Paste the following into the end of your components.txt file, to get EA classic!
It parallels the strength of EA, but the ability is now like SE3.
This stuff negates the
First X points of damage.
So, if you take 50 damage, and your emissive is rated for 30 points, you take 20 damage (like SE3), not 50 (like SE4)!
Known Problems
-This armor will not interact well with other types of armor. If you have other types of armor, you may lose the entire emissive ability (duration
ne shot only) at random times.
-As long as the "other armor" is rare, and has much, much more hitpoints than 10 per component, the bad interactions will be kept to a minimum (due to the odd way SE4 decides which armor damage will hurt)
-When the Last armor is breached, the emissive ability will fail to absorb any damage for that hit.
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Paste directly into (a mod copy of) components.txt:
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Name := Emissive Armor Classic I
Description := Armor which absorbs energy and radiates it back into space.
Pic Num := 30
Tonnage Space Taken := 1
Tonnage Structure := 3
Cost Minerals := 25
Cost Organics := 0
Cost Radioactives := 10
Vehicle Type := Ship\Base\Sat\WeapPlat
Supply Amount Used := 0
Restrictions := None
General Group := Armor
Family := 45
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Armor
Tech Level Req 1 := 4
Number of Abilities := 2
Ability 1 Type := Armor
Ability 1 Descr := Is damaged before any other components on a ship.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Emissive Armor
Ability 2 Descr := Redirects 10 damage from each hit back into space.
Ability 2 Val 1 := 10
Ability 2 Val 2 := 0
Weapon Type := None
Name := Emissive Armor Classic II
Description := Armor which absorbs energy and radiates it back into space.
Pic Num := 30
Tonnage Space Taken := 1
Tonnage Structure := 4
Cost Minerals := 25
Cost Organics := 0
Cost Radioactives := 10
Vehicle Type := Ship\Base\Sat\WeapPlat
Supply Amount Used := 0
Restrictions := None
General Group := Armor
Family := 45
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Armor
Tech Level Req 1 := 5
Number of Abilities := 2
Ability 1 Type := Armor
Ability 1 Descr := Is damaged before any other components on a ship.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Emissive Armor
Ability 2 Descr := Redirects 20 damage from each hit back into space.
Ability 2 Val 1 := 20
Ability 2 Val 2 := 0
Weapon Type := None
Name := Emissive Armor Classic III
Description := Armor which absorbs energy and radiates it back into space.
Pic Num := 30
Tonnage Space Taken := 1
Tonnage Structure := 5
Cost Minerals := 25
Cost Organics := 0
Cost Radioactives := 10
Vehicle Type := Ship\Base\Sat\WeapPlat
Supply Amount Used := 0
Restrictions := None
General Group := Armor
Family := 45
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Armor
Tech Level Req 1 := 6
Number of Abilities := 2
Ability 1 Type := Armor
Ability 1 Descr := Is damaged before any other components on a ship.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Emissive Armor
Ability 2 Descr := Redirects 30 damage from each hit into space.
Ability 2 Val 1 := 30
Ability 2 Val 2 := 0
Weapon Type := None
-----------------------------------
End of components.txt stuff
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[This message has been edited by suicide_junkie (edited 23 April 2001).]