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Post by some1 on May 28, 2006 19:20:48 GMT -5
d-master spotted today. Recruits James Smith, Juanes. d-master also has found a way in his server to make AI bases die. He will not tell any1.
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Post by some1 on May 28, 2006 19:23:59 GMT -5
and now D-master wants 2 join PoSH....wtf is this guy doin?
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Post by Gohan on May 28, 2006 22:16:14 GMT -5
To make AI bases die you just put 1-2 tractors in them instead of 3, that causes the game coding to not consider them invincible, but you have to dock by Shift-D since the game considers there to be no dock for the autodock to use.
skillet always proclaimed some way of making a real dock unkillable, and he claimed alot of stuff, so if its an actual base that lets you autodock with three tractors im not so sure how to make that killable, aside from using ancient server software from like .7-.9
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Post by Gohan on May 29, 2006 10:14:20 GMT -5
I've been thinking about it and since yesterday remembered some experiments i was doing when i modded last.
Marauders are considered Stellar Aces ships, but i never got why, their ship coding is identical to any other with minorly different settings, changing a scout to the marauders settings doesnt make it Stellar Aces, and changing the marauder to scout settings doesnt change that it is Stellar Aces.
In my mods i typically just created a secondary marauder with a different name and the same settings (by copy/pasting a scout ship code and changing it) to make a non SA marauder, im not sure if its the name marauder or some unique settings to the marauder that make it Stellar Aces, but it may be related to the starbase issue.
Im not sure what causes the game to consider starbases SA or invincible, and im not sure what modding a scout ship code into a starbase code with a different name would do, the 1-2 tractors trick always works, but i never experimented with killable starbases because i didnt think they needed to be in my mods.
Like i said before you may be able to use older server software to host a server, but im unsure if that will work, i know skillet ran his servers off 1.2rc5 and lower sometimes.
If i still played, or modded, or cared, i would probably mess around with ship IDs, slight changes in the mass and settings, modding of different ships into starbases, and moving around of its systems trying to pin down what in the code causes it to be considered invulnerable with 3 tractors (and why people say they can get 3 tractor bases killable)
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Post by Staker on May 30, 2006 1:04:13 GMT -5
An sb that has no factory is killable. An SB with armor and factory with 3 tractors is killable. An SB with 2 tracts and factory is killable. But an SB with all 3 and factory is a bit WTF question going about.
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Post by Gohan on May 30, 2006 10:18:39 GMT -5
Yeah like i was saying it was in changing the ships systems to cause the game to not think it was a starbase, but will adding in an armor cause the ship to still autodock?
If it didnt affect the ship allowing autodocks and left it unkillable you could just add it in as a 13th module to hide it on the list (maybe giving the base weak secondary weaponry or something to fill up its empty spaces)
But yeah i dont know about true AI starbase, as it is normally in the code, being killable.
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