.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   mod questions - PD, bridges (http://forum.shrapnelgames.com/showthread.php?t=7858)

spoon November 20th, 2002 06:09 PM

mod questions - PD, bridges
 
Came across both these while testing a mod in the simulator-- wanted to double check to make sure I don't have some other error in my data, or that it isn't just the simulator being weird...

Is it true that:

If you mod Point-Defense so that it targets ships instead of seekers/sats/fighters/drones, that it will function like a direct fire weapon instead of like a point-defense weapon (ie, it won't automatically fire when a ship gets into range, but will fire during your ships combat turn instead).

If you mod a ship vehicle size so that it requires 1 bridge, 0 Life support, and 0 Crew Quarters, that the ship will only have 1 movement if it doesn't have any Life Support or Crew Quarters? (work-around seems to be to put the LS and QC ability in the bridge - though I wonder if this will cause problems for ai ship construction).

Here are the data entries:

Point Defense weapon:
...
Number of Abilities := 1
Ability 1 Type := Point-Defense
Ability 1 Descr :=
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Weapon Type := Point-Defense
Weapon Target := Ships
...

Vehicle Size
...
Requirement Must Have Bridge := True
Requirement Can Have Aux Con := True
Requirement Min Life Support := 0
Requirement Min Crew Quarters := 0
Requirement Uses Engines := True
Requirement Max Engines := 6
...

Thanks!
-Spoon

geoschmo November 20th, 2002 06:27 PM

Re: mod questions - PD, bridges
 
Quote:

Originally posted by spoon:
If you mod a ship vehicle size so that it requires 1 bridge, 0 Life support, and 0 Crew Quarters, that the ship will only have 1 movement if it doesn't have any Life Support or Crew Quarters? (work-around seems to be to put the LS and QC ability in the bridge - though I wonder if this will cause problems for ai ship construction).

<font size="2" face="Verdana, Helvetica, sans-serif">Yes, unfortunatly this is true. However, I think a better solution is to give the LS and CQ abilities to the hull itself rather than change the bridge component that will be used for other ships that do require LS and CQ. Giving the abilities to the hull should not cause any AI problems and wont give an advantage to the players either as giving it to the bridge comp will.

Geoschmo

geoschmo November 20th, 2002 06:34 PM

Re: mod questions - PD, bridges
 
Quote:

Originally posted by spoon:
If you mod Point-Defense so that it targets ships instead of seekers/sats/fighters/drones, that it will function like a direct fire weapon instead of like a point-defense weapon (ie, it won't automatically fire when a ship gets into range, but will fire during your ships combat turn instead).

<font size="2" face="Verdana, Helvetica, sans-serif">This is also correct. There is currently no way to give a weapon "opportunity fire" except against units. Whatever check the program goes through when deciding whether to fire PDC only takes place when units move into range, not when ships do.

Geoschmo


All times are GMT -4. The time now is 11:32 PM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.