Iocrym armor buyable?

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Bobby
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the armor on my ship is absolutely astounding, for not being godmodded anyway, massive tharis plate all around, except for that one segment of Iocrym armor on the bow...

I found it at a Teraton research nest one system past Point Juno, is that supposed to happen? Well, it is a research nest, but I wonder how they got something like that.
omniaddict
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Well, Iknow that after you kill the Iocrym, you can sell its armor to the teratons (assuming you do not want to just end the game right then).
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digdug
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it's possible !

Iocrym armor is level 12 and in the Teraton research station there is:

Code: Select all

<RandomItem count="1d2" 
					criteria=		"* +Alien;"
					level=			"9"
					levelCurve=		"3"
					/>
it's possible to get up to a couple of alien items at level 12. :D
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Hmmm, adding reverse engering capability to research stations (and not only ringers) will be interesing.
You will simply sell high-tech item to research station..andafter certain time you can buy it from them at low ammounts (previoiusly unavaivable or at lover numbers comared to numbers of reverse enginred).

But it will have drawback - if you sell item for reverse engeniring, then enemy can have them too.
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Darth Saber
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When I tried to sell Iocrym Armor to the Teratons, I got mugged. Twice. Luckily I had samed the game just prior to docking with them, so there was no actual loss. I have yet to see Iocrym armor at a Teraton nest, but I am happy that you have, Bobby, for that shows that it is possible. By the way, what is this "d" business which I keep finding in the xml codes:
<RandomItem count="1d2" Is it a spacer, like the * which Microsoft Word (old version) used to indicate spaces? What is its purpose?
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Darth Saber
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So, if you remove the "d" from the equation: <RandomItem count="1d2"
will you get the amount of 12 on what ever item the random account deals with, or will that cause the code not to work correctly?
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Prophet
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The XdY is a form of randomization.
1d2 = 1minimum - 2 maximum (one 2-sided dice)
3d5 = 3 - 15 (three 5-sided dice)
4d7+5 = 9-33
5d5-2 = 3-23

So in 4d5+6 (XdY+Z)
The 'X' is the number of dice (4) and is the minimum value that will return, the 'Y' is like a multiplier (5), it will return and value from 1 to Y (1-5) and it is multiplied by 'X'. 'Z' is static (6) and will not change. so 4d5+6 has a min value of 10 (X=4, Y=1, Z=6) 4x1+6 and a max value of 26 (X=4, Y=5, Z=6) 4x5+6=26.

you can remove the 'd' from 1d2 (12) and, yes, 12 would be the new value. never less or more.
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digdug
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http://www.neurohack.com/transcendence/ ... php?t=1290

take a look at this thread, dice statistics and some math of dice.
Have fun
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Aury
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In its simplest form just know:

XdY gives a minimum of X and a maximum of XY
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