Thread: modding tricks?
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Old September 10th, 2002, 01:11 AM

spoon spoon is offline
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Default modding tricks?

Two questions:

1) Is it possible to make a vehicle type that is required to have x% of a component type other than what is listed in vehicleSize.txt...
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Requirement Pct Fighter Bays := 0
Requirement Pct Colony Mods := 0
Requirement Pct Cargo := 0
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For example, can you make a Missile Frigate hull size that is required to have 50% capital missile components? (bonus question: How does the game check that there is, for example, x% of Fighter Bays present? Is it a property of Fighter Bays, or is it hardcoded?)

2) Can you make a component that renders a weapon inneffective, like what Master Computers do to Allegence Subverters? For example, could you make a Special Shield component that made Phased Polaron Beams deal no damage to ships when it is present? (Bonus Question #2 - How does the game know to make an allegence subverter not work when a Master Computer is present? Is it a property of the Master Computer, the Subverter, or is it hardcoded?)

Thanks!
-Spoon
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