Ambrosia Garden Archive
    • Escape Ships, or lack thereof


      Does anybody know of any way to get the AI to use an escape ship, or look like it's using an escape ship?

      (And, while we're talking about escape ships, does anybody know why it is that sometimes when I manually eject in an escape ship, a second disabled copy of the escape ship gets launched?)

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    • Quote

      Wyvern:
      Does anybody know of any way to get the AI to use an escape ship, or look like it's using an escape ship?

      Ships can have a number of 'escape pods' that get launched as it dies. That'll simulate the appearence of people fleeing the dieing craft.

      Anatole.

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    • perhaps he means using escape ships that are like fighter bays...

      i was wondering that myself, how could the AI be told to eject in a fighter if it didn't have an escape pod...

      chill 😉

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    • Quote

      Whurp:
      perhaps he means using escape ships that are like fighter bays...

      No, I mean using the escape pods that are present in the Nova ship resources.

      Anatole.

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      There is a place, where these creatures of phenominal power exist. I went their once, and walked as they did, and studied them. Only then did I understand why we act as we do. - From the, "Guidebook to Humans", Antigan Military pamphlet

    • Quote

      Originally posted by Wyvern:
      **(And, while we're talking about escape ships, does anybody know why it is that sometimes when I manually eject in an escape ship, a second disabled copy of the escape ship gets launched?)

      **

      How'd you get that to work in the first place? I've been trying to see that feature work, but manually ejecting seems not to like me. Not that it's an Earth-shattering loss, but hey, it's a nifty feature, and I'd enjoy seeing it. 🙂

      --Nathan

    • I don't think the AI can use escape ships.

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    • Quote

      Originally posted by Skyfox:
      I don't think the AI can use escape ships.

      By this point I don't think it can either; oh, well, there go some nifty TC ideas...

      And yes, I'm quite aware that I can make the AI use escape pods, but that's not the effect I'm looking for.

      As for manually ejecting: the default key setup is command-x, and it's worked just fine for me (can only eject when your ship is in the process of blowing up). Or were you talking about escape ships? If so, buy a thunderhead bay, a thunderhead, and an auto-eject system, and go blow yourself up (default key: command '-').

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    • Careful: you need to buy an escape pod as well.

      Also, vipers work just as well for escape ships.

      ElG7

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    • Quote

      Originally posted by ElGuapo7:
      **Careful: you need to buy an escape pod as well.

      Also, vipers work just as well for escape ships.

      ElG7

      **

      No, no escape pod neccessary - I didn't have one when I tested the escape ship auto-eject combination. But you're right about the vipers.

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    • Hey, try this: Turn the AI in question into a "rival" character who shows up in a lot of missions. Make some of these missions focus on the character's ship (they can coexist with other missions which are profession-oriented, rather than personal -- run them simultaneously with the NCB "start/abort mission" commands). When his large, powerful ship is destroyed, the mission in question aborts itself and immediately starts another mission whose briefing is displayed in space (no need to land on a planet or anything; the new ship is promptly spawned in the system and the player is ordered to attack it). Throw in a brief movie if you want -- that makes it look somewhat less ............ lame.

      If my scenario idea seems farked-up to you, it's because I developed it when trying to design a Gundam 0079 TC (something exactly like that happened in the final-episode bloodbath).

    • Interesting notion; thanks. I'll have to try that one.

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