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Re: A new Modding challenge!
He used my positive values, which were INCREASING the damage by 90%. http://forum.shrapnelgames.com/image...ies/tongue.gif
Still, should have noticed that during the test PES. http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: A new Modding challenge!
Well I was think more like a detailed explanation of what he implemented in the his TC based on the suggestions...
By the way good job all...I hope to use and abuse you all later as well... |
Re: A new Modding challenge!
The final result is I now have the missile interdiction field working thanks to some great help! I would have noticed if the test ship was large enough to survive at least one hit by a 100 pt missile. But it wasn’t, that would be a DD and they come about till a higher level, which I did not set my tester to. Put another way when my ship went boom I just figured it was the same as SE4 mounts; 90% damage of a 100 means 90 not 190. Is that how the current mounts work? If so I will need to adjust the HAWK.
What is value 1 and 2 given 30 and 10 respectively? <font class="small">Code:</font><hr /><pre> Ability 1 Type := Component - Weapon To Hit Percent Ability 1 Description := Improves chance for weapon to hit by +[%Amount1%]%. Ability 1 Scope := Space Object Ability 1 Range Formula := 0 Ability 1 Amount 1 Formula := 10 Ability 1 Amount 2 Formula := 0 Ability 2 Type := Component - Weapon Seeker Tonnage Structure Percent Ability 2 Description := Improves durability by [%Amount1%]%. Ability 2 Scope := Space Object Ability 2 Range Formula := 0 Ability 2 Amount 1 Formula := 150 Ability 2 Amount 2 Formula := 0 Number Of Requirements := 2 </pre><hr /> 1 = 33 and 2 equals 15? |
Re: A new Modding challenge!
I see the ability Multiplex Tracking remains. Why legacy?
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Re: A new Modding challenge!
Aaron doesn't have a copy editor to go through everything with a fine-toothed comb? http://forum.shrapnelgames.com/image...ies/stupid.gif
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Re: A new Modding challenge!
Yeah, you want legacy go look at settings.txt. http://forum.shrapnelgames.com/image...ies/tongue.gif
Note- if this new component is a seeker, the first ability won't do anything; seekers never miss. If its NOT, the second won't do anything because no other weapons use that ability.. |
Re: A new Modding challenge!
You are right; I should have said something about that. The mount is for both. I just wanted to know what the results (in numerical value) would be. Besides I have decided to use to-hit formulas for seekers regardless. I am keeping hope that Aaron will adjust them one day (or version) so that they can have a chance to miss. Ha-ha-ha I know; I know anyway…. I have two sorts of missiles in use. Sprint (direct fire) can’t be stopped by PD and non-sprint (seeker) which can be stopped. Unless someone can suggest an alternate that doesn’t include creating a new vehicle I will have to stick with this system.
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Re: A new Modding challenge!
Seekers do have ECM though I guess to protect them from PD I believe...
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Re: A new Modding challenge!
If you want missiles with a chance to miss, why not use slow bolts?
Or directed torpedoes, if you want the chance to miss to be based on geometry, velocity and the weapon's turn rate. |
Re: A new Modding challenge!
But it’s not just missiles with a chance to miss. Its missiles with a chance to miss and that P-D can shot down? I wasn’t aware that SE5 P-D could shoot Bolts or Torpedoes?
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