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  #1  
Old November 17th, 2005, 11:46 PM

SupaJames SupaJames is offline
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Default A Serenity/Firefly Mod

Well, I'm still new to the game, but I've already got the 'verse mapped out pretty well. Now I'm working on some components, and I'm wondering if anyone has a better idea on how I might do this than I do: I was hoping to implement a "crybaby," which is essentially a decoy that emitted a distress signal of the same kind as an attacking ship, with the intended effect of the attacker breaking off his attack to "rescue" the distressed ship. I was hoping there'd be some way to make your ship untargetable to the enemy (unless you fired upon them or something of that sort) or to send the enemy after the crybaby, which would be a satelite launched elsewhere in the system. Anyone have any thoughts on this, or want to lend their expertise to a Firefly mod?
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Old November 18th, 2005, 07:19 AM
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Hugh Manatee Hugh Manatee is offline
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Default Re: A Serenity/Firefly Mod

Well, I have 2 untextured Reaver Ships about 90% complete, you can have em when I'm done.
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Old November 18th, 2005, 03:11 PM

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Default Re: A Serenity/Firefly Mod

IIRC the only type of unit you can launch are mines and fighters. I would imagine that you could have a specialized fighter that would do the same thing. Only, to get anything to "rescue" it, they would have to actually target and fire on it. AFAIK, you can't do much of anything to affect friendly ships.

Although... it may be possible that if the 'crybaby' fighter had an illigal component on it that may do the trick for friendlies. Although it may also register as you carrying illigal cargo as well which would defeat the whole point... Worth testing though.
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Old November 19th, 2005, 11:48 AM
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Default Re: A Serenity/Firefly Mod

If the object you launch has illegal cargo, but itself is not illegal, then you are OK to carry it on your ship.

Fighters are indeed quite handy as decoys; launch one, tell it to attack, and then run away while the enemies are distracted.
Such a strategy works far better in a mod like P&Nism, than th estock game, since fighters can actually survive for a while.

Also, note that you can launch just about anything you like if you have the appropriate mod.
You could for example, squeeze a whole carrier out of a launch bay. The Carrier would then proceed to launch its own fighters, and you could order the carrier to attack/retreat/etc

It would look quite silly, unless it were to be a space station or other huge object launching the ships, of course.
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Old November 19th, 2005, 01:52 PM
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Default Re: A Serenity/Firefly Mod

Squeeze a carrier out of a launch bay... hmm, that makes me think of some sort of sensor decoys
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Old November 19th, 2005, 03:25 PM

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Default Re: A Serenity/Firefly Mod

Well, I'm testing my map of the 'Verse, and as I started the campaign, it gave me an "invalid index" error; any ideas on that? I'm using some randomly generated maps right now, the only things I've changed is copying another campaign's heder data to mine. The races don't match up with the systems, would that do it?
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Old November 19th, 2005, 04:00 PM
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Default Re: A Serenity/Firefly Mod

Maybe the information in this thread will be of use.
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