Taldrenites > Starfleet Command Enhancements and Materials
Ancient Era Mod released
Corbomite:
--- Quote from: TarMinyatur on November 20, 2014, 02:58:43 pm ---I've never seen anything but a 12 in the reloads box in the AMD panel at the start of a game.
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If you were looking at an ADD12 that would be correct, assuming one reload. Of course the thing might actually be displaying total ammo. Looks like some testing is required to find out just what is going on.
--- Quote from: TarMinyatur on November 20, 2014, 02:58:43 pm ---I was able to get fighters to drop mines in Orion Pirates today. They didn't drop more than one mine. My memory of seeing them do this in modded EAW/CE may be false.
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Was this using the method you outlined before?
Corbomite:
I just looked at an ADD6 with one and two reloads and you're right, the display always reads 12 in the reloads section, so either reloads are hard set and adding more is irrelevant or the extra don't show up until the counter runs down. I'll have to do some counting later when I get the time.
TarMinyatur:
I tried setting the ADD arc to "4" and this didn't increase the ammo supply. The AMD panel's display of "reloads = 12" didn't reset to 12 after the first 6 rounds were fired. I'm thinking the ADD6 is hard-coded to have exactly 2 reloads. Similar to how fighters always have 2 ECM and 2 ECCM, regardless of the entries in ftrlist.txt.
I've been attempting to reproduce the mine-laying fighters in OP. I had a tractor beam on my own fighter when it dropped a mine. The mine didn't activate until the fighter left the "hex". There were also enemy fighters on the map. No unexpected mines in other situations thus far. When I figure out the precise conditions, I'll reportthem.
What surprised me tonight was the deactivation of my tractor beam (which was holding a shuttle) when my far away target cloaked. My tractors should not turn off if my target cloaks! If I target a ship that has already cloaked, the tractors aren't deactivated. Going to test CE now... Ok, this bug isn't present in CE. Good.
Corbomite:
It's not just the ADD6. I looked at an ADD12 and it has 24 reloads regardless as well. I could have sworn FS tested this, but I may be wrong. He may have just assumed. I never really paid much attention to ADD because I never relied entirely on it for PD aganst drones and fighters. To me it was just a bonus.
Corbomite:
Tested a F-FFB that said it had one reload and it had two for a total of three magazines. I guess it is hard coded. I wonder where people got the impression that it was changeable because I remember much discussion about back in the day.
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