Ambrosia Garden Archive
    • Default Items Question


      This is a question pertaining to EVO, though it might also be relevant to EVN (I'm too lazy to go check the Bible and make sure right now).

      Anyway, has anyone tried putting weapons in the default items fields? I was planning a ship, but I'm realizing that I need five weapons, which won't fit in EVO ships. Since tractor beams aren't used very well by the AI anyway, I was thinking about having the outfit come with the ship.

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      Mike Lee (Firebird)

    • Quote

      Originally posted by Firebird:
      **This is a question pertaining to EVO, though it might also be relevant to EVN (I'm too lazy to go check the Bible and make sure right now).

      Anyway, has anyone tried putting weapons in the default items fields? I was planning a ship, but I'm realizing that I need five weapons, which won't fit in EVO ships. Since tractor beams aren't used very well by the AI anyway, I was thinking about having the outfit come with the ship.

      **

      Weapons seem to show up fine. It is non-weapon items that are often a problem.

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      You see a Grue.

    • So far I've had no problems w/ the built-in outfit slots (in EVN); just remember that the AI can't use anything you put there. And that they're buggy & unreliable in EVO. And, in EVN, you've got 8 weapon slots anyway.

      Quote

      Originally posted by Commander Arashi:
      You see a Grue.

      Frotz Grue!

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      (Insert Signature Here)

    • Quote

      Originally posted by Wyvern:
      **So far I've had no problems w/ the built-in outfit slots (in EVN); just remember that the AI can't use anything you put there. And that they're buggy & unreliable in EVO. And, in EVN, you've got 8 weapon slots anyway.

      **

      AI's can't use weapons if they're in the items slot? Hmmm what about cloaking device, would AI's use them or what about tractor beam? If a tractor beam was in the weapons slot, would they use them?

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      Bumper Sticker: Don't laugh at my ship, your daughter could be in it.

    • Quote

      Originally posted by Coraxus:
      **AI's can't use weapons if they're in the items slot? Hmmm what about cloaking device, would AI's use them or what about tractor beam? If a tractor beam was in the weapons slot, would they use them?

      **

      In EVO:

      AI will not cloak.

      AI will not use tractor beam.

      AI will not use a weapon that will destroy itself.

      AI will not use any weapon that does no damage.

      AI will not gain any advantages from any default items other than weapons.

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      (url="http://"http://www.mazca.com/")Mazca(/url) , Moderator, EV Developer's Corner.
      What I lack in enthusiasm I make up for in laziness.
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    • 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.

      (Edit)

      Quote

      Originally posted by Firebird:
      Since tractor beams aren't used very well by the AI anyway, I was thinking about having the outfit come with the ship.

      This should work fine.
      (/Edit)

      -reg

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      "Oh crap. I'm going to hell - I put the Bible next to Mein Kampf again."
      -Her Holiness, Pope Jenne "Kirby" Hubbs

      (This message has been edited by Regulus (edited 04-09-2002).)

    • 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...

      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 Regulus:
      This should work fine.

      Thanks for your assurances.

      Quote

      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?

      Quote

      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?

      Quote

      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.

      Quote

      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)