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-   -   Deathstalker's Mount Mod--SeV (http://forum.shrapnelgames.com/showthread.php?t=32558)

Deathstalker December 28th, 2006 02:39 PM

Deathstalker\'s Mount Mod--SeV
 
1 Attachment(s)
So far this is the Mount Mod for seV.

Some things to take note of, so far (that I know of...) you cannot have mounts for specific components (eg, armor, vehicle control, specific weapons beyond direct fire/seeker/warhead....etc) so 'cheating' can occurr (the mounts say what they are for but you can misuse them....) but that should'nt be a problem for most...

It is set up for AI use for standard seV so no worries there.

Only thing I havn't had time to check up on for if it actually works is the % increase for seeker speed and seeker structure, everything else seems to work fine (esp the fighter mounts and missile mounts http://forum.shrapnelgames.com/images/smilies/happy.gif http://forum.shrapnelgames.com/images/smilies/happy.gif ).

Comments/Criticism is more than welcome http://forum.shrapnelgames.com/images/smilies/evil.gif http://forum.shrapnelgames.com/images/smilies/cool.gif

President_Elect_Shang December 28th, 2006 07:54 PM

Re: Deathstalker\'s Mount Mod--SeV
 
I used the AI Tag XX ability to get around this problem. Give the component (armor, etc) an AI Tag then make it a requirement on the mount.

Example from my Antimatter warhead mount:
<font class="small">Code:</font><hr /><pre>
Requirement 1 Description := The -AM package will work on most missile launchers.
Requirement 1 Formula := Does_Component_Have_Ability("AI Tag 02")
</pre><hr />

Ed Kolis December 29th, 2006 11:47 AM

Re: Deathstalker\'s Mount Mod--SeV
 
Or, just call for one of the abilities of the component directly...

Requirement 1 Description := Applies only to engines.
Requirement 1 Formula := Does_Component_Have_Ability("Movement Standard")

Yoda December 29th, 2006 05:07 PM

Re: Deathstalker\'s Mount Mod--SeV
 
I've done a few tests, I don't think that the Component - Weapon To Hit Percent modifier works on mounts, I created a few mounts with the following To Hit Percent modifiers:
-100, -50, -10, 10, 50, 100. There was no difference in the combat abilities of the ships with the mounts. Can someone confirm this (or tell me I'm wrong and why?).

Phoenix-D December 31st, 2006 07:15 PM

Re: Deathstalker\'s Mount Mod--SeV
 
confirmed. Also, range-increasing abilties don't work either. :/ They show up in the component report, but not in combat.

Phoenix-D December 31st, 2006 08:32 PM

Re: Deathstalker\'s Mount Mod--SeV
 
Correction: range increase DO work, but you have to start a new game for them to take effect in combat.

Kana January 1st, 2007 07:08 PM

Re: Deathstalker\'s Mount Mod--SeV
 
Quote:

Phoenix-D said:
Correction: range increase DO work, but you have to start a new game for them to take effect in combat.

You mean after you add the mount to the design?

Phoenix-D January 1st, 2007 07:13 PM

Re: Deathstalker\'s Mount Mod--SeV
 
Not exactly.

I had a savegame, made the changes to the mounts, loaded the savegame.

Now any ship with that mount would show 190ls range, but only have 90ls range in combat.


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