warpins

I want my 15 rapid-fire quantum torpedo launchers Uber-Defiant now! - Get help from modders. Share your work. Discuss modifications.
posted on January 24th, 2010, 6:54 pm
with the replaceweapon classlabel regarding Fed warpins...does the higher randomweight imply the more  likelyhood that certain ships will appear?
posted on January 24th, 2010, 7:11 pm
Sort of  :thumbsup:
Really what's going on is that each warp in has a weight for its "slot". Say an Ambassador has a weight of 1, Excelsior has 3, Galaxy 4. So Ambasador warps in at a rate of 1/(1+3+4). Make sense?
posted on January 24th, 2010, 7:14 pm
sort of....1 out of every 8 ships (1+3+4) would be an ambasador?
posted on January 24th, 2010, 7:58 pm
i would say more that u have a 12.5 percent chance to get an ambasador given that example but that is not guranteeing that u get an ambasador every 8 chances..... It is still random.
posted on January 24th, 2010, 8:17 pm
but what if i want to have more excelsiors than ambassadors and Galaxy/Nebulas??
posted on January 24th, 2010, 8:18 pm
Then it should be fine, the buggers seem quite common. I rarely get anything else...
posted on January 24th, 2010, 11:18 pm
so should i raise the number on Excels and Connies vs Galaxy and Nebula?? This is a modded version of the FOA2 mod...i added warp in back in and im trying to balance it..i don't wante 10 nebulas and 8 Galaxys but have 2 Excels lolol
posted on January 24th, 2010, 11:26 pm
Just decide on the percentage of Excels you want, and then weight the numbers accordingly :)
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