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Originally posted by Regulus:
This should work fine.
Thanks for your assurances.
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Originally posted by Regulus:
**It also won't fire weathervane bombs (decoy flares, space mines), and will always choose the most damaging weapon for a given range above all others, even if you flag more than one as a primary weapon. For example, if you give an AI scoutship a blaze cannon and a blaze turret, it will never fire both at once. This was the justification for making turrets take up a gun slot - allowing turrets and guns on the same ship gave players an unfair advantage over AIs.
**
Hmm...that's not good, but at least I know what's wrong with another problem I'm having -- my ships are firing photon torpedoes at point-blank range but not phasers. Maybe there's a way to convince them not to fire them by using a big blast radius or something?
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Originally posted by Regulus:
AI will not gain any advantages from any default items other than weapons.
This contradicts Wyvern's comment that weapons won't work. Anyone got the official story about whether weapons show up or not?
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Originally posted by Regulus:
It also won't fire weathervane bombs (decoy flares, space mines)
I've seen Miranu ships drop defense pods though...But I see your point; they don't use them effectively.
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Originally posted by Anatole:
In the regular EV, the SW2 plugin showed a very good use of the tractor beam on Slave One. Take a look at that if you can find it around somewhere; the weapon was very effective for some reason...
Thank for the advice, I'll take a look.
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Mike Lee (Firebird)