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Question about ships
Posted: Mon Nov 01, 2010 12:09 am
by skodarap
Well, I'm not sure if this is the right place to ask this...
Anyway, hello again.
I got one question about the ships, actually shipyard.plist.
Is it possible to add certain condition which has to be met so the ship appears on the market after that? (for example amount of kills or specific government)
Cheers
Posted: Mon Nov 01, 2010 12:37 am
by CheeseRedux
I remember Lestradae did something along those lines for OSE, possibly also for RS. If memory serves, you had to be clean and deadly to purchase (a) certain ship(s). There may have been other conditions as well.
It's too late at night to go diving into files atm, but assuming it worked as advertised, yes it's possible.
Edit: I lied. Apparently it's not too late...
From the shipyard.plist of the last released version of Realistic Shipyards:
Code: Select all
<key>leviathan-player</key>
<dict>
<key>chance</key>
<real>1.0</real>
<key>conditions</key>
<array>
<string>legalStatus_number equal 0</string>
<string>score_number greaterthan 6399</string>
</array>
<key>optional_equipment</key>
<array>
<string>EQ_WEAPON_PULSE_LASER</string>
<string>EQ_WEAPON_BEAM_LASER</string>
<string>EQ_WEAPON_MILITARY_LASER</string>
</array>
<key>price</key>
<integer>41000000</integer>
<key>standard_equipment</key>
<dict>
<key>extras</key>
<array>
<string>EQ_ADVANCED_COMPASS</string>
<string>EQ_DOCK_COMP</string>
<string>EQ_ECM</string>
<string>EQ_ESCAPE_POD</string>
<string>EQ_ENERGY_BOMB</string>
<string>EQ_ENERGY_UNIT</string>
<string>EQ_FUEL_INJECTION</string>
<string>EQ_FUEL_SCOOPS</string>
<string>EQ_GAL_DRIVE</string>
<string>EQ_HEAT_SHIELD</string>
<string>EQ_MULTI_TARGET</string>
<string>EQ_NAVAL_ENERGY_UNIT</string>
<string>EQ_NAVAL_SHIELD_BOOSTER</string>
<string>EQ_SCANNER_SHOW_MISSILE_TARGET</string>
<string>EQ_SHIELD_BOOSTER</string>
<string>EQ_CLOAKING_DEVICE</string>
</array>
<key>forward_weapon_type</key>
<string>EQ_WEAPON_MILITARY_LASER</string>
<key>missiles</key>
<integer>0</integer>
</dict>
<key>techlevel</key>
<integer>13</integer>
<key>weapon_facings</key>
<integer>15</integer>
</dict>
Assuming this works as advertised, you can buy this ship as long as you are clean and have more than 6399 kills - and have 41 million (!) cr to spare. What, if any, other conditions you can set, I have no clue.
Eric? That's your cue.
Posted: Mon Nov 01, 2010 9:53 am
by skodarap
Thanks, this looks very helpful. It's time to play around with code and see what happens.
Cheers
Posted: Mon Nov 01, 2010 3:44 pm
by Switeck
This would be a nice first step in making a player-owned rock hermit asteroid in some system where you can "store" your ship and switch to another.
Posted: Mon Nov 01, 2010 6:15 pm
by Commander McLane
Switeck wrote:This would be a nice first step in making a player-owned rock hermit asteroid in some system where you can "store" your ship and switch to another.
I fail to see the connection of using conditions in shipyard.plist, which has been possible forever, and storing ships, which won't be possible for the foreseeable future.
Posted: Mon Nov 01, 2010 6:21 pm
by Darkbee
You can buy a ship for 0 credits but only if your combat rating is deadly and you eat Brussel Sprouts raw.
Posted: Mon Nov 01, 2010 8:36 pm
by Thargoid
But you can't guarantee the ship will be there (especially if you have a lot of ship OXPs installed).
Posted: Tue Nov 02, 2010 10:12 am
by Commander McLane
And it won't have any resell value (if you bought it for zilch, it's worth zilch, even if you want to replace it with a new ship).