Scouting, and Clever Weapons

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posted on May 5th, 2009, 5:51 pm
Last edited by Exodus on May 5th, 2009, 5:59 pm, edited 1 time in total.
Whilst thouroughly investigating some odfs in order to make my (well, not really mine but my version of the) auto warpin scripts, I read through Westworld's guide again. This turned up a couple of new commands (to me!). Namely:


COMMANDweaponIndexForShipsscoutDESCRIPTIONWhich weapon does this ship use to attack other shipsSets this ship as a scout, scouts are used by the AI in IA games to explorer the map. This is used for the commands that the ship can use, it determines if the button for an action related to this is present when you click on a unit with this line in it.EXAMPLE??= 1
or
= 0


And I wondered "what if...?".

I was reminded by RCIX:
RCIX wrote:After trying the steamrunner some more, i have to say it is good at softening stations and large vessels. I just wish that it was more of a conventional vessel...


And I think that perhaps the first of the above could be used to facilitate this - the 'runner could have "conventional" weapons and still use the long range torpedos for destroying buildings.


The second command I decided might be interesting to see if added to every ship that could be considered an "explorer". I currently don't have the time, but I'd like to see if someone could do it... I have a lovely image in my mind of the AI player using galaxies dor what they were designed for :)
Unfortunately it might adversly affect any possible defense/attack strategies.

(Not sure if I might post this second part over at ff as well, see what they say)
posted on May 5th, 2009, 7:51 pm
Odd. I dont remember seeing that command in armada. *goes and looks at BBoM* Yup its there! so you're saying if you set this index to say a phaser weapon on a ship and it had an artillery torpedo weapon as well it would use the phaser for ships and the torpedo for stations?
posted on May 5th, 2009, 8:28 pm
Now I wonder if there's a thing for telling the ship to seek maximum engagement range for it, so that the AI uses Sabres and Excelsior-II correctly.
posted on May 5th, 2009, 8:56 pm
RCIX wrote:Odd. I dont remember seeing that command in armada. *goes and looks at BBoM* Yup its there! so you're saying if you set this index to say a phaser weapon on a ship and it had an artillery torpedo weapon as well it would use the phaser for ships and the torpedo for stations?


That's what I'm saying. Buuuut it's only a hypothesis, I have no real idea of how this works.
Cross your fingers that that's how, though ^-^

silent93 wrote:Now I wonder if there's a thing for telling the ship to seek maximum engagement range for it, so that the AI uses Sabres and Excelsior-II correctly.


Oh god yes...
posted on May 5th, 2009, 9:23 pm
yeeeesssss that would be great.  I think it has something to do with the old 3D scripted attack paths
posted on May 6th, 2009, 2:21 pm
weaponindexforships is a command that works on freighters only. we don't use it as freighters don't have weapons in fleet operations :P
posted on May 6th, 2009, 2:49 pm
ok, but can it be changed to work for scouts and other ships?
posted on May 6th, 2009, 4:42 pm
DOCa Cola wrote:weaponindexforships is a command that works on freighters only. we don't use it as freighters don't have weapons in fleet operations :P


That's... weird...
I don't want to believe you :P
So I'm going to waste my timte testing it out eventually! Thanks anyway :)
posted on May 7th, 2009, 7:29 am
you want a label that tells a vessel that it may use a certain weapon to attack vessels.. well.. what should they do with their weapons? :sweatdrop:
posted on May 7th, 2009, 7:33 am
We want a command that says "ok you can use these weapons to attack ships and these to attack stations".
posted on May 7th, 2009, 9:44 am
ah, i see. well thats not that easy, but an intressting idea. noted down ^-^
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