Is Rama Confused Now?

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FAD
Militia Captain
Militia Captain
Posts: 732
Joined: Thu Aug 10, 2006 5:33 am
Location: Area 51

Not sure what's going on here, but now everytime I order Rama to "Break and Attack" on a Sung Fortress, he'll just fly around it without firing a lick while the fortress turrets rip him to shreds!

I would suppose that he's wanting to attack the fortress base itself but the "live" turrets are in his way and so he won't fire his weapon at all. If that's the case, then perhaps the code needs to be updated so he'll start attacking the turrets first before trying to attack the base.

Anyone else ever run into this problem?
F50
Fleet Officer
Fleet Officer
Posts: 1004
Joined: Sat Mar 11, 2006 5:25 pm

I am not going to get Rama anymore. He's better than that other girl and is really useful for getting rid of the Molotoks but he becomes a hindrance against bases and capships, especially Sung and Ventari respectively. If only companions could be repaired...If only there was a decent companion with a wait command...if only I could see the Dreadnoughts comming...If only...
OddBob
Militia Captain
Militia Captain
Posts: 505
Joined: Sun Mar 05, 2006 6:05 pm

I think this is related to the fact that now ships won't attack anything if a station is in the way.

The way it figures out " in the way " must be fairly generous, because even if you are next to a station, no one will fire at you (I guess because the station is behind you and there's a chance you will move- this was possible last version to trick enemies into taking out a station by sitting in front of it and dodging at the last second)
arichallan
Anarchist
Anarchist
Posts: 7
Joined: Thu Apr 05, 2007 3:39 am

You can easily mod an item or device to repair your wingmen or other friendlies. The basic code I used is

Code: Select all

<?xml version="1.0" ?>
<!DOCTYPE TranscendenceExtension
[
	<!ENTITY unidExtension                  "0xD80AF300">
        <!ENTITY itRestorer				"0xD80AF306">
	]>

<TranscendenceExtension UNID="&unidExtension;" version="0.96">


<ItemType UNID="&itRestorer;"
			name=				"Restorer"
			level=				"1"
			value=				"100000"
			mass=				"100"
			frequency=			"common"
			modifiers=			"MajorItem; Alien"

			description=			"Restores damaged ships."
			>

		<Image imageID="&rsItems1;" imageX="0" imageY="576" imageWidth="96" imageHeight="96"/>

			<RepairerDevice
			repairCycle=	"15,20,20,25,25, 30,30,40,40,50"
			powerUse=		"10"
			/>

			<Invoke>
				(block (shieldLevel)
					(setq shieldLevel (objGetShieldLevel (objGetTarget gSource)))
					
					; If shields are down, then repair shields. Otherwise, we repair
					; armor.
					
					(if (and (geq shieldLevel 0) (ls shieldLevel 100))
						(shpRechargeShield (objGetTarget gSource) 1000)
						(intArmorRepairAll (objGetTarget gSource) 1000)
						)
					)
			</Invoke>
			
	</ItemType>

</TranscendenceExtension>
which in this case will also function as a repairing device when installed. I took the basic idea from the Domina Heal power in the main xml and tweaked it slightly. Anyway, there aren't any problems with it that I know of.
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