Wargaming_nut, on Mar 25 2005, 01:54 PM, said:
Another question: how do I get my graphics to work? I don't have any graphics software, so I just made some hideously simple colored boxes using Appleworks Paint, and pasted them into the pict resource (I made one for the Torpedo and one for the Launcher). But the Launcher shows up in my game with the Light Blaster icon instead (while the Torpedo doesn't show up at all). I thought it might have something to do with the ID numbers, but really don't know...
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The way that an outfit's graphics are related to the outfit is by the Resource ID (RID) of the picture.
Get a calculator (If a pocket calculator isn't forthcoming, there's one in the applications folder on most OSX machines), take the RID of the outfit for the Torpedo Launcher, and add 5872. The result will be the RID of the image that appears at the outfitter's. e.g. The Light Blaster is outfit RID 128. Add 5872 to get 6000.
Wargaming_nut, on Mar 25 2005, 01:54 PM, said:
Also, while I'm at it, I don't understand the example given in the weap section of the Bible; it says "usually, if your Hector Cannon was of ID 131, you'd set the AmmoType to 3 so it'd use Hector Birdseed Pellets or whatever." I assume the "Hector Cannon" is the object made in the outf, and the "Birdseed Pellets" would be the weap, but how does 3 relate to ID 131? I think that might be why my Torpedos aren't showing up, because I didn't relate them correctly to the Launcher...
You need an outfit for both the launcher and the ammunition. You'd have to buy both Torpedoes and a Torpedo Launcher before being able to fire Torpedoes.
In the example above, the "Hector Cannon" would be the launcher, and the "Birdseed Pellet" would be the ammunition. Both point to the weapon.
There is another concern about outfits to be redressed; the ability to purchase a particular outfit can be blocked by several factors:
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Tech Level: For now, set this to zero; you can adjust it to your needs later, once everything else is working. An outfit's Tech Level is compared to that of a world you're visiting. Basically, if the planet has a higher Tech Level you can buy the outfit there. There is another aspect to the Tech Level for planets that have a Special Tech selected, but then the numbers have to match.
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Availability (Logic Test): For now, just leave this blank. Later on, you might want to write a mission string for a story, which would make certain special outfits appear after completing a service; but that's deep into one of the most complex aspects of the Nova Engine.
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Require Field Bits: For now, just leave this blank, or all zeroes, or however Mission Computer's interface displays it to you. In the stock Nova scenario, these manifest first as the Licensees you have to purchase before you can buy some outfits.
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Random: For now, set this to 100. This is the percentage of the time that a particular outfit will be available. A zero here means the outfit is never for sale, while 100 means it is always available.
While there are other things that might interfere, these are the usual suspects.
This post has been edited by Eugene Chin : 25 March 2005 - 09:51 AM