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-   -   A new Modding challenge! Now on to Part 2! (http://forum.shrapnelgames.com/showthread.php?t=32175)

Phoenix-D December 6th, 2006 10:53 PM

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

Kana December 6th, 2006 10:58 PM

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...

President_Elect_Shang December 6th, 2006 11:43 PM

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?

President_Elect_Shang December 7th, 2006 01:18 AM

Re: A new Modding challenge!
 
I see the ability Multiplex Tracking remains. Why legacy?

Fyron December 7th, 2006 01:41 AM

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

Phoenix-D December 7th, 2006 01:46 AM

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..

President_Elect_Shang December 7th, 2006 02:33 AM

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.

Kana December 7th, 2006 03:04 AM

Re: A new Modding challenge!
 
Seekers do have ECM though I guess to protect them from PD I believe...

Suicide Junkie December 7th, 2006 08:06 AM

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.

President_Elect_Shang December 7th, 2006 10:12 AM

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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