Ok. So i load up my P&N mod, get into my carrier, and launch some fighters to smoke the cruiser in the distance. I click on one of my fighters, because im curious to how the AI fits them. i see this:
Meson Blaster
mini reactor
cockpit
life support
Stealth Armor (5kt) (right)
Stealth Armor (5kt) (up)
Stealth Armor (5kt) (back)
Point Defense blaster
Shield Recharger
Tachyon sensor.
At this point, im thinking... WTF?! shield recharger and tachyon sensors... there are no cloaked ships, and there are no shields for the recharger to do anything with.
And the blaster... just no.
So i go to the main_enemies.txt, and look at the terran fighter. I figure that with what is there ... I get the following entry:
Code:
Name := Terran Fighter
Displayed Name := Terran Fighter
Comps Carried Grouping Name :=
Enemy Ship Purchase Class Name := Enemy Terran Fighter
Weapon Preference Name := Fighter Weapons
Gets Unique Ship Name := FALSE
Event ID :=
Intelligence Category := Expert
Race Group := Terran
Does Attack Player := FALSE
Response Range := Long Range
AI Script Name Outside Response Range := Terran Circle
AI Script Name Within Range := Terran Short Range
Num Components Carried := 0
Randomly Generate Components For Use := FALSE
Num Components For Use := 9
Comp For Use 1 Class := Anti-Proton Beam
Comp For Use 1 Location := Weapon (Light) 1
Comp For Use 2 Class := Standard Shield Generator (2kT)
Comp For Use 2 Location := Shield 1-1
Comp For Use 3 Class := Standard Shield Generator (2kT)
Comp For Use 3 Location := Shield 4-1
Comp For Use 4 Class := Standard Shield Generator (2kT)
Comp For Use 4 Location := Shield 2-1
Comp For Use 5 Class := Standard Shield Generator (2kT)
Comp For Use 5 Location := Shield 3-1
Comp For Use 6 Class := Stealth Armor (5kT)
Comp For Use 6 Location := Armor 1-1
Comp For Use 7 Class := Stealth Armor (5kT)
Comp For Use 7 Location := Armor 4-1
Comp For Use 8 Class := Stealth Armor (5kT)
Comp For Use 8 Location := Armor 2-1
Comp For Use 9 Class := Stealth Armor (5kT)
Comp For Use 9 Location := Armor 3-1
Store ID := 0
Number of Effects := 0
Communication Talk Group Name :=
Override Tonnage Usage Percent For Race := FALSE
But...
With my carrier, i load again, and try to launch fighters... but when i try to launch a fighter, it disappears from the launch thingie at the bottom, the fighter commands appear... but no fighter. Tried with terran and abbidon fighters, both do the same..
what have I done wrong?
Edit
This is what was there before i changed it, for reference.
Code:
Name := Terran Fighter
Displayed Name := Terran Fighter
Comps Carried Grouping Name :=
Enemy Ship Purchase Class Name := Enemy Terran Fighter
Weapon Preference Name := Fighter Weapons
Gets Unique Ship Name := FALSE
Event ID :=
Intelligence Category := Expert
Race Group := Terran
Does Attack Player := FALSE
Response Range := Long Range
AI Script Name Outside Response Range := Terran Circle
AI Script Name Within Range := Terran Short Range
Num Components Carried := 0
Randomly Generate Components For Use := TRUE
Num Components For Use := 0
Comp For Use 1 Class := Meson Blaster
Comp For Use 1 Location := Weapon (Light) 1
Store ID := 0
Number of Effects := 0
Communication Talk Group Name :=
Override Tonnage Usage Percent For Race := TRUE
Override Weapon Tonnage Usage Percent := 100
Override Shield Tonnage Usage Percent := 10
Override Armor Tonnage Usage Percent := 20
Override Cargo Hold Tonnage Usage Percent := 0
Override Max Weapons := 1
Edit
Turns out,
Im doing it wrong.
I needed to change what they fit in the Main_purchaseshipsenemy.txt... They still fit random mods (in spare slots), but at least now I can regulate what they fit to my approval.