Re: Weapons Modding
Raynor is right on here. The key to adding a component in the text file is the "Ability # Type" line for each component. All of the ability types are hard coded into the .exe file. We cannot make up new ones.
For example the ability that makes the solar collector do its thing is
"Ability 1 Type := Solar Supply Generation"
And as you can probably guess from the name of the ability it is designed to only work in systems with stars present. You can add a component with this ability, but its going to work just like a solar collector.
What you want is an excellent idea. And very realisitc too. With it you could design a "Ram Scoop" component that would generate a small amount of supply every turn regardless of the system.
Unfortunatly it cannot be done with out modding the .exe file to add a new ability type. That would require a change by Aaron.
Geo
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