Ambrosia Garden Archive
    • Keycarried ship types


      I need help figuring out what exactly these do. When you set the shan to the keycarried thing, can you have more then one frame? Like, would I be stuck showing the ship with fighters and without fighters, or can I actually have different frames for different numbers of fighters on the ship?
      e.g., Let's say I have a drone ship, with 6 drones. When I launch one drone, what can the game do? Can it display the ship with just 5 drones, or is it stuck on either 6 or 0?

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    • There are only two possibilities: either the ship has at least one keycarried, and show a frame, or he hasn't, and displays another. no other choice, but that's already fairly powerful for other means (for instance, to give the impression the launched ship is actually a half of the ship, and things like that).

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    • If there are only four fighters, you can take a weapon hardpoint that the ship won't normally be using, assign the points to the locations of the fighters, and set the launching bay to use that hardpoint. Set the weapon velocity to zero, hand out four bays, and set them to fire simultaneously. If the fighters are visible on the outside, I'm assuming that it's a built-in system, not something you can swap out, so set its availability to 9999 so the player won't see that there are four bays.

      If there are more than four fighters, I can't really help.

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    • Thanks, that helps, and was what I suspected. Oh well.

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    • If you have more than four fighters with the setup I described, you can still do it, but multiple fighters will launch from the same place. It's better than nothing, but not optimal.

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    • As soon as only one fighter returns to the ship, the shän switches back.

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    • Oops.

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