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  #1  
Old October 3rd, 2002, 08:15 PM

spoon spoon is offline
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Default question about mod tricks

I was browsing some data files, and I'm curious as to what these two abilities do for their associated components....

(from Proportions)
- Armor I
- Ability 1 Type := Planet - Shield Generation

(from P&N)
- BuckyTube Gel Plating I
- Ability 1 Type := Star - Unstable

Are there other neat tricks like this?

Thanks!
-Spoon
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  #2  
Old October 3rd, 2002, 08:38 PM
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Default Re: question about mod tricks

those dont do anything, they are just there to help the AI chose components.
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Old October 3rd, 2002, 08:57 PM

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Default Re: question about mod tricks

Quote:
Originally posted by Puke:
those dont do anything, they are just there to help the AI chose components.
How so?
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  #4  
Old October 3rd, 2002, 09:14 PM
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Default Re: question about mod tricks

the AIs use design creation files that call on specific component abilities. since porportions uses alot of techs that are all good when used right, the AI should not just use whatever its highest tech level is. this allows it to create more specific, delibrate, designs.
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Old October 3rd, 2002, 09:57 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: question about mod tricks

The P&N example you gave doesn't help the AI at all.

All it actually does is add a description point to the component.
I used that to add the description "Protects against armor-skipping weapons".
I've also used that ability elsewhere to add the description "+ X% to accuracy" for weapons such as WMG which get an inherent bonus that is not normally visible except in combat.

It is very useful to know that your "Anti-Matter Torpedo I" has a +15% accuracy bonus in P&N, instead of having to simulate combat or read the components.txt file
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Old October 4th, 2002, 12:42 AM

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Default Re: question about mod tricks

Hmm.. i had a question about this a while ago...
You use unused abilities. Why not use the closest by meaning ability, or just one, and just put it to 0?

or will it drive the AI crazy?
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