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-   -   Modding SEV Thread Questions (http://forum.shrapnelgames.com/showthread.php?t=30358)

Fyron October 2nd, 2006 01:52 AM

Re: Modding SEV Thread Questions
 
2) Some of those damage types already exist. I don't think you can add such effects if they do not yet exist, though.

3) Sure, set the ability scope to system instead of object.

5) Yep. For an example, see my "mod out LCX as early warship" thread for a way to make a mount that applies to components with a specific ability.

6) Is there not a "Description_Abilities.txt" in the demo Data folder?

Kamog October 2nd, 2006 03:49 AM

Re: Modding SEV Thread Questions
 
No, the demo does not have the "Description_Abilities.txt" file. http://forum.shrapnelgames.com/images/smilies/fear.gif

Captain Kwok October 2nd, 2006 07:23 AM

Re: Modding SEV Thread Questions
 
None of the Description_X files were included in the demo...

Suicide Junkie October 2nd, 2006 10:48 AM

Re: Modding SEV Thread Questions
 
1 Attachment(s)
In case you think squares are boring:
http://www.shrapnelcommunity.com/thr...ar_QuadMap.png

Suicide Junkie October 2nd, 2006 11:57 AM

Re: Modding SEV Thread Questions
 
http://imagemodserver.mine.nu/other/...opModifier.zip

Type in whatever formula you want, and press go!
Automatically Generates the Population Modifiers for your settings.txt

Jarena October 2nd, 2006 02:18 PM

Re: Modding SEV Thread Questions
 
I remember reading that someone said that Ringworlds take up a ring of six inner hexes (or something like that) I think it may have been Cpt. Kwok.
Dear sir, I ask of you two things:
Is this, in fact, true?
Also, will I be able to create my own with user-defined shapes and sizes?

Baron Munchausen October 2nd, 2006 02:46 PM

Re: Modding SEV Thread Questions
 
If you want to take the time and effort to create the 3D images, I don't know why you couldn't mod the game to use them.

Building ring and sphere worlds is messy now. You have to make sure everything is out of the way. It won't build if there is anything in the space it will occupy (base, ship, unit, etc.) so one enemy ship or unit can hold up your gigantic construction project.

Jarena October 2nd, 2006 03:49 PM

Re: Modding SEV Thread Questions
 
I would think I could impliment them as far as the .x file goes, but I'm wondering about the actual hex space it will take. If I make an object, could I assign it to a 2x4 hex area? or, say, an L-shape? Anything like that?
This ringworld thing has me excited enough as it is.

Kana October 2nd, 2006 07:15 PM

Re: Modding SEV Thread Questions
 
Things I found while going through the abilities section of main strings.txt:

Government Center -- Possible Palace type ability?
Multiplex Tracking -- Yes or No ??
Planet Colonize Type 4 and 5 -- There are only 3 in stock
Point Generation-Culture -- Is this morale or something else?
Warp Point - Periodic -- Sometimes its there, sometimes not?

Noble713 October 2nd, 2006 07:50 PM

Re: Modding SEV Thread Questions
 
Quote:

Suicide Junkie said:
GGmod has that.

An empty hull requires no crew, but the bridge requires 5 crew, and the engines require a couple, and the guns require more. Fighter bays need quite a few techies too.

Lifesupport requirements are based on the crew capacity as well (IE: how many crew quarters you install).

The GGmod computers replace 30 crew each (reducing the lifesupport needed indirectly).
And aside from the basic crew quarters, there are gunnery quarters which give a bonus that applies only against weapons (Less crew per kt for general stuff, but the +50% vs weapon requirements is quite useful).

Oooo, that's nifty. I think I'll have to steal your idea, if you don't mind.


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