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October 11th, 2002, 06:38 PM
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First Lieutenant
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Join Date: Sep 2002
Location: Cannes, France
Posts: 698
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ship modding : multiple weapons pb
I don't understand the way weapons are chosen in ships....
in designCreation.txt file, what is the meaning of :
Majority Weapon Family Pick 1,2,3...
and
Secondary Weapon Family Pick 1,2,3...
I wanted to have both missile and beam weapons on my ships, so I tried :
Majority Weapon Family Pick 1 := 25 (uranium depleted cannon)
Majority Weapon Family Pick 2 := 3 (meson bLaster)
Majority Weapon Family Pick 3 := 0
Majority Weapon Family Pick 4 := 0
Majority Weapon Family Pick 5 := 0
Secondary Weapon Family Pick 1 := 2 (capital ship missile)
Secondary Weapon Family Pick 2 := 4 (anti-matter torpedo)
Secondary Weapon Family Pick 3:= 0
Secondary Weapon Family Pick 4 := 0
Secondary Weapon Family Pick 5 := 0
but it seems that only majority weapon 1 is added on the ship. a solution ?
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October 11th, 2002, 07:32 PM
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Lieutenant General
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Join Date: Jan 2001
Location: Oxford, UK
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Re: ship modding : multiple weapons pb
Down the list of the ship design there is sometning like "mayourity component space per one" and "secondary component space per one" Foe war ships both should be "weapon" and then make sure that "space per one" not 0 !!!!
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It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
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October 11th, 2002, 07:34 PM
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Second Lieutenant
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Join Date: Mar 2001
Location: Elk River, MN, USA
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Re: ship modding : multiple weapons pb
Pick 1 is the the first choice, if that one isn't available, it will go on to pick 2, then 3, etc...
Majority and Secondary are two different abilities that it will attempt to place on the ship. If there is enough room after placing the Majority pick, it will go on to the Secondary and place the requested number of those.
There use to be a how to document that had a lot of playing and modding tips either from old discussion threads or help files people posted, but I don't know what happened to it. If you can find it, a lot of your questions were in it. Check the New Scenario/Mod forum, and have it show Posts from the Last 100 days to year - there should be an SEIV topic on Modding and Help tools that may be a help for you.
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October 11th, 2002, 09:28 PM
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First Lieutenant
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Join Date: Sep 2002
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Re: ship modding : multiple weapons pb
So it's impossible to have three weapons on a ship...
boarding parties, point defense canons are not considered as weapons, I think ?
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October 11th, 2002, 09:28 PM
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First Lieutenant
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Join Date: Sep 2002
Location: Cannes, France
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Re: ship modding : multiple weapons pb
You were right, the space per one was zero for secondary weapon...
I've got a another problem for tonight (and then I go to bed). The research queue.
Some expensive tech areas are developed although they don't appear in the IA_research.txt file (like psychology or physics 2) and of course very imporant fields such as fighters or troops are ignored.
Can't understand the problem...
[ October 11, 2002, 21:32: Message edited by: trooper ]
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October 11th, 2002, 10:43 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: ship modding : multiple weapons pb
You can add more varieties of weapon if they have special abilities that you can call for using the miscellaneous components at the bottom of the design...
A good example is point defense cannons.
[ October 11, 2002, 23:48: Message edited by: Suicide Junkie ]
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