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-   -   Keeping your distance (II) (http://forum.shrapnelgames.com/showthread.php?t=5077)

geoschmo February 18th, 2002 02:14 AM

Re: Keeping your distance (II)
 
Phoenix,

I just confirmed movement works for bases. You just have to make the following changes to the vehiclesize.txt file.

Engines Per Move := 1 (or whatever)
Requirement Uses Engines := True
Requirement Max Engines := 6 (or whatever)

Geoschmo

Phoenix-D February 18th, 2002 02:19 AM

Re: Keeping your distance (II)
 
I did that. Hmmmmmmmm. Maybe I forgot to change the "engines per move"..

Phoenix-D

Deathstalker February 18th, 2002 03:35 AM

Re: Keeping your distance (II)
 
Re: Base engines, the only way I ever got a base to move was by modding the vehicle.txt to give the base 'combat movement' of 2. So the base could actually move during combat but not at any other time. Tried the same trick with sats but it would not work. Never have gotten the normal engines to work with bases, the modd I created a while back (the 'D-Mod') had organic engines that regenerated, due to this ability the AI was adding them as organic armor to bases, they never moved and when I took control of the AI I could not move them either.

Don't know if this helps or confuses the issue at hand but thought I'd but my .02$ in here (being that that's Canadian its worth less I guess.... http://forum.shrapnelgames.com/images/icons/icon12.gif )

mac5732 February 18th, 2002 05:51 AM

Re: Keeping your distance (II)
 
Q, uncloaked ships in orbit, both in fleets or as individual ships.

just some ideas mac


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