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Re: Modding Limitations: Things needed for Next Patch
the ablility to add cloaking etc...
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Re: Modding Limitations: Things needed for Next Patch
You can add all relevant abilities to them. You can add cloaking to them, which functions exactly like it does on other stellar objects; it cloaks everything else in that sector. You can not have them be invisible, but that is a slightly different issue. http://forum.shrapnelgames.com/images/icons/icon12.gif
[ June 28, 2003, 05:12: Message edited by: Imperator Fyron ] |
Re: Modding Limitations: Things needed for Next Patch
More granularity in the special weapons types.
For instance, right now you don't have a choice whether or not your Engine Damaging weapons skip shields. Maybe I'd like some variety, and have some that do skip shields and some that don't. I think that the "damages engines" flag should be seperate from the "skips shields" flag. Of coarse, this isn't limited to just Engine destroyers. Weapon destroyers, Computer destroyers, etc. all are hard coded whether or not they skip shields. Seperate those two abilities, please. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Modding Limitations: Things needed for Next Patch
http://forum.shrapnelgames.com/images/icons/icon7.gif indeed as you knew what i was saying http://forum.shrapnelgames.com/images/icons/tongue.gif
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Re: Modding Limitations: Things needed for Next Patch
I don't want to discourage anybody, but I am afraid these ideas will be only for SE V because I doubt very much there will be any further patch for SE IV. http://forum.shrapnelgames.com/images/icons/icon9.gif
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Re: Modding Limitations: Things needed for Next Patch
Q, you're being a bit too pessimistic.
http://www.shrapnelgames.com/cgi-bin...;f=23;t=009392 scroll down to the post by Geo. No gurrentees, but its possible. |
Re: Modding Limitations: Things needed for Next Patch
flags! thats what we need!
SKIPS SHIELDS : YES/NO SKIPS ARMOR : YES/NO and whatever else is, we need FLAGS! lol *waves a flag around* |
Re: Modding Limitations: Things needed for Next Patch
Quote:
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Re: Modding Limitations: Things needed for Next Patch
Try this for Federation ships add Medical Bay, Launch/Recover Fighters and Cargo Storage ability to VehicleSize File.
eg Name := Escort Short Name := Escort Description := Code := ES Primary Bitmap Name := Escort Alternate Bitmap Name := Escort Vehicle Type := Ship Tonnage := 200 Cost Minerals := 200 Cost Organics := 200 Cost Radioactives := 100 Engines Per Move := 1 Number of Tech Req := 2 Tech Area Req 1 := Ship Construction Tech Level Req 1 := 1 Tech Area Req 2 := Federation Technology Tech Level Req 2 := 1 Number of Abilities := 4 Ability 1 Type := Combat To Hit Defense Plus Ability 1 Descr := 40% harder to hit in combat. Ability 1 Val 1 := 40 Ability 1 Val 2 := 0 Ability 2 Type := Medical Bay Ability 2 Descr := Cures level 1 plagues. Ability 2 Val 1 := 1 Ability 2 Val 2 := 0 Ability 3 Type := Launch/Recover Fighters Ability 3 Descr := Can launch and recover fighters. Ability 3 Val 1 := 1 Ability 3 Val 2 := 4 Ability 4 Type := Cargo Storage Ability 4 Descr := Provides 90kT worth of cargo space. Ability 4 Val 1 := 90 Ability 4 Val 2 := 0 Requirement Must Have Bridge := True Requirement Can Have Aux Con := True Requirement Min Life Support := 1 Requirement Min Crew Quarters := 1 Requirement Uses Engines := True Requirement Max Engines := 2 Requirement Pct Fighter Bays := 0 Requirement Pct Colony Mods := 0 Requirement Pct Cargo := 0 |
Re: Modding Limitations: Things needed for Next Patch
Hello everyone, Been a long time.
Atrocities i enjoy the AST mod,its great http://forum.shrapnelgames.com/images/icons/icon12.gif keeps me coming back for more while selecting other teck trees bajorin +federation etc.Was also hoping too play Capt kwoks Mod too, untill bad luck happen http://forum.shrapnelgames.com/images/icons/icon9.gif . 3 Things needed for next patch are: 1)INTELL > Expand Ais Intell reponses trade solutions/ treaty. 1a) INTELL > Add % to field on the (Active Intell Project) menu (Note; This will give the HUMAN player empire,the choice of using offensive/defensive projects strength) http://forum.shrapnelgames.com/images/icons/shock.gif . 2) Event Tab > Will show a list report to Human player of location and times of all severity events reported in past,present,Planet/Sun will explode year????. http://forum.shrapnelgames.com/images/icons/icon10.gif 3)A peace treaty to cancel war and set current treaty to 'none'.Note:Once you go to war with any AI empire, you can never make peace again or any other treaty. Any comments on these Improvments? |
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