Seperation Idea
Post ideas and suggestions on new features or improvements here.
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posted on May 25th, 2009, 1:56 pm
Atlantis wrote:Actually, strangely, I think warp-in DOES obey the laws of fleetcap (but I'm not sure). That's why, when you've used up your warp-in limit, you can't warp in any more. I'd test that before reporting it.
Think about it. The warp-in-limit-cost isn't calculated beforehand, it's in the odf code on a ship-per-ship basis. If the game waited until it knew which ship was the random choice before seeing it's "price", it would be too late to say "actually, you've already used up your 10 slots". Instead, I think it looks beforehand, and chooses a random one from the AVAILABLE options. If so, it's a lot cleverer than we thought.
But, like I said, I don't know, I've not tested this theory yet (but if it's true, I'll certainly be implementing it into my B5 "warp-in" units!).
Actually no, using the code I supplied before, it would be very simple. Just change
- Code: Select all
maxcap = 3
to
- Code: Select all
maxcap = 9
(each separated unit is worth 9, each complete ship is worth 3, so 3x3 or 9x1 or any combination between, is 9).
warpin does obey the laws of fleetcaps and also the ships that come in don't have to be random, just open fed_warpinA and take out the other possible ships and you could have the same ships everytime...
but to warp in the prometheus YOU MUST take away its seperation weapon the dummy model, otherwise once warped in it wont release to you as armada gets confused by it have to replaceweapon commands, one to seperate the ship and one to create the real prometheus once its warped in...
posted on May 25th, 2009, 5:31 pm
Actually I meant each separated section costs 1, not 9. =)
And yeah, well you need another ship odf for warpin anyway, one with warp in it's physics - so that's easy enough to do.
And yeah, well you need another ship odf for warpin anyway, one with warp in it's physics - so that's easy enough to do.
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