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Re: You\'re thoughts please!
To mod the effect of the Military Engines being 'accident prone' you just need to make them cost more in terms of maintence or repair. Since maintence is a flat rate, you would have to make the engine just cost more. For repair, either make it fragile, with lower HP, or with more HP so that it take longer to repair.
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Re: Modding Process
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Re: You\'re thoughts please!
Why not simply give the military engines emergency move ability?
You burn one out to got extra fast now. |
Re: You\'re thoughts please!
I thought about doing the higher cost thing; however, the spirit of the engine wouldn’t be there. Players could use it full power all the time and never feel the “fear” of not making it planet Beta Prime before the enemy sterilizes it. You will always make it since it will never break. I decided to just make the item straight out and leave it alone. In the end having to add the other restrictions and features to the different hulls just isn’t worth charging more.
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Re: You\'re thoughts please!
Is there documentation on the scripting language used by Aaron, or the name of it at least?
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Re: You\'re thoughts please!
I think it's Delphi.
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Re: You\'re thoughts please!
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Re: You\'re thoughts please!
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-NVM, this had to do with loss of CQ, LS, and Control Centers.- Also, what do these do? Damage Factor Object Still Operational - Weapon := 0.50 Damage Factor Object Still Operational - Component := 0.50 Damage Factor Object Still Operational - Facility := 0.50 |
Re: You\'re thoughts please!
If a component or weapon has more than 50% damage, it's abilities won't work anymore. Note for Organic Armor though if it is damaged more than 50% during combat it no longer adds any regeneration points to the pool... if it has the chance to heal again though to 100% structure, it will start contributing regeneration points again.
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Re: You\'re thoughts please!
I would need something like the destroyed on use ability along with the emergency movement points ability tied together. Then I could create a component that:
1. Generates one point in movement. 2. Generates one bonus movement point for each working component which would have to be activated in the same way emergency components are now. 3. When activated SE5 will determine randomly if chance to fail succeeds or not. The chance to fail would have to be a modder supplied percent. Succeed means the component is destroyed and not means the player (or AI) can use the ability again next turn. Honestly it could be done if Aaron just added in a percent chance to fail formula, but I don’t think he will. |
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