Greetings!
Thanks to the people over at my “Desire to Contribute” thread who sent me down the FRED rabbit hole. It's been quite fun experimenting and figuring things out. I've got no shortage of ideas at the moment, but of course my FREDding skills are still somewhat lacking. With that in mind, I do have a “short” list of questions for any who may be brave enough to tackle them all:
1 :: Can I protect an entire category or a list of subsystems with ship-subsys-guardian-threshold? For example, the default value for this is “<all turrets>”, but that doesn't work. For example, I want to protect the forward beams on a Deimos. I tried “turret11,turret12” and others, but no luck.
2 :: I really like that with “kamikaze” enabled a capital ship will immediately explode upon hitting 0 hull. This seems great for cases where a large capital blows away a smaller one with a powerful beam - no laborious "rolling" death (if that's the correct term). Given that kamikaze makes the ship move straight toward its target, is there a way to get the same effect without the movement AI?
3 :: Is there a substantial difference in AI types for capital ships? e.g.: “Coward” vs. “Captain” vs. “Little Devil” and so on? Or are these meant only for fighters? I can't see that they make a difference. At that, how does this affect turrets given that there are options for AI type in the weapon screen?
4 :: What's the trick (if there is one) for getting dialogue timed just right? Is this simply a matter of trial and error and what's going on in the mission? Nothing I've done so far has required complex message handling, but I can foresee this being a headache.
5 :: Weapon balance! I'm toying with the idea of a souped-up Moloch using an LRed in its forward “eye” blob turret position (part of a broader idea involving stronger-than-usual Shivan vessels). That beam is downright scary – provided I make that turret invulnerable, a Moloch in such a state can consistently destroy a Deimos, a Fenris, and an Aeolus at the same time and walk away with 10%~ hull. How can I go about creating a very powerful capital ship threat without it being over the top? I guess the same question could have been posed with regard to the Sathanas, so I'll look there for more inspiration.
6 :: Is there a generally accepted number of fighter / bomber wings that should be thrown at the player at once in a mission? Say, one wing of each at any one time? Or does this vary a great deal depending on desired difficulty / number of friendly wings supporting?
7 :: Naming conventions. I just threw the names “Moscow”, “Paris”, “Berlin”, and other capital city names onto my Terran ships for want of something better. What are your favorite ways of gaining inspiration for ship names? I suspect I'll struggle the most with Vasudan nomenclature.
8 :: Is there a way to change every reference to a given thing in a type of “search and replace”? e.g.: I named the GTC Moscow when it was a cruiser, not a corvette. Do I need to manually change every reference to that to “GTCv Moscow” or is there a faster way?
9 :: Can capital ships be given custom top speeds? Every time I've set a capital ship's starting speed it's immediately slowed down to its normal maximum.
10 :: Last one for now, I promise. Is there a set of turret hardpoint maps available? In some cases I've been struggling to figure out which turret is located where when setting custom weapons for capital ships.