Noctmagus wrote:1. is it possible to give a misc deceive stealth characteristics. I've tried to make a cloaking device and I have idea if it has any effect, it does not appear to.
1b. Can stealth be a negative value?
2. Can you create virtual armor and equip it as an additional general armor component?
3. How do you create a new device type? I've created a simple deceive that recharges shields, and would like to make shield support devices non stackable.
1. Source indicates no; stealth is only mentioned on armor and missiles (?!), plus a hardcoded bonus for being in nebula.
1b. Possibly. The source indicates that stealth as applied to a ship in the engine is a value from 0 (blindingly visible) to 15 (completely cloaked), with a default of 4. (The nebula bonus bumps you up by 2 on this scale). I can't figure out how the code to turn XML stealth values into this data works, so I can't tell if it accepts negative numbers, but there is a small amount of room to make things more visible than default if it does. I don't know if the player would /notice/ the difference there, though.
2. Not as an armor piece, but you could create a virtual device that puts an overlay on the ship and in the overlay you can write custom responses to armor/shield damage events. You could make a device that diverts 100 points of damage from the armor and then destroys itself, as a simple example.
3. There are (now?) events that let you deny installing or uninstalling a device, which you could use to prevent a second copy of a device from being installed.
http://wiki.neurohack.com/transcendence ... xml/events -- this isn't complete, other information is scattered about in the changelogs and bugtrackers and stuff, but it's a start as far as events go. If you need to track down more information you can hop into IRC too. Just ask a question and someone will probably see it

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