Sorry for not being more clear in my previous post.
From what I have seen, buying more than one of a single outfit that increases gun/turret slots does not stack properly. For example: If you changed the Sigma Mount Reinforcement in the stock scenario to a max of 2, the second time you bought it would not actually effect your gun/turret slot capacity. It would take your credits, and have a little "2" in the corner of the outfitters pic, but no extra slots. Seems to me it's simply an engine limitation.
What I am trying to do is create a series of outfits that will individually increase gun or turret slots, and have the work-around of this engine limitation be invisible to the player. So far, this is the closest I have gotten:
Created four new outfits: 2 that increase gun slots by 1 each, and 2 that increase turret slots by one each, all with a max of 1. Set the availability of one gun outfit and one turret outfit the same as the stock Sigma upgrades. These two outfits would have contribute bits set that correspond to the require fields of the second gun and turret outfits. So, the player would never see the second outfits unless they already had the first one. (Also, set the random factor for the second outfits to 100 so they would immediately appear on purchase of the first).
This worked. But, the player would have to buy 2 seperate outfits to increase their gun capacity 2 times. (Ditto for the turrets). This is what I am trying to avoid. I would prefer that it would appear to the player that they are buying the same outfit twice, and have the actual granting of the individual mod holding outfits be invisible.
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Edited to add: I wanted the buy limit for these extra slots to be 2 each for guns and turrets, hence the creation of four outfits.
(This message has been edited by slouch (edited 11-19-2003).)