I was just about to start on a new plugin when I realised that there were a few things I didn't know about/how to do.
1. Ship Inherant governments: What bearing do they have on how a ship behaves? Surely it would be better to just set everything to -1 so that they'll receive the behaviour of the government it belongs to?
2. TC creation-wise, is it better to create something to go into the Plugins folder or to create a replacement for Nova Files? And if the latter, do the files need specific names (all that 'Nova Data 1...' etc).
3. I'm in the process of designing an AI-only ship that:
a ) Can't be disabled - it'll keep blasting until it blows up.
b ) It's escape ship is pretty pathetic and can be disabled, but after a period of time it'll grow back into the original ship. This timer would have to be stopped by being disabled.
Is it possible to create this?
4. Which reminds me. How do you get the AI to use escape ships? I know how you could create an escape pod replacement for the player to use, but what about AI ships?
5. Stations with multiple weapons: is it possible? I'd quite like to have some sort of battlestation in some systems with lots of weapons. Doing it as an immobile ship is possible, but I've no idea how it would be possible to have it always in the system, in the same spot every time you jump in. Plus it couldn't be destroyed, only disabled. That's why I'm leaning towards the spob angle - spobs can be 'destroyed', but they stick around and can regenerate.
This post has been edited by Chrome Falcon : 23 August 2005 - 11:31 AM