Replacement of the basic ship set - building a dream team.
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It's not a problem at all. I was going to do it much bigger (at the moment it's the same size as Oolite) but then I think I remember reading if it was bigger it wouldn't fit in the standard docking bay.Wolfwood wrote:Would it be too much to ask to scale the model up from what the present Oolite/Elite Anaconda is? To make it as big as the cargo hold size would suggest?
I'd love to see this project also take another look at the ship sizes and resizing them as necessary...
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Nahhhh! It's just a futuristic Transit van! At one end there's a tiny cockpit and crew quarters and engines and power systems at the other. Inbetween, it's all open space!reills wrote:Givien the size capacity of the Anaconda's cargo bay in relation to its size, one could argue that the ship is a product created by the Time Lords using some TARDIS technology. Maybe add some TARDIS materialization sounds as one exits from Witchspace...
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well that's got to be worth doing then hasn't it. I've got Frontier so I'll look in the manual and see how many crew are in each ship.
Well we're on the subject of Frontier are there any fave frontier ships you'd all like to see in a frontierships.oxp (although I'm probably getting ahead of myself seeing as I've not even finished the first original ship yet)
Well we're on the subject of Frontier are there any fave frontier ships you'd all like to see in a frontierships.oxp (although I'm probably getting ahead of myself seeing as I've not even finished the first original ship yet)
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Oohh, ohh! How about this,this andthis. Predeliction for big stuff?ramon wrote:Well we're on the subject of Frontier are there any fave frontier ships you'd all like to see in a frontierships.oxp (although I'm probably getting ahead of myself seeing as I've not even finished the first original ship yet)
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@Ramon, on spawing pods, reckon somthing like this would do it:-
Gives 30% chance of no pods (crew didn't make it), then the other entries would give different chances of different numbers of pods. If you had a lot of entries you could have more variety in the numbers spawned. (eg d>40 spawn 4, d>50 spawn 5 etc)
Or (if you use subentries to make the ship), you could have one death action for each sub-entry, giving a change of a pod spinning away from a destroyed bit of the ship.
Code: Select all
<key>death_actions</key>
<array>
<dict>
<key>conditions</key>
<array>
<string>d100_number greaterthan 30</string>
</array>
<key>do</key>
<array>
<string>spawn: escape-capsule 3</string>
</array>
</dict>
<dict>
<key>conditions</key>
<array>
<string>d100_number greaterthan 50</string>
</array>
<key>do</key>
<array>
<string>spawn: escape-capsule 6</string>
</array>
</dict>
<dict>
<key>conditions</key>
<array>
<string>d100_number greaterthan 90</string>
</array>
<key>do</key>
<array>
<string>spawn: escape-capsule 9</string>
</array>
</dict>
</array>
Or (if you use subentries to make the ship), you could have one death action for each sub-entry, giving a change of a pod spinning away from a destroyed bit of the ship.
OXPS : The Assassins Guild, Asteroid Storm, The Bank of the Black Monks, Random Hits, The Galactic Almanac, Renegade Pirates can be downloaded from the Elite Wiki here.
Wouldn't that bit of code produce as many as 18 escape capsules? It seems to re-roll the d100 at every point, rather than using the same random number to determine the result...
Author of Tales from the Frontier - official Elite 4 anthology.
Author of Marcan Rayger adventures - unofficial fan-fic novellas set in the Frontier universe.
Author of Marcan Rayger adventures - unofficial fan-fic novellas set in the Frontier universe.
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Doh! Thats true (I'd only used it as one roll in Asteroid Storm). Forgot d_number re-rolls the dice each time the condition is checked!
But if you replaced the d_number with:-
pseudoFixedD100_number
Then it should be Ok. The dice are rolled once and the result checked with each condition. According to the wikki pseudoFixed remains the same number each time as long as the player remains in the same system. So if the first check threw a 50 (say), the number 50 would be used by each check.
EDIT : So should have each check (after the first >30) just spawn 1 pod. Then if you had >30 3 pods, greater than 40 1 pod, greater than 50 1 pod etc, a roll of 91 (say) would give 10 pods as all 7 conditions would be true. Ie:-
But if you replaced the d_number with:-
pseudoFixedD100_number
Then it should be Ok. The dice are rolled once and the result checked with each condition. According to the wikki pseudoFixed remains the same number each time as long as the player remains in the same system. So if the first check threw a 50 (say), the number 50 would be used by each check.
EDIT : So should have each check (after the first >30) just spawn 1 pod. Then if you had >30 3 pods, greater than 40 1 pod, greater than 50 1 pod etc, a roll of 91 (say) would give 10 pods as all 7 conditions would be true. Ie:-
Code: Select all
<key>death_actions</key>
<array>
<dict>
<key>conditions</key>
<array>
<string>pseudoFixedD100_number greaterthan 30</string>
</array>
<key>do</key>
<array>
<string>spawn: escape-capsule 3</string>
</array>
</dict>
<dict>
<key>conditions</key>
<array>
<string>pseudoFixedD100_number greaterthan 40</string>
</array>
<key>do</key>
<array>
<string>spawn: escape-capsule 1</string>
</array>
</dict>
<dict>
{Repeat for >50, >60, >70 >80 > 90]
</array>
OXPS : The Assassins Guild, Asteroid Storm, The Bank of the Black Monks, Random Hits, The Galactic Almanac, Renegade Pirates can be downloaded from the Elite Wiki here.