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Re: Modding SEV Thread Questions
The truth is I was disappointed a little bit in SEIV has the sensor system was not really logical.
But I was thinking that if the following rule could be applied it could make things interesting: A Sensor can detect a ship if at least one of its "sight" (as called in SEV it seems) for a "type" (if there would be several, using for example the Amount2 value) is higher than the cloak value (Amount 1 of cloaking component) of the same type. Then the following scenarios could be created: type 1 : mass type 2 : spirit type 3 : visual Ship 1 has: Level 2 type 1 cloak (small ship has little mass) Level 4 type 3 cloak (almost-invisible ship) Level 1 type 3 sensor (visual sight through space) Ship 2 has: Level 3 type 2 cloak (psychic crew shielding) Level 3 type 2 sensor (psychic crew) Level 1 type 3 sensor (visual sight through space) Then we would heve: Ship 1 can see Ship 2 (visual) Ship 1 cannot see Ship 1 Ship 2 can see Ship 2 (visual) Ship 2 can see Ship 1 (psychic) Do you think that I should forget such objectives for SEV again (as happened with SEIV)? EDIT: Well at least we got the range now. (Both range and types would have been perfect but range is better than types, I agree with you) |
Re: Modding SEV Thread Questions
Does anyone have an idea of the use of the following setting in the damage data file:
Number Of Vehicle Types It isn't used in the demo (as with so many other settings...) and not talked about in modding threads (as much as I can say). http://forum.shrapnelgames.com/images/smilies/shock.gif Considering that the list of available target is defined per weapon (in the component data file), I cannot see the use of this settings in the damage data file (but I guess something in someone's mind must have created this for a reason...) http://forum.shrapnelgames.com/image...s/confused.gif |
Re: Modding SEV Thread Questions
SEIV and SEV both have a lot of stuff in there that was planned, and not implimented. That might be one of those.
Otherwise..I have no idea. |
Re: Modding SEV Thread Questions
Yet another question:
It seems from the DamageTypes.txt file that the Crew Conversion is hardcoded not to be able to be applied on master Computer. However it seems that using a requirement opposite of somethig like Does_Ship_Have_Component_With_Ability("Master Computer") would do the same except that it would be possible to mod it (like to make a virus affecting only master computer taking control of the enemy ship). Do you know about this ? Is the requirmeent currently really hardcoded (legacy from SEIV?) ? |
Re: Modding SEV Thread Questions
is there any option to modify the max population of a planet as a racial trait similar to what can be done about cargo space. i found the Storage Cargo Space Percent and was shown the Storage Facility Space Percent abilities in mainstrings.txt but i see nothing that looks like i can increase max population in the same way. http://forum.shrapnelgames.com/image...s/confused.gif
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Re: Modding SEV Thread Questions
The Facility Space Percent ability works as you want to increase facility space and I've requested A Population Space Percent ability as well - hopefully that will come through.
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Re: Modding SEV Thread Questions
thanks. hopefully it will be added. http://forum.shrapnelgames.com/image...es/biggrin.gif
another question. i figured out how to expand the system map size however i am having trouble placing planets beyond ring 10. they seem to end up all in the same hex as the sun. is the ring 1-10 a hard coded limit or did i miss changing something is settings.txt. i have the warppoints out around the outer 3 rings and asteroid belts beyond ring 10 (i think) |
Re: Modding SEV Thread Questions
There is going to be a fix for that in the first patch.
Quote:
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Re: Modding SEV Thread Questions
1 Attachment(s)
The ring limit (up to 16 in theory) is why I made my system resizing script convert everything to circle radius. It is attached to this post. It's a python script, and you will want to change the scale factor variable to the amount you are scaling the systems. You might have to fiddle a few times to get it just right, since SE5 will place systems outside the hex grid readily enough if you are not careful to make all positions inside it.
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Re: Modding SEV Thread Questions
If you put an ability such as resource generation on a component, and put the component on a ship, will the ability continue to operate if you mothball the ship?
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