![]() |
question about mod tricks
I was browsing some data files, and I'm curious as to what these two abilities do for their associated components....
(from Proportions) - Armor I - Ability 1 Type := Planet - Shield Generation (from P&N) - BuckyTube Gel Plating I - Ability 1 Type := Star - Unstable Are there other neat tricks like this? Thanks! -Spoon |
Re: question about mod tricks
those dont do anything, they are just there to help the AI chose components.
|
Re: question about mod tricks
Quote:
|
Re: question about mod tricks
the AIs use design creation files that call on specific component abilities. since porportions uses alot of techs that are all good when used right, the AI should not just use whatever its highest tech level is. this allows it to create more specific, delibrate, designs.
|
Re: question about mod tricks
The P&N example you gave doesn't help the AI at all.
All it actually does is add a description point to the component. I used that to add the description "Protects against armor-skipping weapons". I've also used that ability elsewhere to add the description "+ X% to accuracy" for weapons such as WMG which get an inherent bonus that is not normally visible except in combat. It is very useful to know that your "Anti-Matter Torpedo I" has a +15% accuracy bonus in P&N, instead of having to simulate combat or read the components.txt file http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: question about mod tricks
Hmm.. i had a question about this a while ago...
You use unused abilities. Why not use the closest by meaning ability, or just one, and just put it to 0? or will it drive the AI crazy? |
Re: question about mod tricks
Quote:
|
Re: question about mod tricks
Thanks for clearing this out for me.
|
All times are GMT -4. The time now is 11:39 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.