![]() |
Re: Modding SEV Thread Questions
I have made a few that have worked fine, but I was lazy and copied over existing textures.
How did you go about adding it? |
Re: Modding SEV Thread Questions
Minesweeping seems still identical to SE IV but as far as I understand you can create new units and the mine-sweeping component has this ability:
Ability 1 Type := Units - Sweeping Ability 1 Description := Can sweep [%Amount2%] mines per use. Ability 1 Scope := Space Object Ability 1 Range Formula := 0 Ability 1 Amount 1 Formula := "Mine" Ability 1 Amount 2 Formula := 2 + (([%Level%] - 1) * 5) So could you create "supermines" which can't be swept by the normal minesweeping component but only by the "superminesweeping" component (replace "mine" in the above formula by "supermine")?? That would be absolutely great as mines could be made useful even for later games! |
Re: Modding SEV Thread Questions
I also copied over existing textures (backing up the original of course). The new textures are the same size (192KB) and work fine when I switch to the system using the Planet menu... but when I switch to the system using the minimap, I get the endless loop of popping up errors over a white screen.
|
Re: Modding SEV Thread Questions
You could definitely do that, Q. I think you can also make a component that "sweeps" FIGHTERS, not that it makes any sense. http://forum.shrapnelgames.com/image...ies/tongue.gif
|
Re: Modding SEV Thread Questions
Quote:
|
Re: Modding SEV Thread Questions
What is the deal with the csf files? Will they be moddable by the players?
|
Re: Modding SEV Thread Questions
The .csf-files are the compiled script files. You will be able to compile them with the included editor.
|
Re: Modding SEV Thread Questions
Neat, what do the 2 that are there do now?
|
Re: Modding SEV Thread Questions
If you are referring to the events and intel scripts in the data folder - they are just the compiled scripts for random events and intel projects.
|
Re: Modding SEV Thread Questions
I was taking a look at the data files again today, and was looking at the damage types.txt file. It seems that a leaky shields/leaky armor option can be implemented by just typing in a penetration percentage for each damage type you are using.
Damage Type Name := Skips Normal Shields Description := Damage which skips normals shields but will be stopped by other kinds of shields. Picture Number := 32 Cannot Penetrate Any Kind Of Shields := FALSE Cannot Penetrate Any Kind Of Armor := FALSE Number Of Vehicle Types := 0 Number of Shield Types := 1 Shield Type 1 Name := Normal Shields Shield Type 1 Penetration Percent := 100 Shield Type 1 Damage Percent := 0 Number of Armor Types := 0 Internal Damage Percent := 100 Facility Damage Percent := 100 Population Amount Killed Per Damage Point := 0.25 Crew Amount Killed Per Damage Point := 0 Is Viral Weapon := FALSE Number Of Special Effects := 0 Number Of Requirements := 0 Number Of Abilities := 0 With the 3 entries above, I think there will be many possiblities...I now have more hope for my SFB mod as well... |
All times are GMT -4. The time now is 01:38 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.