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Enemy ships autoblueprint
Posted: Thu Aug 22, 2013 3:28 pm
by Metzelmax
The only thing I dont stand about the autoblueprints is the
tag. I have no clue what it does, since -like in this example from a Rebel ship- the power stated there is not even enough to power up the shields. So what does it then?
Re: Enemy ships autoblueprint
Posted: Thu Aug 22, 2013 5:22 pm
by dalolorn
Maybe it's the basic power the game adds to? Just guessing.
Re: Enemy ships autoblueprint
Posted: Thu Aug 22, 2013 7:36 pm
by speedoflight
There is nothing weird about that, max power = 7 , thats the maximum ammounth of power that enemy ship can use.. a shield level 1 will use 2 power bars, you will have still 5 more to use in other systems..
Re: Enemy ships autoblueprint
Posted: Thu Aug 22, 2013 7:43 pm
by Metzelmax
That is taken from the normal rebel ships you encounter through out the game. And I am pretty sure in sector 7 you cant go anywhere with 7 power
Re: Enemy ships autoblueprint
Posted: Thu Aug 22, 2013 8:07 pm
by kartoFlane
I think I recall someone mentioning something about this very topic not too long ago, I think it was Twinge?
Either way, it said that max power in enemy ships serves as the base power, which the ships have in the first sector. Then they gain more in further sectors.
Re: Enemy ships autoblueprint
Posted: Thu Aug 22, 2013 8:26 pm
by speedoflight
EDIT.: Delted, since KartoFlane answered almost the exact same thing i was going to write..
I never used the way FTL handles enemy ships, i just put one ship per sector, i will have more autoblueprints, but that way i have better control of the enemy ships. That way i can configure each sector ship as i want, with custom hp, custom power output, etc. Of course, this talking about modding enemy ships, not the vanilla ones (i never touched vanilla enemy ships lol).