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Old April 25th, 2002, 04:24 AM

PirateRob PirateRob is offline
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Default Re: Multiplayer RP Scenerio (long)

Yup, have to mod the AI to handle ANY kind of variable engine scenario. Now I just need to figure out how to get it to work OK.. I looked at the QNP mods in the Pirates & Nomads mod.. and tried that. I quickly found out that the AI puts the minimum number of engines on a ship to start.. then ADDS engines in a random fasion. This is BAD since you end up with Battleships that cant move (they take more than the minimum number of engines to move) or you end up with NO ship designs because your min engine number is too high (so the AI cant make small ships)

The only solution looks to be to have an entire entry in the AI_DesignCreation file for EACH HULL SIZE to account for the different engine requirements of each size range. What a pain.. I think the Starfire mod just lost its Newtonian movement system... for now. Dang.. and that so neatly solved the engine damaging weapon problem.. you know, the one where a destroyer loaded with engine damaging weapons could immobilize an entire fleet of Dreads without breaking a sweat.. since each ship only has 4 to 6 engines REQUARDLESS of size... what a crock.

Rob
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