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 Editing Ships 
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Chief Warrant Officer

Joined: Sat Apr 05, 2003 3:00 am
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Location: USA
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How do you disable standard ships so they don't appear in the selling window when you goto the shipyard? I want to make my own, but want to edit off the standard, but I don't want to use all the standard ships. I only want a few types of ships available in the game. I also beleive that when a new character starts, they get the ship in ID 1, right?

Also the same question for planets as well (Disabling Standard Planets)

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Tue Feb 10, 2004 4:08 am
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Commander

Joined: Thu Feb 20, 2003 3:00 am
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Change the deployment method to manual to disable the default ships at dock. Yes, new characters start in ship ID 1, and people coming back from #SD# start in ship ID 2.


Tue Feb 10, 2004 4:15 am
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Chief Warrant Officer

Joined: Sat Apr 05, 2003 3:00 am
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Ah, forgot that one about ship id 2... Thanks Harley.

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Tue Feb 10, 2004 4:24 am
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Chief Warrant Officer

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What if you want ship id 2 to be available for people who get SD, but not to buy from shipyard? Do you do the same thing? Manual deployment?

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Tue Feb 10, 2004 4:29 am
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Commander

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I'm not really sure, honestly. Might make for an interesting edit if it worked that way. In order to get a really good ship, you have to get #SD#'d :)


Tue Feb 10, 2004 7:25 am
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Chief Warrant Officer

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I will be doing some testing before the game goes into gameplay. But appriciate the info again.

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Tue Feb 10, 2004 3:54 pm
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Sergeant Major

Joined: Fri Feb 20, 2004 3:00 am
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Wow! Learn something new everyday. Thanks Harley and Outlaw. I think joining this forum was a good idea. I have learned so much about running my server that I didn't know just in the short time I've been here.

I always wondered about how to start folks off with a bit more in a ship then they normally would. It never occurred to me that it would have something to do with ship and the ID specific. WOW! I just re-banged all my games, but the next time around I may be modifying it a bit.

You know I was thinking about this. It seems to me that if the ship is ID 1 and set to manual deployment it should still be the starting ship. I will test it too and see what I come up with.

Thanks again,
Brian

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Fri Feb 20, 2004 10:20 pm
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1st Sergeant

Joined: Wed Dec 26, 2001 3:00 am
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quote:Originally posted by Harley Nuss (teamEIS)

I'm not really sure, honestly. Might make for an interesting edit if it worked that way. In order to get a really good ship, you have to get #SD#'d :)


Budwieser did something similiar on his TWGS a long time ago. Basically he gave PODS 8:1 odds and 400k fighters. And dying brought you into the game with a billion creds on hand. Anyone remember that Game?

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Sun Feb 29, 2004 10:15 am
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1st Sergeant

Joined: Sun Dec 24, 2000 3:00 am
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If you want to make a ship available for players that get **SHIP DESTROYED** but is not available for players to buy from the Stardock, put it in as Ship#0 in place of the generic Escape Pod.

NOTE, HOWEVER, that any ship with an escape pod that gets destroyed will get this new Ship#0 instead, so be very careful how you edit.

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Sun Feb 29, 2004 4:49 pm
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Lieutenant Commander

Joined: Thu Jul 31, 2003 2:00 am
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Unless you create another ship, set it as a pod, make it manual, and then edit all other ships to use this new ship as a pod. :)

I just did a custom pod named an X-Boat for my Traveller edits, the X-Boat Tender pods into an X-Boat which has more holds than a pod would have. Worse odds than a pod, but can be used to make some more credits by having more holds than a pod would hold.

I had another game edit where I am trying to make custom pods for various ships so that poding in those ships gets you a different ship. Only way to get these ships is to be podded.

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Sun Feb 29, 2004 6:22 pm
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