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Star Wolves 3D space RPG with deep strategy and tactical elements

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  #1  
Old 04-21-2010, 08:11 PM
Goblin Wizard Goblin Wizard is offline
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Quote:
Originally Posted by Rastix View Post
It's not possible at all. This functionality was remove.
Your answer has encouraged me to check the whole thing. I've been thinking - IMPOSSIBLE?? I CAN DO IMPOSSIBLE). Short story - I have Brina and KT back with two perk trees combined. I can even tech them new perks. It's better - I can teach any AI new perks. It's a little tricky. Because AIs can't gain skill points they use points stored by one of your other pilots. When one of your pilot has gained enough exp you go to my maintenance station shop and buy a perk. Nice and simple. The only problem is that you have to keep track of all bought perks somewhere outside PC (you can't see AI perk tree). I'm just testing it. Script needs some polishing.

Last edited by Goblin Wizard; 04-21-2010 at 08:41 PM.
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Old 04-22-2010, 03:13 PM
Nanaki Nanaki is offline
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Join Date: Mar 2010
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Update:
Script is now fully operational. It properly spawns capital ships, their escorts, and properly despawns them as soon as they hit the jumpgate. It can spawn anywhere from one to four escort flights (two and one being the most common). Power has no effect on how many escorts spawn (so even a cap flight of a power level of 1 can have 4 escort flights... that is a lot of brigands)

Escort flights are random in power (although they do have an upper and lower cap, dependant on the Strength level of the randomcontact), and have a 66% chance of being a fighter flight, and a 33% chance of being a bomber flight.

After I finish making sure the script has no bugs, and perhaps cleaning it up a bit, I am likely going to revamp the ship spawning script, specifically the capital ship tables. As it is, almost half of the capital ships spawned in the table are freighters, and a freighter leading a fleet to the front lines is not really appropriate.
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