Dynaverse.net
Taldrenites => Dynaverse II Experiences => Topic started by: Hexx on October 30, 2005, 01:13:56 pm
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IS there any way to setup the shiplist so you don't have a choice
of what fighters and/or PF's are available?
So if say you buy a CVA you simply get 2 Squads of the latest F14
fighters and 2 squads of teh latest A10s?
Or so that you simply receive 1 PFL, 2 vanilla PF's and one other?
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IS there any way to setup the shiplist so you don't have a choice
Remove all fighters and pfs from the shiplist and fighter lists, No fighters = No choice :P
Oh wait you were looking for an answer from a smart person, not a smart-assed one ;D
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Sure there is... Evertime a new fighter comes out, phase the old carrier out that carries them and phase in another carrier with the new ftrs. So you'd need multiple copies of the CVA in the list called CVA1,2,3,etc... in order to do this everytime a new ftr comes out. Lots of shiplist work. Fighters can be phased out too the same way.
Problem is, AI will launch these ftrs. And missions will be very very hard indeed.
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Hard missions, yea!!!! Do it, man. Let's make those nutters earned their PP and ships. HEHE!!!
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This is what I remember from previous editions of this project:
Yes, it is possible to tell a carrier what fighter is to be carried on the carrier. For example, I could tell a F-CVA to carry 2 squads of 4 F-14s, and 2 squads of 2 A-10s. Of course, the AI would also get these fighters, so perhaps a BPV bump might be in order.
However, there is no methodology to restrict the selection of fighters in the spacedock. So, if F-14s are in the fighterlist, then it is possible to buy F-14s on any grade of ship (so that cheap F-DDV could carry them).
To "prevent" the buying of F-14s by the DDV, people contemplated making fighters super-expensive (so it costs 1,000,000 PP to get a F-14. However, that also affects the replacement cost, so a CVA that loses it's 8 F-14s needs to pay 8,000,000 PP to replace the squadrons...
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There is only one way currently without using SQL to implement this exactly as you describe it, Hexx.
At the beginning of each mission, the mission script must "check" every ship in game to see if its a carrier, and then use the mSetFighters method to adjust the loadout accordingly. This would have to be hardcoded and shiplist dependant (and therefore mission scripts would become campaign specific). The advantage, however, is that AI ships can have their fighters set according to a different set of rules. Whatever fighters were bought in spoacedock would become irrelevant, however, it is not possible to see how many fighters remain on board, so every ship would essentially get a new load of fighters at the beginning of every mission (but these fighters would not carry though after the mission).