QUOTE (Archon @ Sep 23 2009, 06:55 AM) <{POST_SNAPBACK}>
Making ships uncapturable but not unboardable is, as far as I know, impossible. Setting crew very, very high can work as a partial solution, but it has some very obvious limitations. Setting crew to 0 makes it unboardable (I'm not sure about restoring 0-crew fighters, but can check).
Setting crew very high won't effectively make a ship uncapturable?
( Or rather, giving the player a permanent, invisible, -30000 marines outfit. Oh, damn, I just saw that negative marines doesn't work to decrease odds.)
Aside from that, I think there is some mis-communication of ideas here.
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Although you're low on cröns I'd say the best thing to do is use one crön and one öutf to solve the problem. The outfit would be a "new ship token" and would have no effect other than causing the abort and delete mission to run (actually, it should also keep you from buying the turret in question, since it could be possible to capture the ship, land, buy the outfit, and then take off before the crön runs). This way, you won't have the problem of aborting the mission if you just use the captured ship as an escort, and it should work for both problems.
First off, the crons can run instantly by inserting a date-posting mission in the OnCapture field.
But I don't see how this solves the problem, as I'd still need a cron for every 'special' weapon I need to check for.
Which I guess is doable, but I was hoping for something a bit more elegant.
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There's one remaining problem here, however; if the mission switches the weapons on abort, it will switch them whether it's aborted manually or via scripting, meaning that when the crön fires, it will still give you the weapons.
It's not a problem because that's not how they work. Needing the functionality to be able to sell the items necessitated a way to exit the swapping missions loop. Briefly, when each mission aborts it starts the next. All except one, which begins the loop again not by OnAbort, but using OnShipDone and a self destructing dude. So that is the break in the chain where aborting that mission will permanently exit the mission loop. Otherwise you can never get rid of the missions.
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You can fix that by putting a string in the crön after the abort string (this is critical) to delete the weapons.
Nope. Because aborting a mission still starts the next. Yes, you can then delete the weapon, but the mission is still there to be aborted, granting a new weapon. See above.
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For multiple ammo/one weapon, I find that it's best to work around it all together due to the number of problems it causes for Nova
By 'work around', you mean not use them?
I have not encountered any unsolved problems. (except in relation to this discussion) Can you elaborate here? What problems do you mean?
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but I seem to recall a scenario in Anathema where one ship had both a turret and point-defense turret that use the same ammo.
Multiple weapons/one ammo isn't the same thing. Though, I haven't encountered any problems with this either. There's nothing special I have to do when capturing ships with such weapons.
P.S. Well, now that I'm thinking about it, using crons to properly set-up player ships might not be so bad. It will free up some weap/outfit slots on ships. And (once in place) in makes building ships easier for me as I don't have to hand code all the AI/player fixing hacks for each ship.
Looks like I'll need 1 cron for every 'swappable' weapon, and 2 crons (to deal with multiple copies) for every group of launchers to use multiple ammo. So 14 crons for me. Possibly more if I need to free up even more default weap/outfit spaces since I can't grant stuff in the OnCapture field reliably.
A good example here is shield and armor outfit 'fixes'. AI ships that are supposed to have extra armor/shields need to have those values added directly to the shield and armor fields since they ignore those outfits. If a player then captures that ship, he now has too much shields/armor. So I have invisible default outfits to 'fix' the value. This works because the AI ship ignores the fix, and the player ship doesn't. The problem is that these fixes use a default outfit slot each, in addition to the slot used buy the shield/armor outfit itself. So it seems I can save a slot buy spending 2 crons.