that has the correct values for both shields and armor.
The current values for the shields and armor will not be properly reset when the ship is changed (if ship 128 has 100 shields and 100 armor, and the new ship has 0 shields and 100 armor, what the player will end up in will have 100/0 shields and 100/100 armor), but everything will return to normal as soon as the player lands on a planet. This isn't pretty, but it does work.
Edwards
This post has been edited by Edwards : 12 February 2006 - 03:14 PM