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# Lizards: T-Rex Antifighter Mines. A T-Rex class battleship can choose to convert some of its torpedoes into mines just before battle. These mines would explode into small pieces of shrapnel and damage incoming fighters. Depending on the first letter of the FC, 'Q' will convert a quarter of torpedoes, 'H' will convert a half, 'T' will convert three fourths and 'A' will convert all of them. If the first letter of the FC is not one of these letters, no torpedoes will be converted. The more torps you use and the higher the tech level, the more mines will be created. Strength of the torpedoes can be adjusted in the JCONFIG program. This is done after movement, but before combat; you must have primary enemy set to something (anything) or kill mission for this ability to work. The formula for the percent of fighters destroyed is (FOURTH_ROOT (number_of_torps_used_squared times torp_tech_squared times config_strength)) divided by 100 per enemy ship. Use FCode "xyz" to use this ability, where x is Q, H, T, or A for quarter, half, three quarters, and all torpedoes, y is "A" or "a", and z is "F" or "f". The case variations of the last two characters is to help avoid ships not fighting due to matching FCodes. For example, QAf or Qaf or QAF or QaF will use 1/4 of torpedoes. WARNING: the program does not detect if the ship is actually in combat. Do not use xAF if you aren't sure you'll fight, or you will waste torpedoes. Note: to avoid xAF working two turns in a row in case a player missed his turn and forgot to reset the FCode, the ship has to be at warp factor higher than 0 to use this ability. In the end of the turn, xAF will reset warp factor to 0, so that to use it on the next turn, the player will have to manually set the warp factor. Note: the mines do not damage Lizard ships and fighters, as well as allied ships and fighters.
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