Drayman & Wingmen

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Charlie Whiskey
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Drayman & Wingmen

Post by Charlie Whiskey »

I've finally saved up enough for a Drayman. Now, how can I get my old Centurion to fly escort for my lumbering cargo hauler?
Last edited by Charlie Whiskey on Sun Nov 06, 2005 5:38 pm, edited 1 time in total.
hellcatv
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Post by hellcatv »

you could buy one as cargo...then eject it
or hire it with mission computer
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Charlie Whiskey
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Post by Charlie Whiskey »

So... I can't use my old one and I can't manually outfit a new one?
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Post by hellcatv »

it will automatically outfit the ships you eject I think
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Charlie Whiskey
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Post by Charlie Whiskey »

hellcatv wrote:it will automatically outfit the ships you eject I think
Sorry but can you clarify a little more? :?: I mean there are these "milspec" ships that cost many times more than the "stock" ones, and the stock ships don't look like they come with any weapons at all. Do you mean if I buy the stock stuff they will be outfitted for me? How would I know what get fitted on them? And if this assumption is correct, what's the point of the milspec stuff?

[EDIT] I've done some trials and I'm hugely disappointed. :x Milspec or not, the Confed and hunter escort ships lost EVERY battle even when they outnumbered the cats 2 to 1! Can you really survive in a Drayman???

[EDIT2] How about adding some turrets on it? It is hard to imagine such a large transport should be so weak on defense. Even the Galaxy has two turrets and it carries only 1/20 of the cargo!
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Post by Duke Derek »

i managed pretty well (had to make repairs every landing) with a plasma and a tractor fitted, mainly used the tractor to just tractor in the enemy ships when they got too close and then immediately jetissoned them again, thus 'converting' them.

lose an enemy, gain a friend.

then you can sell them next time you land - some of the ships go for a lot of money...
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Post by spiritplumber »

ARGH! NOT THE DRAYMAN TURRETS THING HERE TOO!!!!! :P


(seriously -- if you want to play PR with more stuff around, try WCU. Savegames should be compatible. However, do NOT expect WCU to work as well as PR, coz it doesn't.)
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Post by JonathanD »

or add your own turrets... :p it's not hard to add them although it IS hard to get them in the right place...

While I'm thinking about it, if I make a "new" ship based on one of the existing ones, is there a way to get the AI ships to occasionally use those specs?
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Post by z30 »

Charlie Whiskey wrote:
hellcatv wrote:
[EDIT] I've done some trials and I'm hugely disappointed. :x Milspec or not, the Confed and hunter escort ships lost EVERY battle even when they outnumbered the cats 2 to 1! Can you really survive in a Drayman???

[EDIT2] How about adding some turrets on it? It is hard to imagine such a large transport should be so weak on defense. Even the Galaxy has two turrets and it carries only 1/20 of the cargo!
I was looking at your post and it struck me that a Drayman that could unlease a barrage of FF missiles would be a lot more defensible than one with turrets. That's all it would take, you wouldn't even need a large number - just enough to damge/cripple the shields of the first attack wave and have your escort team finish them off.

Or, if this is possible , hire some Galaxies and have them stay in formation with you letting their turrets protect your flanks. You'd still need escort fighters but this way the Gals would catch some of that incoming fire and still retaliate without having to dogfight (leaving your flanks open).

If not Galaxies, are there any fighters available with turrets?
Charlie Whiskey
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Post by Charlie Whiskey »

Duke Derek wrote:i managed pretty well (had to make repairs every landing) with a plasma and a tractor fitted, mainly used the tractor to just tractor in the enemy ships when they got too close and then immediately jetissoned them again, thus 'converting' them.
That is an interesting method but it is a bit of a cheat. I'd rather have missiles or turrets on the ship.
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Post by z30 »

Charlie Whiskey wrote:
Duke Derek wrote:i managed pretty well (had to make repairs every landing) with a plasma and a tractor fitted, mainly used the tractor to just tractor in the enemy ships when they got too close and then immediately jetissoned them again, thus 'converting' them.
That is an interesting method but it is a bit of a cheat. I'd rather have missiles or turrets on the ship.
Hello Charlie,

I found some old posts from Spirit about the issue, here they are :

spiritplumber wrote:
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PostPosted: Fri Jun 17, 2005 10:03 pm Post subject: Reply with quote
Argh... I'm STILL having cvs issues... how do I get the new Drayman files (and a copy of units.csv i guess)? At least, can I have the coordinates for the CVS thing if I can ever get it to work?


whoopsie, found it Smile never mind, sorry.


Oh. my final decision on Drayman turrets in WCU:

The Priv Drayman will NOT have turrets and will be used by merchants, civilians, possibly militia etc. It will, however, always be well-escorted.

The WC1 style Drayman WILL have turrets and will be used by Confed, BW, possibly militia (the militia may have both versions running around in hospital ship, prison ship etc. liveries)

The player will eventually be able to purchase a WC1 style Drayman.

Is this acceptable?
There was another post where she described exactly where the turrets were to be located in the WCU Drayman but I can't find that particular post again :(

I was also about to post some old threads on the subject but those threads had some very hot arguments (ie. flames) in there. Not touching those old links with a ten foot pole.
spiritplumber
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Post by spiritplumber »

This has been a very inflamed topic.... for reasons which escape me since taking the turrets in or out of a Drayman is absolutely trivial. All you have to do is get a units.csv from WCU and look at the Subunits entry for the drayman ship -- you can copy and paste that line if you like, even. Don't want the turrets -- take it out.
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- The only sin is to treat people as if they were things.
- Rules were made for people, not the other way around.
- Don't deceive. Real life is complicated enough.
- If all else fails, smash stuff.
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Post by micheal_andreas_stahl »

I don't want to start any fires, but how come the drayman can't have a few turrets.
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ijuin
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Post by ijuin »

Meh, I give mine a single top and single bottom turret, same as the Galaxy mounts, and that seems to be adequate without becoming overpowered.
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micheal_andreas_stahl
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Post by micheal_andreas_stahl »

I would if i had the knowhow. :D
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ijuin
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Post by ijuin »

There is a column in the units.cvs file (in the "units" folder) labeled "sub_units". This column defines the turrets of a ship and their XYZ coordinates. Go ahead and copy-and-paste the turrets from the Galaxy row into the Drayman row. You may have to use trial-and-error to get the turrets to be in a visually pleasing place, but you do not have to worry about your turrets shooting your own hull--the turret AI seems to be smart enough not to do that.
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mctavern
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Getting Drayman and all other sorts of goodies on Mac

Post by mctavern »

How would you go about editing your saved games on a Mac (yea silly me I'm using a mac for this) Like most people I can only seem to get drayman during Oxford Missions and Never ever afterwards and I wanna try the whole catch my own ship thing. Thanks for any future help in this
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Post by ijuin »

The Drayman is only available either in the Oxford series or after you complete the Steltek Gun campaign. If you wish to purchase it before finishing the campaign, then please ensure that you have enough cash on hand when you get to Oxford.
He who lives by the sword . . . gets shot by he who lives by the gun.
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