Re: MOD: Space Empires V - Babylon 5
What SJ meant wasn't possible was SE4-style leaky armor with randomized damage penetration, since the component damage mechanics are different... Even SE5 directional armor is not quite randomized.
Your idea will work except for a random chance to damage internals. You could accomplish 10 damage negation via the Component - Damage Resistance ability, and a 30% penetration to internals via the Damage Types file (make sure to apply it to every "regular" damage type). There is no randomness involved in such a setup, however; every shot has the same damage reduction applied, and the same penetration percents.
Note that each piece of armor is treated separately. Damage is always applied in the order Armor components are laid out. If you have 5 armors, the first one reduces a 100 damage shot to 90, takes 90*.7 damage, and 90*.3 damage hits the next piece of armor. It applies 10 damage reduction and 30% of whatever hits it penetrates, and so on.
Note further that you can (and should!) make weapons do random amounts of damage, for some abstracted lucky hits and such.
Regarding scripting, there is no support for calling script functions mid-turn, or altering anything that already happens during the turn. There is certainly no scripting support for modifying anything that happens during-combat, sadly. All that is available is modding the AI, modding the effects of intelligence projects, and a once-per-turn run Events script. The Events script is used in stock to handle random game events, but it can be coopted to script other effects.
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