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hull specific components
Is there any way to make a component that can only be placed in a certain hull, say, a cruiser? The only way I can think of is to make a component 2500kT, and make a ship hull about 4000kT, but this is not the solution I am looking for. Any ideas?
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Re: hull specific components
The only way:
make a component that is 65000 (or larger than any ship size you have) kt in size. Now make a mount that ONLY applies to that component, and restrict it to ONLY that ship size (minimum/maximum tonnage, and family number restrictions). Have it reduce the component's size by whatever number will make it the size you want. |
Re: hull specific components
Clever!
Is it possible to have components which provide research points (science vessel) ? |
Re: hull specific components
Isn't it possible simply to put to all vehiclesize that should not be able to use that component the line:
Requirement Specific Component - Cannot have: < component number > ? Just an idea. [ May 09, 2003, 09:57: Message edited by: StarBaseSweeper ] |
Re: hull specific components
Pocus: Unfortuneately, the resource/research/intel generating abilities and the solar resource generating abilities are exclusive to facilities.
StarBaseSweeper: IIRC, that is one of the attributes/abilities that wasn't actually implemented. Though if I'm wrong, I'm sure that I'll be corrected shortly http://forum.shrapnelgames.com/images/icons/icon10.gif . |
Re: hull specific components
In that case, maybe you can just create a new Hull, of the size of the initial Hull you wanted to use - < size of component you wanted to use >, and give the Hull the component ability (if possible? I cannot check which was the ability you wanted now...).
Not perfect because the "component" cannot be destroyed except if the whole ship is. And somehow you have to find a way to increase the Hull structure, to simulate the component structure. Not sure what I say is possible though... [ May 09, 2003, 10:51: Message edited by: StarBaseSweeper ] |
Re: hull specific components
I want to do this for a unique 'tech ruins' weapon. The mod I am making is going to have quite a few ruin techs. One of them is going to be a massive energy weapon, and I want it to only be mountable on a single ship hull (guess what, you get the ship hull from a ruin).
I am still doing facilities and tech areas at the moment, I will look at this in detail when I come to it. I suppose I could use the first method I proposed, I just dont want to have such a big hull in the game. Can you set a resource cost of a ships hull? Of course, I could try Phoenix-D's idea. I'll see how it works later. Thanks everyone |
Re: hull specific components
Quote:
Something else that might work: (Maybe this only works with ship/life support/crew quarters components...) You know how every unmodded ship has the requirement 'Must have 1 bridge'? It just might be possible to give every hull but the one you find in the ruins, a 'Must have 0 Massive Energy Weapon' requirement. Since a Ship without the weapon has 0 Massive Energy Weapons, that requirement won't even show up, unless you try to load the M.E.W. onto it http://forum.shrapnelgames.com/images/icons/icon6.gif If neither of those ideas work (and since I've never even modded, I doubt they will http://forum.shrapnelgames.com/images/icons/icon12.gif ), you could mess around with the Mount idea by giving it a creative description. Something like: 'Forgotten Mount' Scientists believe that if the legendary weapons of the Ancients were to ever be rediscovered, they would only function if equipped onto this mount. However, only the legendary [insert name of ship] hull could support such weapons. |
Re: hull specific components
Unfortunately, you can not add custom requirements to VehicleSizes.txt.
The huge component + specific mount for the hull size is the only way to do it. [ May 09, 2003, 18:18: Message edited by: Imperator Fyron ] |
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