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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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NPC Power Cores.

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NPC Power Cores.
Offline Mickk
04-13-2011, 03:49 PM,
#21
Member
Posts: 1,445
Threads: 78
Joined: Dec 2006

' Wrote:That said... NPC bombers, cruisers, battleships... those could do with a non-infinite core so they don't get free use of their pulse and razor onto infinity. I'd leave bases as is, you can move away from those after all. It's all set in the ship package that gets set to the encounter... bit of ini work, no more.

Depends on what you call a 'bit of ini work'.

I'm sure the work itself is simple enough, if you know what you are doing and what item/number needs to be placed where in the ini file.

There are a heck of a lot of ships in the Disco mod, so that would be one ini file for each ship and remember I'm no authority on modding, so I'm guessing here.

I'd be willing to do the work, that is if I was given reasonably detailed instructions on HOW to do it and what to look for.

I seem to have plenty of free time on my hands right now and plenty of nothing to do with it.

Mickk: One orginal, 4 clones. Telp..teleh....mind comu...comi..come...talking ability.
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Offline KUBANA
04-15-2011, 12:53 PM,
#22
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Posts: 301
Threads: 74
Joined: Apr 2008

Imagine that you have Valor and you got ambushed by hostile bombers... they usually dont fly solo, but in groups... 1. you can't just dissapear with valor 2. you can't hit them easily... They just set you on fire like a torch man... And imagine that you have taken a mission and suddenly these mofos come... You are doomed.

THIS HAVE TO BE SOLVED...

Regards:)

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Offline AceJoker
04-15-2011, 01:35 PM,
#23
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Posts: 488
Threads: 34
Joined: Jul 2010

Quote:And imagine that you have taken a mission and suddenly these mofos come... You are doomed.
Errr... actually not. When you accept a mission and undock, hostile NPCs get neutral to you, and they will stay
neutral until you open fire on them.

Another thing: Ever tried to fly a transport in Orkney, hostile to outcasts? A pack of 6 outcasts can rip my shields
in under 10 secs. Oh and they spam train CDs...

How to speak like a Rheinland native
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Offline Mickk
04-15-2011, 02:08 PM,
#24
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Posts: 1,445
Threads: 78
Joined: Dec 2006

' Wrote:Errr... actually not. When you accept a mission and undock, hostile NPCs get neutral to you, and they will stay
neutral until you open fire on them.

Another thing: Ever tried to fly a transport in Orkney, hostile to outcasts? A pack of 6 outcasts can rip my shields
in under 10 secs. Oh and they spam train CDs...

Yeah, been there done that with Orkney. Once your shields are gone, your hull doesn't last much longer than that, even with a AU8 installed.
If you are going to do that trip on a regular basis, you will need some serious armor, CAU6 minimum and you will need a ship with solid armor to begin with and be prepared to take some serious damage any time you go there.
It can be that bad.

I haven't gone there with my BWT for a LONG time, for precisely that reason, despite there being some seriously nice trades out of Gallia if you can pull it off.


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Offline Prysin
04-15-2011, 05:19 PM,
#25
Apex Predator
Posts: 3,099
Threads: 165
Joined: Jul 2009

BR at 2.0, "wow"...


ive been arond ISIS with 7 bounty hunters and 144 loldurr caps, and ISIS is firing light mortars at around 5.88....


NPC behaviour vise, i dont know what you devs are talking about, liberators and starfliers maybe, but pardon me. IF the NPC get on your tail and keep staying on your arse, they will NOT deviate from that path, they will keep firing EVERY weapon they have at MAX possible refire if not more. There is NO doubt about this. Its so easy to prove too..... /restart bretonia, buy clydesdale at leeds, get some BMM/planetform bribes and some GC bribes. Try loiter around planet harrison.... Kusari NPC come, kusari NPC sees you, unless you stop running, kusari npc WILL rape you.

Same goes for Wilde in Frankfurt.

Nomads in Delta/Kappa

Corsair/hessian SWARMS in omegas

and SCRA swarms in O52.... although noone is sposed to BE in O52..

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Offline Dab
04-15-2011, 07:54 PM,
#26
Member
Posts: 9,570
Threads: 320
Joined: Aug 2005

' Wrote:That said... NPC bombers, cruisers, battleships... those could do with a non-infinite core so they don't get free use of their pulse and razor onto infinity. I'd leave bases as is, you can move away from those after all. It's all set in the ship package that gets set to the encounter... bit of ini work, no more.
NPCs won't be using razors, except perhaps battleship NPCs, in the future.

' Wrote:Depends on what you call a 'bit of ini work'.

I'm sure the work itself is simple enough, if you know what you are doing and what item/number needs to be placed where in the ini file.

There are a heck of a lot of ships in the Disco mod, so that would be one ini file for each ship and remember I'm no authority on modding, so I'm guessing here.

I'd be willing to do the work, that is if I was given reasonably detailed instructions on HOW to do it and what to look for.

I seem to have plenty of free time on my hands right now and plenty of nothing to do with it.
I'm already working on NPCs for .86. There are ~100 NPC entries/NPC loadouts, which means it'd take me probably about 2 hours, maybe 3, to remove all infinite power cores. However, it's best not to do this, but to simply rebalance their loadouts of guns so they aren't too powerful. Removing things such as Razors, pulses, missiles, and SNACs will solve the problem.

' Wrote:Imagine that you have Valor and you got ambushed by hostile bombers... they usually dont fly solo, but in groups... 1. you can't just dissapear with valor 2. you can't hit them easily... They just set you on fire like a torch man... And imagine that you have taken a mission and suddenly these mofos come... You are doomed.

THIS HAVE TO BE SOLVED...

Regards:)
Bombers outside of Guard systems will not be seen in the future.

[Image: DFinal.png]
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