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Overriding aiflags through block.lua 
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Joined: Thu Jan 23, 2014 6:19 pm
Posts: 380
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I think you should made it possible so I can create a seed that doesn't need to follow the one ship that spawn them in the first place, this will make it so that AI flag written below does not apply to a whole faction that spawn them but only to that seed, make them like a subfaction off the main like "Faction=2.1".

Code:
{17017, command={faction=2, aiflag=NOPARENT}, shape=SEED_1,


This here is for removing a particular aiflag from the main faction:
Code:
{17017, command={faction=2, exaiflag=PEACEFUL}, shape=SEED_1,

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Sat Jun 18, 2016 3:28 am
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Joined: Thu Mar 05, 2015 12:10 pm
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If there is a faction 2.1 and a faction 2.2?

Will they be friendly to each other, but you can only use faction 2.1's palette and not faction 2.2's palette if you are playing as faction 2.1?

Also, faction 2.1 can recruit faction 2.2 ships in a fleet?

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Sun Jun 19, 2016 2:57 pm
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Joined: Thu Jan 23, 2014 6:19 pm
Posts: 380
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well this whole F2.1 thing is just how I'm saying about having 2 different group of AI in the same faction, of course they still in the same faction, so it's not in the actual meaning they will split in F2.1.

In other note unrelated to this, for an alliance thing, we need to make an alliance system if we don't want faction 8 to attack faction 2 for example...

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Sun Jun 19, 2016 4:43 pm
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