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Re: A new Modding challenge!
Nope. Read the books. http://forum.shrapnelgames.com/images/smilies/happy.gif
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Modding challenge Part 2!
What if I wanted to create a component which worked like an anti-engine? Instead of reducing damage by 90% it would increase damage by 300%; however, the 300% damage from the “Weapon Delivery Type Damage Received Modifier Percent” ability must be restricted to only that one component. Can it be done?
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Re: Modding challenge Part 2!
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If there is a shield, then a Engine effecting weapon that you dont want effected by the shield would have a 100% Penetration vs that type of shield, then effect the engine. Plus: Requirement 1 Description := Only destroys components that generate movement. Requirement 1 Formula := Does_Component_Have_Ability("Movement Standard") Am I groking this correctly? As for the science behind beams and engines in SF, sounds alot like Honor Harrington effects as well...Gee I guess they were written by the same guy.... |
Re: Modding challenge Part 2!
Right Weber wrote the StarFire books and Honor Harrington was written by Rebew. I too have noticed that they write the same. http://forum.shrapnelgames.com/images/smilies/happy.gif
Can you flesh out what you are describing, a more detailed explanation and/or example please? If I am following you right the thing you are trying to do can be done by creating a new shield and armor type. |
Re: Modding challenge Part 2!
Well I'm going to need damage types that will be able to effect at least engines if there are shields/armor or not. I was just thinking outloud that a similar thing can be done for your problem...
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Re: Modding challenge Part 2!
Ok for what you are looking to do that sounds simple. Create the damage types in DamageTypes.txt using Only Damages Engines as the template; but you already know that. I’m not sure that will help me. If I follow that template it will limit the weapon to only affecting that component and shields and armor if I set it that way.
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Re: Modding challenge Part 2!
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So are we targeting a specific component, or a group of components functions? What is the SF component you are trying to make or affect? |
Re: Modding challenge Part 2!
Antimatter loaded in a magazine! http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: Modding challenge Part 2!
Well, even if it could the only affect will be the antimatter pod dying easier, and you can simulate THAT by just giving the pod 3x less hitpoints..
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Re: Modding challenge Part 2!
I think what he's trying to do would be to make a weapon be able get a lucky shot through a weak point resulting in the destruction of a entire ship Hood vs Bismark type shot....if I'm following it correctly....where a ship takes a shot and hits a specific comp and then the dmg is multiplied by how much the comp (antimatter) is holding.....I think....
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